$tarfield

As part of Xbox’s Summer Showcase event last month, we got some big news about Bethesda’s failing space game Starfield… and it isn’t good. In fact, I’m beyond disappointed in the latest updates about the game, and I now feel incredibly sceptical about Bethesda’s longer-term future and its upcoming titles in the Elder Scrolls and Fallout franchises. Today, I’d like to talk about what it is that I don’t like – and why it should matter to fans of Starfield, haters of Starfield, and even folks who’ve never played a single Bethesda Game Studios title.

Last year, I had pretty high hopes for Starfield. But as you may already know if you’ve read my first impressions of the game – and my other post-launch articles – I didn’t enjoy what was on offer. The world-building and setting just didn’t grab me in any way, and I progressed through some pretty boring missions and bland environments not really giving a shit about the galaxy that Bethesda had created or the characters who inhabited it. After spending as much time with the game as I reasonably could, I put Starfield down and haven’t returned to it – save for taking a few screenshots here and there to use on the website.

Screenshot of Starfield showing a first-person viewpoint.
Screenshots like this one!

But what we’re going to talk about today doesn’t come from a place of “hate.” I’m not blindly attacking these decisions from Bethesda and Xbox because Starfield left me disappointed and I want to twist the knife even more. On the contrary: it’s precisely because I’ve enjoyed other Bethesda titles and because I had hoped to enjoy new ones in the future that I feel compelled to share my criticisms.

In short, Starfield is being catastrophically over-monetised. Bethesda and Microsoft seem desperate to wring every last penny out of the game, no matter what. Not content with making a lot of money from sales and subscriptions to Game Pass, Xbox and Bethesda are greedily grabbing every penny they can using every dirty trick from the games industry playbook. Having already charged £35 extra to players who wanted to play the game on its real release date, Bethesda and Xbox have now set up an in-game marketplace that wouldn’t look out of place in a crappy free-to-play mobile game, one that charges players for basic items and even fan-made mods.

Screenshot of Starfield's microtransaction marketplace.
What the fuck is this shit?

Shattered Space is going to be one of several larger pieces of DLC, and I’ve always given big expansion packs a lot of leeway when it comes to criticisms like this. But the fact that Shattered Space was planned during development of the base game – and appears to contain a faction that I would argue should have been part of the main game given its prominence and relevance to the plot and to major characters – even that starts to feel shady. The fact that Bethesda and Xbox were selling pre-orders for Shattered Space before Starfield even launched last year is just more proof of that. This is basically cut content: storylines and missions developed alongside the game’s main content that were carved out to be sold separately later on.

Whether you love or loathe Starfield, you have to admit that this is a poor way to run a single-player game. Look around at some of Starfield’s biggest competitors in the single-player action-RPG space. Baldur’s Gate 3 was complete at launch, with no major DLC and only one small content pack being sold separately. Cyberpunk 2077 comes with a single piece of DLC – and it’s a massive, game-changing one. Elden Ring likewise only has the one piece of DLC, too. None of these games paywall their fan-made mods, either.

Concept art/logo for Elden Ring - Shadow of the Erdtree.
Comparable games – like Elden Ring – aren’t subject to this ridiculous level of monetisation.

If this is the route Bethesda wants to go down – and it clearly is, as we’ve already seen with Fallout 76′s microtransactions and expensive add-ons – then I don’t think I want them to make The Elder Scrolls VI any more. Or Fallout 5. The Elder Scrolls III: Morrowind is one of my favourite games of all-time, and even though it’s been a while since I last played Skyrim or Oblivion, I still felt a sense of excitement knowing that a return to the world of Tamriel was on the cards. But now? Fuck it, I’m out.

Gamers have become desensitised to this kind of over-monetisation, but for a single-player title Starfield’s in-game marketplace is one of the worst and most egregious I’ve ever seen. We’re looking at a single mission that costs $10, item packs containing a scant handful of items for £10 or more, and much more besides. Players also need to buy an in-game currency – at the usual awkward exchange rate – before they can buy any of these microtransactions. More games industry bullshit from Bethesda there.

Screenshot of Starfield's microtransaction marketplace.
The in-game currency packs at time of writing.

I get that developers need to be paid for their time and work. But this isn’t the way to do it. If Larian Studios and FromSoftware can release profitable games that don’t need to rely on this kind of shocking in-game marketplace, surely Bethesda can too. And if CD Projekt Red can recover from Cyberpunk 2077′s shockingly poor launch (and even the game’s removal from an entire platform for months) to turn a huge profit from a game that only has a single piece of DLC, why can’t Bethesda? I don’t buy the excuse that Starfield wouldn’t be profitable without this microtransaction storefront – especially given that many of the offerings are fan-made mods that didn’t cost Bethesda a penny to create.

Maybe I’m too old and times have changed, but I’ve always believed that fan-made mods should be free. They’re a passion project, something players do for a bit of fun or to tweak a game they enjoy to be more to their liking. The idea of paying for mods has never sat right with me, and while I love the idea of up-and-coming or budding developers viewing modding as a way into the industry… they shouldn’t be expecting to make modding someone else’s game their full-time job. So paid mods are already a no-no for me, but knowing that Bethesda and Xbox are taking a cut of the proceeds for something they didn’t even make? It’s sickening.

Screenshot of Starfield's microtransaction marketplace.
Another expensive cosmetic add-on.

I said months ago that, with Shattered Space just being the first of several pieces of planned DLC, the total cost of Starfield could soar well past the £200 mark – but I didn’t expect that warning to come true so quickly. At time of writing, just to pick up the microtransactions in the “featured” category you’ll need to spend over £50 – on top of buying the base game for £60 and Shattered Space for £35. With more microtransactions being added all the time, it won’t be long before Starfield will be asking for north of £500 or even £1,000 for the complete package. That’s completely unacceptable to me for a single-player title.

It’s not wrong to want good, high-quality, complete games from studios. Other developers are capable of turning a profit by making and releasing games, so there’s no justification for this cash-grab from Bethesda and Xbox. And if this is how the company plans to make and monetise its games, then quite frankly I hope Bethesda Game Studios goes the way of Tango Gameworks and Arkane Austin. Given the abject failure of Starfield already, and the controversy that these microtransactions are bound to cause, maybe Microsoft ought to consider taking The Elder Scrolls VI and the Fallout license away from Bethesda. The corporation has enough other studios under its umbrella at this point that it would be quite feasible to pass these titles to someone else.

Logo for The Elder Scrolls VI.
Maybe someone else should make The Elder Scrolls VI.

I’ve lost all interest in The Elder Scrolls VI now, anyway. And unless Microsoft were to announce a massive change in that game’s development, I doubt I’ll pick it up. It’s clear to me now how Bethesda sees its games – less as complete experiences than as platforms for monetisation, microtransactions, and expensive in-game purchases. Rather than creating games to be published and sold, Bethesda is going all-in on live services and “recurring revenue,” hoping to monetise its titles for years after release. If the company was making multiplayer games, where this business model has worked, I’d leave them to it. But in the single-player space I find it objectionable… actually no, I find it disgusting.

This time last year, coming out of Bethesda’s big Starfield presentation, I could hardly have been more excited about the game and its prospects. A friend of mine said to me that they genuinely felt Starfield “could be the best game either of us will ever play” – such was the level of hype and excitement that Bethesda and Xbox had successfully built up. But it wasn’t meant to be.

Pre-release concept art for Starfield showing a space station corridor.
Pre-release concept art for Starfield.

Instead, Starfield was a game that was mediocre at best; a title comprised entirely of systems and mechanics that other titles have been doing better for years. As I wrote once, Bethesda should have been less focused on turning Starfield into a “ten-year experience” and instead ought to have been spending time catching up on a decade’s worth of improvements in game design and development. The company’s executives were entirely focused on the wrong ten years!

At the end of the day, I could have overlooked bland gameplay, uninspired mission design, and even a lack of decorative and cosmetic options if the world-building and narratives present in Starfield had been up to scratch. But they weren’t – and all of this lacklustre gameplay was taking place in a boring, small-scale world that I couldn’t find a way to get invested in or care about.

Screenshot of Starfield showing a player character at a mission board.
Starfield’s world-building was disappointing.

All of this leads to one question: why on earth is Starfield – with its bland, uninteresting, small world and outdated, mediocre, often-buggy gameplay – worth spending more money on? The kinds of things that these microtransactions are adding should be free – and given the crap state that the game remains in almost a year after its underwhelming launch, Bethesda should be continually adding new features, new missions, new cosmetic items and the like. And if there are going to be paid-for expansion packs like Shattered Space, then realistically they need to be as big and as transformative for Starfield as Phantom Liberty was for Cyberpunk 2077.

Without that kind of large-scale change to the game, I don’t see Starfield surviving. Many of the players who picked it up on launch day or in the latter part of 2023 have already drifted away and are finding new gaming experiences to get stuck into. It’s already a tough sell to win back disappointed ex-players, and adding microtransactions – including a single mission for $10 – is categorically not the way to do it. It would be bad enough if Starfield was a popular title with a large playerbase… but it isn’t. And this kind of egregious in-game shop isn’t going to do anything to bring players back.

Screenshot of Starfield's microtransaction marketplace.
Starfield’s first $10 mission. Expect to see more like it.

So I guess I really am done with Starfield. I held out hope for a while that there might be an update or DLC pack that would genuinely transform the game, bringing it closer to the original promises that Bethesda made and making it a title I might actually enjoy playing. But with the company seemingly wedded to this microtransaction and paid mods approach that wouldn’t feel out of place in a free-to-play mobile game… I’m out. This game isn’t worth it, and even if it had been a title with a fun story and great world-building, I think I’d still be so turned off by the over-monetisation that I’d walk away.

