The Guardian is pretty powerful for early game stuff on NG+, but yeah, it’s a dead end street.
It can haul ass, but yeah the inability to do anything to it so far sucks, oh and no place to sleep. It does improve each NG+ for the first few games anyways. I don’t know how much better the Guardian 6 is than the Guardian 1, but there are definitely ships, or groups of them, that can school the lower level guardians if you aren’t careful. I am wandering around in NG+2 right now having delayed moving on, and I am currently going around doing some of the side quests I didn’t do in my original playthrough. The fact that all of your work not directly tied to your character gets wiped, but NG+ is how you improve certain things for your character makes me less motivated to spend time building up in a universe.
Made it through… 92 hours. Left out the Rangers, the Corporation and the Crimson Fleet. Didn’t build an outpost, design a ship, craft anything, research anything… Did land on 100 planets :)
Will take a break then try some of those other quests.
There’s a great B-Movie game in here, but its parts are bobbing about in repetitive, redundant filler and missed opportunities. I had thought I would buy this as my GP sub is about to expire, but I think I can skip it.
I think the main thing missing in Starfield is the sense that this universe is large. Even though the play area is large the number of settlements feels actually smaller than Skyrim or Oblivion. Maybe that’s a bad impression, because I’m sure the areas themselves are actually larger in size by comparison, but overall it doesn’t feel super “epic”, it feels … weirdly limited in scope.
Same cut scenes over and over, same tile sets, same biomes, I bored of this game super quickly. It’s another game that’s 1000000 miles wide and an inch deep.
Some of the set pieces were pretty good, but there is so much in this game that’s just plain lazy. Identical temple time waste, docking, landing, takeoff, sitting, ladders…just so much superfluous garbage.
Most people seem to really love this game, I ended up feeling like maybe it was a 5/10 on a generous day.
What could be more fun than flying the Mantis ship into the Key on the vanguard mission and having the pirates shrug and smile.
I think I’m heading into the final area with my companion of choice. Will probably finish up tomorrow, I’d assume. It’s been a wild 50+ hours, and there are entire mechanics I haven’t even delved into yet.
I will say, screw that penultimate mission with the two realities. I kept getting so turned around in there.
Nah, there’s no way this is a 5/10. I think it’s fine.
The problem is that it’s not quite a narrative game and not quite an open world game. IMO it really reminds me structurally of games like Watch Dogs. I mean you can kind of get into wacky hijinks in Watch Dogs, but it’s the same wacky hijinks over and over. There are big playgrounds to parkour around, but there’s no independent economy and, other than making a mess at random, little outside of missions to do. At least Starfield has Space Tourism (surveying).
But I do like the love in the “pseudo-real” space theme and all the unnecessary details. They really sat down though and made Big Decisions about the narrative flow of thr game, like how NG+ is baked into the fundamental design of the game from hour 1.
What I do think suffered though were some last pass balance issues with construction and selling items. They seemed to deliberately massively nerf making money “independently” of missions. That’s… probably the right decision too. There’s not a functional economy in the game. If bases netted you big money you’d buy every ship for sale in hours and totally break the game. But that does feel like an error in design.
It would be nice if Starfield created an actually economic model like Privateer. But since money is irrelevant, there’s no point in scanning, or trade or contraband. These things are like relics of other games left in because the genre demands it.
Prices really are silly in this game, both buying or selling. Ships are the silliest, but really everything is just crazy. All the spacer scum should only use cutters, just to begin with, because there’s no way they can afford ammo…
On the other hand the casual giveaway of the Frontier at the beginning makes a lot more sense now. Sure, take it, I’ve bought laser pistols that cost more than a spaceship…
I found a mission that was just a simple take-down of some Spacers in Space. I loved me some space action, but sadly by the time I look out their shield subsystems and engines, all the ships got destroyed. So no boarding action for me today.
Finished earlier. 53 hours on the dot. I had a little scare where the final conversation with The Hunter wouldn’t trigger but a few reloads eventually got it. I have no idea what to do now. Give it a rest? Continue on? Start Cyberpunk over again? Jump back in to Grim Dawn (which I’ve totally forgotten how to play)?
