- cross-posted to:
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- [email protected]
- cross-posted to:
- [email protected]
- games
- [email protected]
I must say it is not the best RPG out there, but I feel like it would have earned more. I personally have a lot of fun playing.
While it was not a Cyberpunk-grade overhype, I think it must still have been overhyped. Because if you see it as Skyrim with better graphics, it is pretty much what you’d expect.
Some of the common criticism seems to be intrinsic to the sci-fi genre. In Skyrim, you walk 100 meters and then you find some cave or camp or something that a game designer has placed there manually with some story or meaning behind it. And as a player, you notice that, because most locations in Skyrim feel somehow unique. Even though for example the dungeons have rooms that repeat a lot. Having a designer place them manually with some thought gives them something unique.
In interstellar sci-fi, a dense world like this is simply impossible. Planets are extremely large so filling them manually with content is simply not possible. And using procedural generation makes things feel meaningless. Players notice that fast. So instead, Starfield opted for having a few manually constructed locations that are placed randomly on planets, unfortunately with a lot of repetition. But that is a sound compromise, given the constraints of today’s game development technology. The dense worlds that we are used to from other genres simply don’t scale up to planetary scale, and as players, we have to get used to that.
My biggest complaint is still an RPG being consolified, meaning its menu’s are all shit because of controllers.
Interactions in this game would me so much better if it were designed from the ground up for mouse, point and click, drag, etc.
My only other complaint is I wish I could fly and land the craft myself similar to No Man’s Sky. You can land on planet, shit is still random gen, but there’s some hardpoint spots where your ship can land in a city or outpost.
The positive sides that surprised me is the ship building is great. Always wanted a game that allowed this kind of ship building.
Space Engineers or similar are great, but can be too much detail. This snap together modular blocks is nice middle ground.
I’m also impressed the engine is able to handle so many micro collisions of items on the ground.
That’s weird because I’m playing on console and the menus and UI are shit with a controller too.
I don’t think the engine allows for such an open world. The engine is built around cells, and BGS shot itself in the foot by making a game in a setting that requires open-ness using an engine that only works with enclosed spaces.
Implementing dynamic asset streaming would’ve been a massive hurdle that would’ve likely broken so many other things and delayed the entire release by a year or two. I can understand why they didn’t go that route, especially during the pandemic. For what its worth, the terrain gen and all is still pretty impressive, even if you cannot seamlessly travel around.
I agree that they could’ve hidden some parts better though, like why can’t I select an existing landing spot from within the ships cockpit instead of having to use the map? They already show you the markers when you’re in the scanning mode anyway so that could’ve been a pretty quick thing to do. After all it works with other targets already too.
A lot of the negativity seems to stem more from the fake outrage though.
Ship building is fun, but man they are lacking in detail.
What is the difference between these two cockpits? Idk, build it twice and find out. Oh, they’re identical, then why even have a second one?
Oh, this giant 3x3 module must have a ton of stuff in it! Nope, the 2x1 is actually better. But which one? Dunno, try them all and reload.
You’re ship is too big in either length, width, or height. Which one is it? Dunno, I just figured I’d throw all the errors together into one warning and let you figure it out.
Modders sure have their work cut out for them…