On the one hand I get it: I’m a dinosaur in a gaming marketplace that’s changed. Morrowind, with its two expansion packs, was more than twenty years ago, and many developers nowadays go down the route of microtransactions, “gold editions,” paid early access, and so on. But there are still games that don’t, especially in the single-player space, and I don’t think it’s unreasonable to ask for a game that I play alone and offline to be basically feature-complete and not try to grab every penny out of my wallet every time I want to change my character’s outfit or decorate their living space.

I’ll finish this piece with a warning for Xbox and Bethesda: players will remember what you tried to pull with Starfield when the next Fallout game or The Elder Scrolls VI are being readied for launch.


Starfield is out now for PC and Xbox Series S/X consoles. The Shattered Space DLC pack will be released in autumn 2024. Starfield is the copyright of Bethesda Game Studios, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

We’re Halfway Through 2024!

A Spoiler Warning graphic.

Spoiler Warning: Beware minor spoilers for some of the titles below.

Although I can scarcely believe I’m writing these words… 2024 is officially halfway over! The summer solstice has passed, the nights are getting longer, and before you know it the leaves will be falling from the trees and we’ll be thinking about getting the Christmas decorations out of storage! Maybe that’s a depressing thought for some of you, but I gotta be honest: I love the autumn and winter seasons!

The last day of June marks the halfway point of the year, and I think that makes it a good opportunity not to look behind, but ahead. In late December I’ll dish out my annual End-of-Year Awards, but today is about looking forward to some of the entertainment experiences we might enjoy between now and Christmas. I’ve picked six films, six video games, and six television shows that I think could be fun to watch or play in the second half of 2024.

Still frame from the BBC's New Year's Eve coverage showing Big Ben and the London Eye.
Have you started making plans for New Year’s Eve yet?

As always, a couple of caveats! This list is just one person’s subjective opinion, so if I highlight a production that looks just awful to you, or if I miss something that you think is super obvious… that’s okay! There are loads of things to get excited about and I can’t cover all of them. Secondly, with strikes, pandemics, and other possible issues, it’s possible that some or all of these titles will miss their intended release dates or even slip back into 2025. Everything listed below is scheduled for 2024 at time of writing, but things can change!

With all of that out of the way, let’s look ahead to some of the entertainment experiences we might be enjoying between now and New Year’s Eve.

Films:

Stock photo of a popcorn bucket.
Shall we go to the movies?

I have to be honest: I haven’t seen any brand-new films so far this year! There are a couple on my radar from the first six months of 2024: Civil War, for instance, and the two-part Rebel Moon, but I just haven’t made time for any of them yet. Hopefully that’ll change… I’d love to get a review or two written in the weeks ahead!

Film #1:
The Lord of the Rings: War of the Rohirrim

Promo image for War of the Rohirrim showing a girl wielding a sword.
Promo image for War of the Rohirrim.

2024 is shaping up to be an interesting year for Tolkien fans. The Rings of Power is returning for its second season, but we’re also getting the first of several brand-new projects: War of the Rohirrim. Set a hundred years before the events of The Hobbit and The Lord of the Rings, War of the Rohirrim will focus on the “Riders of Rohan” and the King of Rohan Helm Hammerhand. Helm and his men will defend their kingdom… and presumably establish the legendary fortress of Helm’s Deep.

One interesting thing about this film is that it’s animated rather than live-action, and its success could pave the way for more animated Middle-earth projects, perhaps. Director Kenji Kamiyama is well-known in Japan for his work on anime titles like Ghost in the Shell and Eden of the East. As someone who doesn’t know the first thing about anime… I’ll be very curious to see what comes of this fusion of Tolkien’s world with a uniquely Japanese filmmaking style.

Film #2:
Megalopolis

Title card for Megalopolis.
Title card for Megalopolis.

Francis Ford Coppola’s epic film has been decades in the making, and the legendary director has poured a lot of his time, effort, and talent into creating it – and no small amount of his own money, too. I genuinely don’t know what the result will be; are we going to get a picture comparable to the likes of Coppola’s own Apocalypse Now… or a truly spectacular flop? Some folks seem to have already decided that Megalopolis will be the latter, but until I’ve seen it for myself I don’t want to pass judgement!

The film is set against the backdrop of a New York-inspired city having been destroyed, and the attempts to rebuild it being hampered by a corrupt elite. There could be an interesting message there, perhaps, given events out here in the real world. Either way, I’ll be curious to see what this long-awaited film actually looks like when the dust settles.

Film #3:
Horizon: An American Saga
Parts 1 & 2

Cropped poster for Horizon: An American Saga showing Kevin Costner's character.
Kevin Costner wrote, produced, directed, and stars in Horizon: An American Saga.

Some folks will tell you that the western died a long time ago… but I don’t think that’s really true! There have been fewer westerns produced in recent years than there were at the genre’s peak, but new titles are still making their way to the big screen. Kevin Costner’s Horizon: An American Saga is one of them – and the first two of a purported four-part series are slated to be released this year. I love a good western, and some recent titles in the space have done very different things, from gritty realism to flipping traditional narrative archetypes on their head.

Horizon: An American Saga is set before and after the American Civil War, and all we really know at this stage is that it will depict different characters and families as they settle the western portion of the United States. There are some good actors in the ensemble cast, including Kevin Costner himself, Avatar’s Sam Worthington, Will Patton, and Michael Rooker from The Walking Dead.

Film #4:
Moana 2

Promo artwork for Moana 2.
Maui and Moana (and a bioluminescent whale) in a promo image for Moana 2.

I felt it was a tad unfortunate that the original Moana was released the same year as Zootopia, as the latter film seemed – for a time, anyway – to have really captured the attention of a younger audience! Over time, however, I think Moana has done very well for Disney, and is arguably one of the corporation’s last animated feature films to have been a major success in its own right. Disney has since pivoted to sequels and live-action remakes… which is why we’re getting not only Moana 2 but a new adaptation of the original film!

Disney’s sequels have always struggled with one problem: what comes after “happily ever after?” For most of the company’s animated films, the answer has been “not much,” with the resultant pictures going straight-to-video or being worked into Disney Channel series! But Frozen II showed that Disney can do high-quality sequels on the big screen… so there’s hope for Moana 2, at least.

Film #5:
Red One

Promo photo for Red One showing Santa's sleigh and reindeer.
Ho ho ho…

Santa Claus gets kidnapped? And his chief of security, The Rock, has to rescue him? That sounds like the setup for a film that could be absolutely awful… or maybe brilliant! Truth be told, I love a good Christmas story, and Red One seems to be putting an action-comedy spin on the whole “Christmas is in danger” concept that’s become a timeless holiday staple.

Red One features a stellar cast, including Chris Evans, J.K. Simmons, and Lucy Liu alongside Dwayne Johnson. A couple of years ago I was hearing talk of the film being the first part of a kind of “expanded universe” of holiday-related films. Not sure if that’s still going ahead, but Red One could be a fun title regardless. Whether it’ll be the kind of classic that we’ll want to return to at Christmas time every year… I’m not sure! But you never know.

Film #6:
Wallace and Gromit: Vengeance Most Fowl

Promo image for Wallace and Gromit: Vengeance Most Fowl showing Feathers McGraw's mug shot.
Guess who’s back?

The most evil penguin in the world – and one of cinema’s great villains – is finally returning this Christmas! Vengeance Most Fowl will see the long-awaited return of Feathers McGraw, and he seems set on getting his revenge on those who wronged him all those years ago! I’m genuinely looking forward to this one – the Wallace and Gromit pictures have all been a ton of fun, and stop-motion with plasticine figures is something genuinely different in an animation landscape overrun by CGI.

As to the plot… I confess that I’m not entirely convinced that returning to a storyline from a previous adventure is the right move. I could certainly have entertained the idea of telling an entirely new story. But I’m definitely going to be checking out Wallace and Gromit’s latest adventure no matter what!

Television:

A dusty CRT television set.
What’s on the haunted fishtank this year?

The first half of 2024 has seen some interesting TV shows. My current favourite has to be Netflix’s 3 Body Problem, which has belatedly been renewed for two further seasons. I have a review you can find by clicking or tapping here if you’re interested! But there’s more to come, and the next six months promise some new and exciting programmes to enjoy.

TV Show #1:
Lego Star Wars: Rebuild the Galaxy

Promo image from Lego Star Wars: Rebuild The Galaxy showing Jar Jar Binks holding a lightsaber.
Did Disney just confirm the “Darth Jar Jar” theory?!

Here at Trekking with Dennis, we love and support the Lego Star Wars specials on Disney+! There have been three so far: one Christmas-themed, one Halloween-themed, and one set in the summertime. All have been fantastic, light-hearted takes on Star Wars… and given the bitterness and division in the Star Wars fan community, that can be just what we all need to see sometimes!

Rebuild the Galaxy sounds like it will be a time-travelling tale of undoing mistakes and restoring the correct timeline… with a few fun alternative ideas about Star Wars in the mix, too. Darth Jar Jar, anyone? Hopefully it’ll be a ton of fun, with Mark Hamill and Ahmed Best joining in to voice their iconic characters.

TV Show #2:
The Lord of the Rings: The Rings of Power
Season 2

Still frame from The Rings of Power Season 2 trailer showing a tower and a desolate landscape.
Sauron’s tower rises…

As I said when I took a look at The Rings of Power’s upcoming second season a few weeks ago, there are reasons to be positive as the series returns after a two-year hiatus. But I also don’t see any kind of reboot or resetting of a series that, in some quarters, has proven to be controversial, which could mean that this incredibly expensive production will continue to struggle to win over both longstanding fans of Middle-earth and a wider audience.

For what it’s worth, I enjoyed what The Rings of Power did. Particularly when the series stepped away from big questions about Sauron’s reign and the shape of the world and told smaller, more character-oriented stories, I felt there were sparks of genius. And I will never not be interested in a high-budget production that expands our understanding of one of the original, foundational fantasy worlds. Maybe The Rings of Power is imperfect, and maybe Season 2 won’t be the soft reboot that it arguably needed… but I’m still looking forward to it!