Decisions decisions. All in all, I had a great time with Starfield. I’m not overly critical of the game’s faults because it allowed me to get lost in only the way Bethesda can.
Ya, it’s like someone played Dishonored 2 and thought that chapter was cool and wanted to put it into this game, but it was so darn confusing. I had to quit 1/2 way through and just get calmed down I was so furious with that level.
Not everyone’s cut out to be Starborn!
Something weird is how the third faction, the serpent guys, don’t have any active role in the game. I thought they would feature more at some point in the main quest, and their religion would be somehow related to the mystery of the main plot.
But no, my theory was wrong. Maybe they will feature more in an expansion?
I kept waiting for one of them to shout, “Tunnel Snakes rule!”
Yea this feels like some of that subtle world building Bethesda does, but is even half baked at that.
In Skyrim the “4th age” is a fallen empire and the rise of the high elves that’s stopped only temporarily. It’s implied the Thalmor (essentially high elf secret police) are manipulating the rebels to weaken Skyrim and the Empire for a future invasion and final conquest - essentially the player is doing a Half Life thing by being the right man in the wrong place. But the Thalmor in game hardly only have one or two plot points. It’s just all foreshadowing and world building.
It’s clear these guys are being set up for some kind of invasion by the serpent people. It’s apparently a trope / fear in Asian anime and games of the idea of an army going “over the horizon” into impure lands turning feral and coming back to attack its native land and that’s basically the story of the Tha’aruun. But it doesn’t… really go anywhere in Starfield. It doesn’t even really build them up as an unusual evil threat. They’re just some humans with guns. They don’t even really look that different.
They have exotic accents!
I mean I kind of respect it, they’re going for NASA-punk and there’s this limiting factor about not wanting things to be too over the top, as if the game is being constrained by “reality”, and in effect combat is between guys wearing 1970s space suits in space. Basically every other game makes those kinds of enemies, you know, wearing green capes with green armor firing green bullets that have poison attacks and they like hiss like snakes on comms ect. But… maybe just, you know, a bit more interesting than they have now.
Last night I completed the mission to “rescue” Barrett. Classic Bethesda plot scripting, as I roll up on Barrett just chilling with the Dread Pirate Mateo and his goons and we initiate a conversation. I decide to take a stab at Persuasion because I have 2 points in it and figure failure means fighting anyway, so why not? The first dialog option I choose, which was basically “Hey, you and Barrett seem to get along, why not just let us all leave?” results in Critical Success and just like that we’re free to go. Like, uh, dude, I just killed a dozen of your guys topside and you’re cool with letting us all walk, no ransom or anything, just 'cause I pointed out that you and Barrett had a vibe happening? Even better, Dread Pirate Mateo and his band of scary pirates just watched approvingly as I proceeded to loot everything of value in their little pirate den. “I’m leaving now, but you don’t mind if I take all these credits, these four guns, all this ammo and a couple of medpacks with me do you?”. Worst…pirates…ever. =)
On the subject of companions and crew…during the Barrett mission I picked up Lin and Heller and added them as crew during the mission (I couldn’t very well leave them stranded alone on their respective planets). It seems they both have skills that are specialized for outposts, so now I’m thinking it might be time to look into creating an outpost and playing around with that aspect of the game. Can I assign both of them to the same outpost, and would doing so increase the benefits more than simply assigning one of them? In other words, do Lin and Heller stack to provide even better outpost production?
I’ve loaded up on the resources some of the outpost building guides recommended you have, and I have watched a couple of the videos about how to find outpost locations that span 4+ resources. Anyone have any advice on a planet easily reachable from New Atlantis that has some of these unicorn resource zones I can plop down an outpost within?
So there’s this silly Enhance shop in every town which presumably offers everyone complete control of their appearance. So why does everyone have little moles and freckles and facial scars? It may be realistic in our world, but not the Enhance world.