TV Show #3:
Phineas and Ferb
Season 5

Still frame from Phineas and Ferb showing Candace looking at the boys on a TV screen.
Phineas and Ferb will be back on our screens before too long!

This one is tentative, but Phineas and Ferb’s return is supposedly still on the schedule for 2024. We don’t have anything official on that, and we haven’t seen any trailers, but it would be great to see Phineas and Ferb back on our screens this autumn or winter. I felt that the TV film Candace Against the Universe was fantastic, and if the writers have found new and exciting storylines for the kids and Dr Doofenshmirtz, we should be in for a fun time!

Phineas and Ferb has become one of my “comfort shows,” and I often drift back to it on days when I’m struggling with my mental health. From my perspective, I’m really happy at the prospect of getting some new adventures with Phineas, Ferb, Perry the Platypus, and the rest of the gang. The challenge for any revived or renewed series is finding a way to recapture the magic of those earlier seasons… and finding a better justification for a return than “because money.” I’m crossing my fingers… but I’m more than happy to wait until 2025 or even 2026 if it means better episodes and stories.

TV Show #4:
Those About To Die

Promo photo for Those About To Die showing the Roman Emperor.
Anthony Hopkins in Those About To Die.

Those About To Die is a series focusing on gladiators in the Roman Empire. It will star Anthony Hopkins as the Roman Emperor… and that’s about all I know at this stage! The trailer left me with echoes of Game of Thrones (and not just because of the presence of actor Iwan Rheon) with themes of politicking, backstabbing, and control of the Empire all seemingly in play.

There hasn’t been a big-budget production set in ancient Rome for quite some time, so I’ll be curious to see what director Roland Emmerich can do with this unique setting. Hopefully we’ll get some action and excitement at the very least!

TV Show #5:
Star Trek: Lower Decks
Season 5

Still frame from Star Trek: Lower Decks Season 2 showing the four main characters at at table.
The four ensigns in Season 2.

I really need to climb out of my Star Trek doldrums and watch Season 4 of Lower Decks before I can get too excited about Season 5! Unfortunately, this is set to be the final outing for Mariner, Boimler, and the rest of the crew of the Cerritos, as Paramount cancelled the series earlier this year. Hopefully we’ll get a fitting send-off for an enjoyable series and cast of characters.

Lower Decks has been an interesting experiment for the Star Trek franchise – one that would probably have worked better were it not drowned out, at times, by too many other Star Trek productions on our screens all at once. But I hope this won’t be the end for the franchise’s flirtation with animation – it’s a format that has worked well. Lower Decks also took Star Trek back to an older, more episodic style of storytelling, which is something I continue to appreciate.

TV Show #6:
Leonardo da Vinci

A page from Leonardo da Vinci's sketchbook.
One of da Vinci’s designs.

I’ve been a big fan of Ken Burns’ work for a long time, and Leonardo da Vinci will be the acclaimed filmmaker’s first documentary about a non-American subject. Da Vinci led a fascinating life, and I have no doubt that we’ll all learn a lot about the legendary scientist and artist through this new two-part miniseries.

Ken Burns has a unique style that makes his documentaries for PBS really stand out, so I’m looking forward to seeing what his take will be on one of the greatest polymaths of the Renaissance era.

Video Games:

Photo of a young child playing a racing video game.
There are some fun games on the horizon.

Don’t tell anyone, but I think I already know what my “game of the year” will be when I hand out some imaginary statuettes in December! Little Kitty, Big City is an adorable and incredibly fun title, but I’ve also had fun in the first half of 2024 playing EA Sports PGA Toura golf game. There’s a lot more to come before Christmas rolls around, though!

Video Game #1:
Star Wars: Outlaws

Promo image for Star Wars: Outlaws showing the main character.
Protagonist Kay Vess and her pet… lizard-axolotl-thing.

One of the things I’ve argued that Star Wars needs to do is step away from the Jedi, Sith, and the Force and show us more about how the regular citizens of the galaxy live. Outlaws seems poised to do just that, focusing on the criminal underworld that we’ve caught glimpses of in other productions. This is, however, a Ubisoft open-world title – and Ubisoft’s particular formula for making games like that is arguably played out at this point. Not to mention there are about a dozen different “editions” of the game, all of which offer some kind of exclusive content and cost a lot more money!

I wouldn’t say that I have sky-high expectations for Outlaws, and having come away from last year’s Jedi: Survivor feeling pretty disappointed, this is a game I admit that I have reservations about. If it all comes together, though, I think we could finally get that personal Han Solo-inspired adventure that many Star Wars fans – myself included – have been interested in for a long time. Just please… don’t make protagonist Kay Vess another “secret Jedi in disguise!”

Video Game #2:
Life By You

Title card of the cancelled Life By You.
What a disappointment.

I was all ready to tell you about how genuinely excited I was at the prospect of a proper competitor to The Sims… only to belatedly learn that publisher Paradox cancelled Life By You just months before it was scheduled to be released. That’s disappointing – not only for those of us who might’ve wanted to play it, but for the developers who’d been working on it for over five years at this point.

The Sims has had this genre almost all to itself for a long time, and the result has been a game drowning in expensive add-ons and “content packs.” Life By You could, perhaps, have shaken up a stale genre and done things differently. We’ll never know what might have been.

Video Game #3:
Star Trucker

Promo image for Star Trucker.
Ready to get behind the wheel… or control stick?

Euro Truck Simulator meets science fiction! If that sounds like fun to you, maybe you’ll like Star Trucker. As the name suggests, it’s a game about piloting – or should that be driving? – cargo ships in a sci-fi setting. It looks like a ton of fun; the kind of “cozy game” that I can find myself losing hours of my life playing!

Star Trucker hadn’t been on my radar at all until I saw it at Xbox’s Summer Showcase event a few weeks ago, but now I’m definitely curious to give it a go. I’ve played a fair amount of games like Euro Truck Simulator and Train Simulator, and taking that kind of gameplay to a weirder outer space setting seems like it could be a blast.

Video Game #4:
Indiana Jones and the Great Circle

Promo image for Indiana Jones and the Great Circle showing first-person gameplay.
Let’s punch some Nazis!

I have to be honest with you: I’m not sure about this one. Something about the marketing material for Indiana Jones and the Great Circle is just rubbing me the wrong way, and the game’s visuals feel decidedly underwhelming, too. Still, as a child of the ’80s I feel a strong connection with the Indiana Jones series… and after recent films have failed to impress, surely Indy is overdue for a hit?

The likes of Tomb Raider and Uncharted have shown that video games can do incredibly well with these kinds of historical mystery-adventures, so it could be great to give the granddaddy of the genre one more chance in the video game realm. Maybe, just maybe, I’m wrong about this one and Indiana Jones and the Great Circle will be the kind of rip-roaring adventure I’m looking for. Fingers crossed, eh?

Video Game #5:
Super Mario Party Jamboree

Promo image for Super Mario Bros Jamboree.
Promo image for Super Mario Party Jamboree.

I’ve had a soft spot for the Mario Party series since I played the first entry on the Nintendo 64 way back when! It’s great to see that Nintendo is keeping this fun, family-friendly party series around, and even more so to see that a couple of game boards from those early N64 titles are being recreated this time around. It looks like there will be plenty of fun to be had for Mario and the gang!

As the Nintendo Switch begins to wind down and rumors of a new console have even been confirmed by Nintendo, Super Mario Party Jamboree could end up being one of the last big first-party titles created for the machine. With more than 100 mini-games, seven game boards, and a robust online mode, it seems like it’ll be a great send-off for the Switch.

Video Game #6:
Tales of the Shire

Promo image for Tales of the Shire (2024).
Hobbit-holes!

Tales of the Shire feels like it could be The Hobbit meets Animal Crossing! Pitched as a life sim set in the world of Tolkien’s Middle-earth, it looks like there will be a lot of customisation for both player characters and their Hobbit-holes, and a lot of fun, cozy gameplay to get stuck into.

There’s a lot of Middle-earth content on the way, including several new films that were announced earlier in 2024. There’s definitely space for a title like Tales of the Shire… let’s just hope it fares better than Gollum did last year!

So that’s it!

Two coconut beverages with straws on a pier overlooking the sea.
What are your plans for the summer?

We’ve taken a look at a handful of films, TV series, and video games that I think are worth keeping an eye on as the second half of 2024 gets underway. Though it scarcely seems like any time has passed since we were taking down the last of the Christmas ornaments (and I still have an uneaten Christmas pudding in my cupboard), time’s marching on, and the autumn and winter seasons will be upon us before too long!

I hope I’ve given you an idea or two, at any rate. There are plenty of interesting-sounding titles that didn’t make the list this time around, and as I noted just last year, some of my favourite entertainment experiences came out of nowhere and completely surprised me! So I hope there will be some unexpected titles in the mix in the second half of 2024, too.

As the summer season gets underway, I wish you all the best.


All titles discussed above are the copyright of their respective owner, distributor, studio, broadcaster, publisher, etc. Some images and promotional artwork courtesy of IMDB and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play… Golf?

In 1997 or 1998, I had a lot of fun playing Actua Golf 2 on my PC. I didn’t have a lot of PC games at the time – my platform of choice in the second half of the ’90s was a Nintendo 64 – but Actua Golf 2 was a game that ran well on a fairly limited computer that was supposed to be used primarily for school work! It’s strange that I would’ve been interested in a game like that, but having played a demo version and with the game not being particularly expensive, I didn’t mind splashing out.

I found Actua Golf 2 to be a fun and surprisingly challenging title. It was more strategic than most sports games and less about hitting fast button combos, and I found that lining up my shots, choosing which club to use, and so on was a blast – certainly way more entertaining than I would’ve expected. There was a thrill to hitting the ball just right after making all of the right choices, and landing it within touching distance of the hole.

Screenshot of Actua Golf 2 (1997).
Actua Golf 2 was released for PC and PlayStation in 1997.

When the Nintendo Wii came along in 2006, I was on a long waiting list for a console. Even in those days, manufacturers couldn’t keep up with demand! The Wii launched with Wii Sports bundled alongside, and one of the events included was golf. Tennis and bowling were fun too, don’t get me wrong – and maybe one day we’ll have to take a longer look at Wii Sports! But for now, suffice to say that I had a blast playing golf with my little Wiimote, and of the games included in the package, it was by far the most fun to play on my own. Tennis, bowling, and boxing were definitely games that benefited from having a second player!

Wii Sports was obviously a very different kind of experience from Actua Golf 2, with a much more arcadey, casual feel. Using the Wii’s motion controls felt gimmicky at first, I must admit, but even though due to my declining health I could only play while seated, I still had fun with it. Nintendo really nailed the whole “casual game” concept with the Wii, and the nature of golf makes it a great sport to use for a gentler, less intense experience. It still took full advantage of the Wii’s motion control system, but in a completely different way from the tennis or boxing games.

Promo screenshot of Wii Sports (2006).
Wii Sports was a ton of fun!

I’ve never been a particularly sporty person in real life. Even as a kid, when I wasn’t bedevilled by health issues and disability, playing sports wasn’t something that held a great deal of appeal. I played rugby at school – but only when forced to in PE lessons – and as a kid, football was regularly played at one of the clubs I attended. But the rest of the time, I’d have my nose in a book or I’d be doing other things. One kid I knew at school had a dad who played golf regularly, but I never went to the course with them. The closest I’ve ever gotten to playing a real round was when I went to the mini-golf course!

All of this is to say that I have a weird history with golf and golf games! It’s not a sport I care about in the slightest, and if you asked me to explain what the difference is between a wedge and an iron, or who the current champions are on the world tour, I wouldn’t have the faintest idea. But as a casual gamer, and as someone who enjoys slower-paced, “cosy” gaming experiences, I find golf games fit the bill. And that’s how I came to spend much of the first half of 2024 playing EA Sports PGA Tour on my PC.

Screenshot of EA Sports PGA Tour (2023) showing a close-up of the player character.
It’s true… I’m a golfer.

I’ve been a subscriber to Microsoft’s PC Game Pass service for a couple of years now, and having that subscription has felt like a pretty good deal most of the time. I got to play games I never would’ve purchased for myself – especially at full-price – thanks to Game Pass, and I’ve even tried out titles that wouldn’t have even been on my radar. Not all of them have been “my thing,” and there have been some disappointments with Game Pass along the way, too. But by and large, I’m someone who’ll speak positively about Game Pass. In my opinion, it’s a great way for players on a budget to get into current-gen gaming.

But I think we’re slightly off-topic!

Microsoft has a deal with Electronic Arts that has brought more than eighty EA games to Game Pass. I don’t think Game Pass gets the most up-to-date versions of all of EA’s sports games – the likes of EA Sports FC and the Madden American football titles don’t seem to join the service on release day. Don’t quote me on that, but I think that’s how it works. Anyway, one of the EA sports games that has recently joined the Game Pass lineup has been the aforementioned EA Sports PGA Tour. And although it had been a while since I last played much simulated golf, I thought I’d give it a whirl.

EA Sports logo.
Microsoft and Electronic Arts have a deal that’s brought a number of EA Sports titles (and other EA games) to Game Pass.

I don’t play a lot of sports games or even really games published by Electronic Arts. And it’s definitely worth taking a detour to talk about just how over-monetised EA’s sports franchises have become. FIFA – or EA Sports FC as it’s now known – has become notorious for its random in-game gambling, and for selling expensive items and in-game “points,” but I confess that I was surprised to see how corrupt PGA Tour is in that regard, too. I’m not an online gamer, but even in PGA Tour’s offline mode, spending in-game currency is required to get all but the most basic golf clubs and outfits for the player character, and there are plenty of “XP boosters” and other single-use items to briefly improve your stats.

An article or essay on the shocking state of microtransactions is long overdue here on the website. But for now, suffice to say that I find these things offensive. A simple piece of clothing like a hat or a pair of shoes, or basic cosmetic equipment like different ball colours or club designs – none of which have any impact on gameplay – are not things that should be locked behind a paywall. In-game currency is “earned” at an impossibly slow rate when playing in single-player mode, and PGA Tour also employs a storefront that only carries a handful of items at a time – presumably to heighten the need for players to pay extra for in-game currency for fear of missing out. These psychological tricks are manipulative and obscene, yet they’ve become so common in modern titles that I doubt any player would even bat an eye at the state of a game like PGA Tour any more.

Screenshot of EA Sports PGA Tour (2023) showing the in-game storefront.
Part of the in-game microtransaction shop.

I enjoy a game with good customisation options, and a title like PGA Tour – where you see your character all the time from a third-person perspective – should be one where changing outfits and trying on different shirts, hats, and golf club designs simply adds to the fun. EA has chosen to monetise this as much as possible, providing a meagre selection of basic cosmetics at the start of the game and effectively locking the rest behind an expensive paywall. I get it: this isn’t The Sims or a role-playing game where outfits and costumes are a huge part of gameplay. But the fact that these basic items are unavailable except to players who are either willing to grind through a bunch of deliberately awkward challenges or pay up… it makes me angry, to be honest. And as we’re going to talk about, that’s not what I come to a golf game for!

When the Star Wars Battlefront II debacle exploded a few years ago, I really thought that the industry might be about to turn the page on microtransactions and randomised lootboxes. The backlash to that game was so intense that even governments started getting involved, and it seemed for a brief moment as if genuine change was a possibility. Slowly, though, the greedy corporations at the top of the industry have kept pushing, and microtransactions in games today are at least as bad – and in some cases, are much worse – than they ever were in Battlefront II. For me, PGA Tour is a disappointing example of this – but I’m sure you can think of a great many others.

Screenshot of EA Sports PGA Tour (2023) showing a golf ball making its way to the hole.
A golf ball in flight.

However, when I step away from the microtransaction marketplace… I gotta admit that I’m having a lot of fun playing EA Sports PGA Tour. There are some things about the game that I don’t like, sure, but by and large it’s recapturing that feeling that I used to get from Actua Golf 2 almost thirty years ago. It’s gentle, more often than not relaxing, but still a game that poses a challenge and that requires some thinking. Button-mashing won’t get you very far – and that’s something I appreciate!

I’ve mentioned this before here on the website, but I suffer from arthritis that affects my hands and fingers. My dominant hand has been made worse this past year after I suffered several broken bones in a fall, and I find that my ability to make frame-perfect button presses or complicated multi-button combos is greatly diminished. I was never the world’s best gamer by any stretch, but my abilities continue to decline thanks to health-related issues. Faster-paced titles like fighting games or first-person shooters are increasingly difficult!

Screenshot of EA Sports PGA Tour (2023) showing a golfer swinging their club.
Swinging the golf club.

One thing I’ve enjoyed about playing PGA Tour is how few buttons I need to press and how I don’t have to continuously grip the control pad. The default control scheme when using a control pad involves pulling back and flicking one of the analogue sticks to swing the club and strike the ball, and I actually really like this method. It feels interactive; like a half-step (or a quarter-step, I guess) between the simple button presses or mouse clicks of older golf games and the full motion controls of the Wii. And most importantly from a selfish point of view: it’s something I can do without pain!

That’s not to say I’m especially good at it; my timing can still absolutely suck! But controlling a golf game this way feels surprisingly intuitive. I know I’m probably a decade late (or more) with this compliment, but I really enjoy what this control scheme has done for what was already a fun experience. After lining up my shot, I like that I can set the controller down and really focus on getting my “swing” just right!

Screenshot of EA Sports PGA Tour (2023) showing a golfer putting.
Putting the ball.

There are a good number of golf courses in PGA Tour, and these range in terms of difficulty. I think there’s perhaps an overabundance of courses in the United States, and this comes at the expense of other parts of the world. There are no courses at all from Asia, Africa, or South/Central America, for instance, and only one each from France, Italy, New Zealand, Canada, and the Dominican Republic. If PGA Tour is still being supported and updated, adding a handful of new courses from different parts of the world would be a nice touch.

There is diversity of environments in the courses on offer, though, with courses built in desert locales, mountains, and on coastlines all being present. And all of them are rendered beautifully.

Screenshot of EA Sports PGA Tour (2023) showing a flyover of St. Andrews.
St. Andrews: the home of golf!

PGA Tour is nothing special when it comes to the way human characters look, and facial expressions in particular can be pretty lacklustre. Nothing about the way people look feels current-gen, and some of the crowds can actually feel quite outdated in terms of both appearance and their simplified, copy-and-pasted animations. Player characters look a bit better, but still unspectacular. Compared with what we know is possible on current-gen hardware, there’s a lot of work to do for the next iteration of this series!

But the courses themselves are something else. They look outstanding, with grass, trees, plants, and even water being beautifully recreated. Running on my PC, with an RTX 3070 Ti graphics card, these courses have all looked absolutely fantastic, and sometimes it’s been fun to just watch the flyover of each hole and take in the setting. I’m never gonna get invited to any of these fancy places, so seeing them digitally recreated is the closest I can hope to get! Thankfully, PGA Tour does a good job.

Screenshot of EA Sports PGA Tour (2023) showing a flyover of TCP Scottsdale.
There are some beautiful courses in PGA Tour.

I think the beautiful and realistic courses are another reason why playing PGA Tour has been so relaxing for me over these recent months. Getting lost in a digital setting isn’t always an easy feeling for any game to conjure up, so when a title can bring its environments to life like this… it really is a thing to see. I don’t think we’re at quite the same level of graphical beauty as a title like Kena: Bridge of Spirits or Red Dead Redemption II managed… but it’s not a million miles away.

As with many other sports games, PGA Tour features commentary from real commentators. I confess that I had no idea who any of them were before playing the game, but I daresay folks who regularly watch golf events on television will, and the inclusion of familiar voices in the commentary box will be another fun addition. One thing I’ve enjoyed about the commentary in PGA Tour is how the commentators will share their knowledge of not only each course, but most of the individual holes as well; rather than just commenting on events as they unfold, that little bit of extra information at the beginning is neat.

Screenshot of EA Sports PGA Tour (2023) showing a golfer teeing off.
It can be worth listening to what the commentators have to say at the beginning of each hole.

There are places where the commentary is limited, of course – as you’d expect from any sports game, really! I find that I hear a few lines repeated quite often, and in some situations the game only has a single line from the commentators, so there isn’t always a lot of variety. If, like me, you regularly miss your longer putts and end up having to take an extra shot, well… be prepared to hear the commentators take note of that. Over and over again!

Jokes aside, I’ve been having a fun time with PGA Tour. It reminds me of playing Actua Golf 2 way back when, and it’s been both an entertaining challenge and a surprisingly relaxing experience. I would never have chosen to go out and buy a golf game, but when I was browsing Game Pass it leapt out at me, and I’m glad I gave it a whirl. It’s not gonna be anyone’s “game of the year” or anything like that – not unless you’re a hardened golf fanatic! But I’ve sunk quite a few hours into the game by this point, and in spite of some limitations and a downright aggressive in-game storefront, I’ve had fun.


All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Actua Golf 2 and Wii Sports are currently out of print, but second-hand copies are often available for purchase. EA Sports PGA Tour is out now for PC, PlayStation 5, and Xbox Series consoles. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Answering Ten of the Biggest Geeky Questions!

A spoiler warning graphic.

Spoiler Warning: Spoilers may be present for some of the franchises/properties discussed below.

There are a handful of “big questions” that define one’s place in geekdom – and today it’s my turn to answer some of them!

I thought it could be a bit of fun to consider some of the biggest questions that geeks like us have to wrangle with. Which fictional character is stronger? Which gaming platform is the best? These questions are contentious, especially here on the interweb – but I hope you’ll engage with this piece in the spirit of light-hearted fun! That’s how I’m choosing to present my answers, in any case.

As I always like to say, nothing we’re going to talk about today is in any way “objective!” These are my wholly subjective takes on questions that are intended to evoke strong reactions, so I hope you’ll keep that in mind! Although I’ve said that these are ten of the “biggest” geeky questions, I’m sure you can think of others – so this is by no means a definitive list.

A stock photo of a contemplative man surrounded by question marks.
Let’s contemplate some big questions together!

I’ve considered myself a geek – and been considered a geek by others – for basically my whole life. As a kid and a teenager, I moved in nerdy circles and friend groups where the likes of fantasy, sci-fi, horror, and video games were frequent topics of conversation. And in the ’80s and ’90s, those things were far less “mainstream” than they are nowadays! It’s actually been really cool to see the likes of The Lord of the Rings, Star Wars, and Marvel become some of the biggest entertainment properties on the planet – as well as the explosion in popularity of video games. When I was at school, and even into my young adulthood, admitting to being interested in those kinds of things could lead to mockery and even bullying!

For these questions today, I’ve set myself the rule of providing an actual answer – no cop-out, fence-sitting, “I like both equally” answers here! As I’ve already said, all of this is just one person’s opinion – and at the end of the day, this is supposed to just be for fun. So please try not to take it too seriously; none of this is worth getting into an argument over!

With the introduction out of the way, let’s answer some tough geeky questions!

Question #1:
Who’s the best Doctor?
Doctor Who

A promo image for Doctor Who showing all of the various incarnations of the titular character.
All of the Doctors – so far!

I don’t really remember watching much Doctor Who as a kid. The original incarnation of the long-running BBC sci-fi series was coming to an end when I was younger, and by the time I was getting interested in the genre, it was Star Trek: The Next Generation that really captured my imagination. As a result, I’m going to exclude all of the pre-2005 Doctors from consideration; I simply haven’t seen enough of any of them to really have a favourite.

Of the Doctors that have been part of the revived series, the Twelfth – played by Peter Capaldi – is my favourite… but with a big caveat! Capaldi gave the best individual performance as the Doctor in the role – hands down. No disrespect meant to any of the others… but I don’t think it’s even close. He’s a performer with exactly the right style, look, and gravitas – and in my view, he played the role absolutely perfectly. That’s why I didn’t hesitate when it came to naming him as my favourite!

Still frame from Doctor Who (2005) showing Pearl Mackie and Peter Capaldi.
Peter Capaldi’s Twelfth Doctor is my personal favourite.

But there’s a catch, as I said. Capaldi’s seasons as the Doctor – Seasons 8 through 10 of the post-2005 series – were almost universally terrible. There was one decent companion (Bill, played by Pearl Mackie) but her character was treated almost as an afterthought and she met a stupid and unsatisfying end. There were hardly any decent villains or antagonists, no truly standout episodes, and really very few memorable moments at all. In fact, Capaldi’s tenure as the Doctor marked a significant decline in Doctor Who’s quality… and the series doesn’t seem to have recovered.

In terms of the best seasons of the revived Doctor Who, I’d have to give the award – somewhat begrudgingly – to Seasons 2 through 4, which starred David Tennant in the title role. The quality of the stories produced at that time was so much higher, with some truly outstanding adventures in the mix. If only there was some way to go back in time and combine Capaldi’s performance with Tennant’s storylines. Where’s a Tardis when you need one, eh?

Question #2:
Who would win in a fight: Batman or Superman?
DC Comics

Cropped poster for Batman vs Superman (2016) featuring the title characters.
Wasn’t there a mediocre film dedicated to answering this question?

Uh, this one should be obvious. It’s Superman, right? It has to be – if you gave any other answer then I don’t think you’ve been paying attention! Who would win in a fight between an overpowered demigod and a billionaire with some expensive gadgets? Yeah… the demigod is gonna win this one. He could launch Batman into the sun, punch him so hard that every bone in his body would shatter, use his heat-vision on him from half a mile away… the list of ways in which Superman could not just defeat but murder and utterly annihilate Batman is nearly endless!

Superman is, I would argue, increasingly difficult to depict in film because of how blatantly overpowered he is. If you read my review of Zack Snyder’s Justice League a couple of years ago, you might remember me saying that the film flopped around, desperately trying to find a way to include the rest of its cast of superheroes… but to no avail. There was no getting away from the simple fact that Superman could do it all single-handedly without even breaking a sweat.

Cropped cover of Action Comics #19 showing Superman.
Superman on the cover of Action Comics #19 in 1939.

At the time the character of Superman was first created, all the way back in 1938, it wasn’t a problem. In fact, creating an “all-round, all-American hero” for comic books aimed at children was exactly the point. Superman is textbook escapism – he’s the perfect hero archetype that can do it all. In context, Superman works, and when all you want is a “good guy” to save the day and stop the evil villains, he’s perfect for the part.

But any story that puts Superman in genuine danger has to come up with a reason why. The man’s basically invincible, save for the mysterious crystal known as kryptonite, and I think at least some of Superman’s big-screen and small-screen adventures suffer as a result of that. But to get back on topic: Superman would win in a fight, and he’d win incredibly quickly and incredibly easily!

Question #3:
Console or PC?

A Super Nintendo console on a red background.
A Super Nintendo – or SNES.

In the early ’90s, the first home console I ever owned was a Super Nintendo. From then on, all the way through to the middle of the last decade, console was my preference. I liked the pick-up-and-play nature of consoles, with no need to check system requirements or fiddle with settings to just get a game running. The underpowered PCs that I had in the ’90s weren’t much good for gaming, so I think that’s part of it, too. But you have to also remember that, for a long time, consoles were just better in terms of performance – and especially in terms of value – than PC.

But nowadays I’m firmly on Team PC! I built my own PC for the first time a couple of years ago, and prior to that I had a moderately-priced “gaming” PC. Since about the middle of the 2010s, PC has been my platform of choice for practically everything. I will consider picking up Nintendo’s next machine when it’s ready, but my Nintendo Switch has been gathering dust since I stopped playing Animal Crossing and Mario Kart 8… so I’m not sure how great of an investment that’ll really be!

Stock photo of a gaming PC.
A very pretty gaming PC setup.

PC offers the best of both worlds. Wanna play an in-depth strategy game or city-builder with loads of options and menus that really need a mouse and keyboard to navigate? PC can do that. Wanna plug in a modern control pad to play a third-person adventure title? PC can do that too. Wanna install a virtual machine and play games from the Windows 95 era? PC can do that! Wanna emulate every console from the Atari 2600 to the Dreamcast and play games that are out-of-print everywhere? PC can do that too!

With Game Pass bringing a lot of new titles to PC on launch day, and with Sony even porting over some of its previously-exclusive titles too, PC really feels like the place to be. It’s a lot more expensive to get started with – and that’s still a massive point in favour of consoles for players on a budget. But once that initial expense is out of the way, the abundance of sales on platforms like Steam means that a lot of titles – even newer ones – can be picked up at a discount. I’m really happy with my PC as my main gaming platform, and I doubt I’ll be picking up an Xbox or PlayStation this generation.

Question #4:
What would be the best fictional world to live in?

There are plenty of fictional worlds to choose from!

There are loads of absolutely awful answers that people give to this question! Who’d want to live in Star Wars’ fascist-corporate dystopia, for example, which seems absolutely terrible for anyone not blessed with space magic? Or any fantasy setting with a medieval level of technology? Sure, you might have a magic elf as your buddy… but if there’s no central heating, antibiotics, or flushing toilets… you’re gonna have a bad time!

My pick is simple: Star Trek’s 24th Century. There are things to worry about, sure: the Borg, the Cardassians, and the Klingons to name but a few threats! But there are so many wonderful inventions and technologies that would make life so much better. For me, as someone with disabilities, the idea of some or all of my health issues being cured is perhaps the biggest – but there are plenty of others, too.

The USS Enterprise orbiting Earth.

Star Trek does not depict, as some have tried to claim, a “communist utopia.” As we see on multiple occasions throughout the franchise, private property still exists, and people have a great deal of freedom and autonomy. Star Trek’s future could be more accurately described as a post-scarcity society – one in which technological improvements have brought unlimited power generation, food, and other resources to the people.

There are some dark spots in Star Trek’s future – but these tend to be places outside of or separate from the Federation. Assuming I could live somewhere in the Federation, and have access to replicators, warp drive, weather-controlling satellites, and Starfleet for defence… I think it would be bliss! And so much better than anywhere else I can think of.

Question #5:
Martin or Tolkien?

Who’s the superior author?

I don’t need to think too long about this one! JRR Tolkien is, for me, one of the greatest authors of all-time. George RR Martin, in contrast, can’t even finish his own story, and seems far too easily distracted by other projects – including writing TV episodes and working on video games. And c’mon… he literally copied the “RR” part of Tolkien’s name for his own pen name!

Jokes aside, I think both writers are pretty great. Tolkien could be, in places, a little too black-and-white with his protagonists and antagonists, with the goodies being pure and virtuous and the villains being corrupt and evil. Martin’s work deliberately upends many of those notions, and he places imperfect and even selfish characters at the heart of his stories. Some of George RR Martin’s characters feel more nuanced – and dare I say more human – than Tolkien’s.

The Fellowship of the Ring at Rivendell from the 2001 film adaptation.

But Tolkien was a pioneer, writing the first modern fantasy epic. Martin, and countless other writers, are simply following in his footsteps. While Martin’s work is hardly derivative, some of the choices he makes in his writing are a reaction to the way Tolkien’s worlds and characters were set up. It’s impossible to critique A Song of Ice and Fire without making multiple references to Tolkien – whereas Tolkien’s work has always stood on its own two feet.

I would love it if George RR Martin would finish his magnum opus, but as time passes I feel less and less sure that he’s even interested in doing so. Now that Game of Thrones has finished its run on television, and Martin has seen the overwhelmingly negative reaction to its ending – which will have contained at least some elements that he planned to include in the remaining books – I just don’t get the impression that his heart is in it in the same way it was a few years ago. Tolkien’s work, in contrast, is complete and has been for decades – and people are still interested in new adaptations.

Question #6:
Who’s the best Star Trek captain?

Promo banner for Star Trek Day showing multiple characters.
Multiple captains on a promo banner for “Star Trek Day.”

I’ve always struggled with this question. But I’ve gone on record several times here on the website as saying that if you put a gun to my head and forced me to choose – as this question is metaphorically doing – I’d pick Deep Space Nine’s Captain Benjamin Sisko. So that’s gonna be my answer!

There’s a lot to be said for Captain Kirk – Star Trek’s first captain. He paved the way for all of the others, and without him, Star Trek would not be the same today – if it even existed at all. And Captain Picard was my personal first captain; it was through The Next Generation that I became a Trekkie in the early ’90s. Without him and the crew he led, there’s a chance I would never have fallen in love with Star Trek in the way that I did. And all of the other captains from Janeway and Burnham to Archer and Pike all have wonderful qualities that make Star Trek into the franchise it is today.

Still frame from the documentary What We Left Behind showing Avery Brooks as Captain Sisko in a remastered clip.
Captain Benjamin Sisko.

But Captain Sisko has always stuck out to me. In the first few seasons of Deep Space Nine he only held the rank of Commander, so we got to see his rise to the rank of captain as the story of that show unfolded. He was also a man with a deeply traumatic past, having to come to terms with the death of his wife while raising his son alone. He was a fantastic leader – not just of a crew, but of a community. Sisko could reach out across the cultural divide to Ferengi, Klingons, changelings, Bajorans, and more. He turned DS9 from a military outpost into a friendly place to visit and a bustling port.

Although words like “scientist” and “explorer” might not be the first ones that spring to mind when we think of Captain Sisko, he had those traditional Starfleet qualities, too. We’d see him as a pioneer of exploring the Gamma Quadrant and the wormhole, as well as interacting with the non-corporeal Prophets – the very definition of seeking out new life! Sisko could also be a soldier and a diplomat when he needed to be – and to me, he embodies the very best of Starfleet in the 24th Century.

Question #7:
Marvel or DC?

The logos of both Marvel and DC.

I don’t read comic books – and I never did, even as a kid. So my limited knowledge of both of these brands comes from their cinematic outings, not the original source material! I wanted to get that caveat out of the way before we got into the weeds with this one.

If you were to ask 100 people on the street to name a superhero, I think Superman and Batman would probably be the two names you’d hear most often. So DC, at least in my opinion, has produced the two most memorable and noteworthy superheroes. But Marvel, at least on the big screen, has a bigger and stronger ensemble – as we saw when Avengers Endgame briefly became the highest-grossing film of all time.

Still frame from Batman & Robin (1997).
Batman & Robin (1997).

Although I want to say that I’ve gotten roughly equal enjoyment from DC and Marvel over the years, I promised you no fence-sitting and no cop-outs! Based on the strength of characters like Batman, who have starred in some really great films over the years, I think I have to give the win to DC. Marvel’s output is becoming increasingly convoluted, and just keeping up with the franchise to know who’s who and what happened last time can feel like a full-time job! At least DC still produces some standalone or semi-standalone films and TV shows that I can dip in and out of.

Aside from Batman and Superman, though, DC hasn’t really been able to successfully capitalise on its other superheroes – let alone turn them into household names. Wonder Woman, Aquaman, the Flash, and Green Arrow have all had limited success in a single film or TV series, but others have struggled. Batman may drag DC over the finish line this time… but there’s still room for improvement!

Question #8:
Star Wars or Star Trek?

Still frame from Star Wars (1977) showing the Death Star.
The Death Star at Yavin IV in Star Wars.

If you’ve read the name of this website, I’m sure you can guess which way this one’s going to go! Thankfully the whole “Star Wars versus Star Trek” rivalry that was a big deal a few years ago has more or less died out, and fans no longer feel quite so tribal about which is the best. There’s been a lot more crossover in recent years, with Trekkies and Star Wars fans happy to enjoy both franchises.

I consider myself a Trekkie first and foremost – so I’ll answer this question by saying that I prefer Star Trek over Star Wars. But that doesn’t mean I hate or dislike Star Wars by any stretch. In fact, some of my favourite entertainment experiences of all-time have come courtesy of the Star Wars franchise: games like Knights of the Old Republic and films like Rogue One are genuinely fantastic.

Promo photo of the main cast of Star Trek: The Next Generation Season 2 (1988).
The cast of Star Trek: The Next Generation Season 2.

What I like about Star Trek is that many of its stories aren’t about fighting a villain or defeating an adversary – but about exploration, science, engineering, and just what it might be like to live in space in the future. Star Wars, by its very nature, is more violent, with more of a focus on conflict. That’s fine when I’m in more of an action mood – but there are times when a story about seeking out new life or learning to communicate is what I’m looking for.

It’s also worth pointing out that there’s a heck of a lot more Star Trek than Star Wars! At the time I first encountered the franchises, it wouldn’t be totally unfair to say that there were two good Star Wars films and one okay-ish one – at least in the opinion of a lot of folks! Star Trek already had more than 100 episodes of TV and five films under its belt, so there was plenty to get stuck into as a viewer in the early ’90s! Quantity over quality is never a good argument, of course… but if I’m enjoying something I’m always going to be happy to get more of it! Star Wars is slowly catching up to Star Trek now that Disney has commissioned several made-for-streaming series, but there’s still a long way to go to reach Star Trek’s 900+ episodes!

Question #9:
Sci-Fi or Fantasy?

The NeverEnding Story (1984) was one of my favourite films as a kid.

This may come as a surprise, but fantasy was my first love long before I got interested in sci-fi, space, and the “final frontier!” Among my earliest memories is reading The Hobbit – a book that was originally intended for children, lest we forget. I can even remember pointing out to my parents that there was a typo on one page; the word “wolves” had been misprinted as “wolevs.” Aside from Tolkien’s legendary novel, I read other children’s stories including Enid Blyton’s The Faraway Tree, and watched films like The Neverending Story.

But it’s not unfair to say that sci-fi became a much bigger deal for me by the time I was reaching adolescence. Inspired by Star Trek: The Next Generation I immersed myself in science fiction, reading as many books about space and the future as I could get my hands on, and watching films like Alien and the Star Wars trilogy. TV shows like Quantum Leap, Space Precinct, and Buck Rogers in the 25th Century graced my screens in the ’90s, as did more kid-friendly offerings like Captain Scarlet.

Star Trek: The Next Generation turned me into a sci-fi fan!

So while I can happily say that I enjoy both genres for what they offer, sci-fi has been my preference going back more than thirty years at this point! Star Trek opened my eyes to science fiction and remains one of my biggest fandoms to this day! But there are many other sci-fi films, shows, books, and video games that I’ve enjoyed – everything from Mass Effect and Foundation to Battlestar Galactica and Halo. Sci-fi is great escapism, and I love the feeling of being whisked away to another world or another moment in time.

Though I haven’t forgotten my roots as a fan of fantasy, and still enjoy many fantasy titles across all forms of media, if I had to choose I’d definitely say that I’m a fan of sci-fi first and foremost. Sci-fi feels broader and more varied in some respects – there are radically different presentations of humanity’s future, the kinds of aliens we might engage with, and so on. Modern fantasy tends to stick to a medieval level of technology and use the same kinds of magical spells and the same handful of races – Elves, Dwarves, Orcs, and so on – in different combinations depending on the story.

Question #10:
What’s your favourite anime/cartoon series?

Still frame from Shenmue: The Animation showing Ryo and Fangmei.
There’s an anime adaptation of Shenmue.

I have to confess something at this point: I’ve never seen any anime. I don’t know why exactly – I’ve never really been in friendship groups where anime was a topic of conversation, and when I was a kid, there wasn’t any anime on TV or in the cinema that I can recall. I’ve yet to encounter an anime series that felt like a must-watch – with the only exception being the adaptation of Shenmue that I really ought to get around to watching one of these days! But until I do… no anime for me.

I had to think about this question for a while, though. There are some great adult animation programmes: Lower Decks, Futurama, Rick and Morty, South Park, and The Simpsons all come to mind. The Simpsons in particular was a pioneer of adult animation, and a series I remember with fondness from its ’90s heyday here in the UK! The fact that my parents – and many others of their generation – absolutely loathed The Simpsons was a huge mark in its favour for a renegade adolescent!

Still frame from the Phineas and Ferb Season 3 episode What A Croc showing the kids on jet skis.
Phineas and Ferb.

But on this occasion, I’m giving the award to Phineas and Ferb. Regular readers might remember me talking about this series as one of my “comfort shows;” a programme I often return to when I need a pick-me-up. I recall watching a promo for the series circa 2007-08, and although kids’ cartoons on the Disney Channel should’ve held no appeal… something about Phineas and Ferb called out to me. I tuned in and I was hooked from almost the first moment.

Phineas and Ferb’s two-and-a-half story structure – with the kids making an invention, their sister trying to bust them for it, and special agent Perry the Platypus on a mission to fight evil – felt incredibly fun and innovative, and more often than not the storylines would intersect in creative and unexpected ways. There are also some fantastic moments of characterisation in Phineas and Ferb, particularly with the breakout character of Dr Doofenshmirtz. I was thrilled to learn that the series will be returning for two new seasons and a whopping forty new episodes, and I really hope it will be as good as it was the first time around.

So that’s it!

The famous "that's all folks" card shown at the end of Looney Tunes cartoons.
That’s all for now!

I hope this has been a bit of fun – and maybe bolstered my geeky credentials just a little. As I said at the beginning, I don’t think any of these subjects are worth fighting about or losing friends over, but I’ve had fun sharing my thoughts and nailing my colours to a few different masts!

The great thing about sci-fi, fantasy, gaming, and the wide world of geekdom is just how much of it there is nowadays. There are so many high-budget productions on the big screen, the small screen, and in the gaming realm that we’re really spoilt for choice. As much fun as it is to play favourites and pick one series or franchise over another… more than anything else I’m just glad to be living through a moment where geekdom is having its turn in the spotlight! That may not last forever – a return to action movies, westerns, or whatever else might be on the cards one day. So we should all make the most of it and enjoy it while it lasts!

It’s been interesting to consider some of these questions, and I hope reading my answers has been entertaining for you, too!


All properties discussed above are the copyright of their respective owner, company, distributor, broadcaster, publisher, etc. Some stock photos courtesy of Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

What’s Going On At Xbox?

Uh, Xbox? You okay there?

I’m genuinely flummoxed by recent decision-making over at Xbox. I’ve said before that, while I’m a Game Pass subscriber on PC, I don’t own either of the current-gen home consoles – so I’m not coming at this from some kind of console war/fanboy perspective. But it’s pretty concerning to see Xbox flopping around like a dying fish, seemingly unable to turn its massive and ever-expanding gaming empire into anything remotely profitable.

If you haven’t heard the news, Xbox recently announced the closures of four subsidiary studios. One of those is the beleaguered Arkane Austin, developers of Redfall – which was one of the biggest flops of 2023. I’m never in favour of a studio being shut down after one failed project – especially when that studio has a previous track record of success. But I could at least understand why something like that might happen; we’ve seen it often enough with publishers like Electronic Arts, for example. Blame for a failed title gets pushed onto the developer – often unfairly, as studios are increasingly pushed to work on titles outside of their areas of expertise by publishers – and then they end up being closed down. It sucks, but it’s happened before.

Arkane Austin, the developer of the ill-fated Redfall, has been shut down.

But what I honestly cannot understand is Microsoft’s decision to close Tango Gameworks – developers of Ghostwire Tokyo and Hi-Fi Rush, both of which have been successful titles for Xbox and Game Pass, with the latter even being launched on PlayStation to great fanfare. Closing down a studio after a high-profile failure is one thing, but after releasing critically-acclaimed titles that achieved more than anyone could have expected? It makes absolutely no sense – and seems to be indicative of a company in disarray.

Microsoft and Xbox may have bitten off more than they could chew with the recent Activision-Blizzard acquisition. Although that side of the company is one of the only profitable spots for Xbox at the moment, the massive outlay to purchase the company in the first place has clearly burned a hole in the once-infinite pockets of Microsoft, and that appears to have led to some very short-term thinking on the part of some executives. They’re scrambling, looking for any and all money-saving options.

Twitter screenshot showing a post by Aaron Greenberg.
VP of Xbox Marketing Aaron Greenberg hailed the success of Hi-Fi Rush… shortly before the developer that made it was shut down.

Xbox has been running way behind PlayStation since the end of the Xbox 360 era, and that shows no signs of changing any time soon. PlayStation 5 consoles are outselling Xbox Series S and X consoles by a huge margin, and Microsoft has been struggling with that for a while. But Xbox’s ace in the hole should be Game Pass – as I’ve said more than once, subscriptions seem to be the direction of travel not only in the gaming marketplace, but in media in general, and Xbox has been first out of the gate with the biggest gaming subscription around. There have even been calls in some quarters for Xbox Game Pass to launch on PlayStation, such is the demand for the service.

But Game Pass is, as we’ve also discussed, somewhat of a double-edged sword. More people signing up naturally means fewer direct sales of games – because any player who’s joined Game Pass is incredibly unlikely to shell out extra money for a copy of a game they can already play. When some critics of Game Pass tried to spin this as a major “problem,” I pushed back on that, saying it was a silly argument. Microsoft and Xbox know what they’re doing, I argued, and a short-term hit to individual sales will have simply been an expected part of the equation as Game Pass establishes itself. But apparently I’ve over-estimated the intelligence of some of Microsoft’s executives…

A promo graphic for Xbox Game Pass.
Does Microsoft not know how to handle Game Pass?

Senior folks at Xbox have been seen in public expressing concern over “flat” sales, and the company doesn’t seem to know how to handle its own Game Pass subscription service – you know, the platform it set up with the explicit intention of changing the way in which Xbox and PC players pay for and engage with games. How on earth that managed to happen is just beyond me, and some of this ridiculous short-term thinking on the part of senior management at Xbox seems to run completely counter to the company’s stated longer-term goals.

Maybe Game Pass isn’t doing as well as Microsoft hoped. It seems, from publicly available data, that the service hasn’t seen a huge influx of new subscribers over the past twelve months, even with the release of major titles like Starfield. But as any film/TV streamer could tell them, building up a user base takes time, and there are bound to be bumps in the road along the way. Hitting the panic button after a few rough months and closing down studios that should be making exactly the kinds of games that Xbox claims to want to prioritise is so stupidly short-sighted that it’s almost incomprehensible.

Screenshot of Starfield (2023) showing three citizens in New Atlantis.
Starfield doesn’t appear to have led to a massive influx of new Game Pass subscribers.

Not for the first time, I feel echoes of Sega’s rather unceremonious exit from the console war some twenty-plus years ago. Perhaps that’s the next step for Microsoft, with its gaggle of newly-acquired studios. Rather than becoming a gaming powerhouse like Nintendo or Sony, producing a glut of high-quality exclusive content, Microsoft is instead going to end up as another Electronic Arts – a publisher owning a number of different studios, ready to close all of them at the drop of a hat if there’s so much as a whiff of underwhelming sales numbers.

That would not be good for gaming. Whatever you may think of Xbox consoles or Game Pass, the games industry needs competition in order to innovate, grow, and provide some semblance of consumer-friendliness. With Nintendo not directly competing with PlayStation for the same audience – being off to one side carving out its own niche – it’s up to Xbox to be the competitor that the gaming landscape needs. If Xbox is indeed failing, in danger of crashing out of the market… that’s not going to be good for anyone in the longer-term.

Packaging for an Xbox Series X console.
An Xbox Series X box.

I don’t believe for a second that this will be the end of the line for Game Pass, nor for subscriptions in gaming in general. Those things are here to stay – even if Microsoft and Xbox can’t figure out how to make them work properly right now. The direction of travel in media is still toward subscriptions and away from box sets and physical discs, and I don’t see that changing in the short-to-medium term. Game Pass, while it may be struggling to attract new users right now, is still an exceptionally good deal and a great way into current-gen gaming for players on a budget… but it’s on Microsoft and Xbox to find a better way to take advantage of that. Top tip: shutting down studios that could produce brand-new titles to add to the service that would attract new subscribers is categorically not the way to do it!

On a personal level, it’s hard not to feel for the folks at Arkane Austin, Tango Gameworks, and the other studios that Microsoft has killed off this month. And for the dozens of other studios that other big publishers have shut down. The games industry in general feels quite unstable right now, with high-profile flops, studio closures, and large numbers of people being laid off left, right, and centre. Corporate greed accounts for a huge chunk of that, by the way, and don’t let anyone tell you otherwise. Many of these decisions are being taken to boost already record-breaking profits and to provide even more money for shareholders and investors.

There was no need to shut down Tango Gameworks.

All of this self-inflicted bad news for Xbox comes just a few weeks before the company’s big Summer Showcase event, at which several new titles are supposed to be revealed. Indiana Jones and the Great Circle, Avowed, Flight Simulator 2024, and Starfield’s Shattered Space DLC are all likely to be shown off in detail at the event, and there’s even going to be a special Call of Duty-themed presentation following Microsoft’s acquisition of Activision. But it’s hard not to see that event being totally overshadowed by recent closures and lay-offs, and the general sense that Xbox as a brand is struggling to find a direction and an identity right now.

For players who might tune into the Showcase, or who might be subscribed to gaming news publications that will cover the event… what are they to make of Xbox, when the company seems to be all over the map with its exclusives, lack of exclusives, new studios, and studios that have just been shut down? With some of Xbox’s precious few exclusive titles already making their way to competing platforms, and studios that developed popular and successful titles being unceremoniously killed off, how can any player have faith in Xbox and the upcoming titles it wants to highlight?

Promo graphic for Xbox's 2024 Summer Showcase.
The Xbox Games Showcase is just a few weeks away.

Suppose Shattered Space doesn’t cut it for Starfield, and player numbers remain low. Will Xbox insist that future development on Bethesda’s attempted space epic is halted? What if Avowed does incredibly well and wins some big awards… but executives decide to shut down Obsidian Entertainment anyway? If I’m looking on as a potential player… why shouldn’t I just wait six months until some or all of these games come to PlayStation or to Nintendo’s next console? What’s the point in buying an Xbox any more?

All of these are questions that Microsoft has opened up by some truly bizarre and desperately short-term moves over the past few weeks and months. If you’d asked me even a year ago what Xbox’s strategy was, I’d have said clearly that there’s a focus on building up Game Pass as a subscription service with a guaranteed income, backed up by some expensive studio and publisher acquisitions to make new titles to add to the platform. But now? What is Xbox trying to do? Where’s the longer-term planning, and where does Microsoft see the Xbox brand in ten years’ time, five years’ time… or even just this time next year? I genuinely don’t know any more.

Promo graphic of an Xbox Series X control pad.
Where will Xbox be five years from now?

It’s a strange time to be following the games industry – and I suppose that’s been true for a while now, really. Despite the predictions of some doomsters, I doubt very much that we’re heading for a 1983-style “market crash.” Gaming has grown so much since those days, and I just can’t imagine a collapse of that nature happening… at least not in the immediate term. But bigger changes may be afoot, and if Xbox is losing money and unable to keep up with PlayStation, well… sooner or later, something’s gotta change.

As I said a few months ago when talking about Xbox and its exclusivity problem, I don’t believe that the company ceasing to produce consoles would be a good move for the market overall. But, as Sega found just after the turn of the millennium, focusing on software instead of fighting a losing battle on the hardware front might be what’s needed to save the brand.

Strange times indeed.


All titles discussed above are the copyright of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Little Kitty, Big City: Video Game Review

Little Kitty, Big City caught me off-guard. I’d added the game to my wishlist a long time ago, and I knew it was on the cards for 2024 – I even included it on my annual “look ahead” list just after New Year. But I’d missed developer/publisher Double Dagger Studio announcing an actual release date – so you can imagine my pleasant surprise to receive an email saying that the game had been released and was available to pick up!

A couple of years ago, another indie title called Stray took the “playing as a cat” idea in somewhat of a serious direction. That game was one of my favourites of 2022, and as a big cat person, I was champing at the bit for another cat game! Little Kitty, Big City isn’t going to be very complex or taxing – even on my ageing, arthritic fingers and thumbs. It’s a sweet, gentle game with lots of heart, plenty of sunshine and bright colours, and a charming art style that harkens back to the “glory days” of ’90s and early ’00s 3D platformers.

The logo of developer/publisher Double Dagger Studio.
Little Kitty, Big City is an indie title developed and published by Double Dagger Studio.

I’ll make a bold prediction right now, with less than half of 2024 in the bag and some big, exciting releases still on the calendar: Little Kitty, Big City is absolutely going to be in contention for my “game of the year” award. At the very least it’s likely to go down as the best 3D platformer I’ll play this year, but its incredibly cute main character, heartstring-tugging premise, and gameplay that’s just good fun should absolutely put it in contention for the top prize.

Check back in late December to see if the little kitty manages to snatch the award – or rather, knock it off the shelf!

I felt echoes of the likes of Banjo Kazooie in Little Kitty, Big City. Gameplay-wise, the combination of 3D platforming with hidden collectables definitely reminds me of that style of game – but also the way in-game dialogue is presented through text boxes with animal noises also felt reminiscent of games of that era. For a game clearly pitched at a younger audience, it’s refreshing to see some decidedly old-school trappings!

Screenshot of Little Kitty, Big City (2024) showing a dialogue box.
Chatting with a crow.

I adore cats. My oldest is just shy of her tenth birthday, and most cats I’ve rescued over the years are black cats. There are some silly superstitions about black cats and bad luck that often sees them abandoned or never being adopted, with some even having to be put down as a result. As a black cat lover, then, it’s so incredibly sweet to see the protagonist of Little Kitty, Big City as a black cat – at least by default. I’m sure mods will be created for the PC version (if they haven’t been already) to transform the kitty with all manner of fur coats and patterns! Watch this space.

This game feels perfect for cat fanatics like me, and I’m sure that there will be plenty of cat owners and cat-obsessed kids who will fall in love with it as a result. With the exception of Nintendogs + Cats and the aforementioned Stray, there really aren’t many experiences like this; animal protagonists in general are a relative rarity. The concept could, in a worse game, come across as gimmicky… but in a title built from the ground up with its furry protagonist in mind, it doesn’t feel that way at all. In fact, the game’s levels are perfectly-designed for feline exploration, with collectables tucked away out of human reach!

Screenshot of Little Kitty, Big City (2024) showing the inventory screen.
There are some cute hats to try on!

With Little Kitty, Big City being set in Japan, the titular city has a lot of Japanese theming. It doesn’t feel “generic” by any stretch, and if you’ve played games as diverse as Ghostwire Tokyo or Shenmue – or, of course, if you’re lucky enough to have been to Japan – there’ll be a lot of things that feel familiar. When I first booted up the game and got started with exploring the city, it was the depiction of Japanese homes in Shenmue that first leapt to my mind. I’ve never been to Japan, but having that frame of reference gave some familiarity to Little Kitty, Big City and its streets.

In terms of gameplay mechanics, I love the addition of what we might call “cat-specific” moves to the standard 3D platformer lineup! Being able to swipe at objects to knock them off shelves or walls is incredibly cute, picking up objects and carrying them by mouth is also ridiculously adorable, and changing the name of “sprint” to “zoomies” was just pitch-perfect. The titular kitty can crawl, run, pick up objects, knock things out of their way, and – of course – jump.

Screenshot of Little Kitty, Big City (2024) showing a jump preview line.
Lining up the perfect pounce.

The way the jump mechanic is handled here is actually really great. I can’t remember playing another 3D platformer with a “jump preview,” showing both the intended arc and landing site, but being able to see exactly where the kitty cat will jump and land simply by holding down the jump button is a great inclusion. It means less time wasted trying to line up impossible jumps, as well as making sure you’re going to land in the right place before hitting the button. This kind of thing could – and arguably should – be an accessibility feature in other titles, and I think some other developers could take notes from the way “jump previews” are implemented here. Obviously it’s not something that every game needs – but it works incredibly well in Little Kitty, Big City.

With everything from roads and buildings to traffic cones and empty soda cans sized up, the scale of the city really does hit you in those first few minutes. The sense of being genuinely lost is something that many folks don’t experience very often – even less in the days of Google Maps and smartphones. But there’s something about the combination of being small in this very large world and being lost and alone that I felt drew on shared memories of childhood. How many times can you remember, as a kid, getting lost in a supermarket or on the high street, and feeling very small in a world that was too big for you? For me, at least, Little Kitty, Big City really nailed that very specific feeling in a way that I wasn’t really expecting.

Screenshot of Little Kitty, Big City (2024) showing the cat on a street.
Everything feels huge when you’re a small kitty cat!

At the core of the game, of course, is the idea of being lost and alone – and while this is masked, to an extent, by fun gameplay and a vibrant colour scheme, there’s still something dark and worrying hiding inside. The protagonist of Little Kitty, Big City – through whose eyes we experience this beautifully-crafted game world – is desperate to get home, to escape this strange world in which they find themselves. There’s a primal fear, perhaps, as a kid of being separated from one’s caregiver, and being unable to get back to safety. Little Kitty, Big City draws on this – and while there’s still plenty of light-hearted fun with talking crows, jars of jam to knock down, pedestrians’ phones to steal, and so on… I found myself empathising with the protagonist all the more because of those distant memories.

But maybe I’m turning into my old English teacher and over-analysing something that should just be treated as good, solid fun! That’s what Little Kitty, Big City is, at the end of the day. It’s an incredibly fun platformer with an adorable feline protagonist. Jumping on cars, nuzzling pedestrians, and causing more than a little chaos as a black cat is genuinely one of the most enjoyable gaming experiences that I’ve had in a long time – and certainly one of the best of 2024 so far.

Screenshot of Little Kitty, Big City (2024) showing the cat holding a smartphone in its mouth.
Stealing someone’s smartphone has never been more fun… or cuter!

If you have Game Pass, Little Kitty, Big City is available there and it’s really a no-brainer. It’s a small file to download at 1.4GB, meaning you can be playing it in a matter of minutes! I also think the game will be fantastic on Nintendo Switch; being able to play it on the go, during a lunch break, or while commuting is going to be amazing. Little Kitty, Big City is also a title that I feel is priced appropriately: there’s no £60/$70 “base version” here; the game’s developers understood that it’s not the kind of game that needs that price point. It’s not an especially long game – but the different hats to collect and the fun, gentle gameplay give it a lot of replayability in my opinion. At time of writing, Little Kitty, Big City is slightly discounted on Steam, but even at its RRP it’s an easy title to recommend.

I’ve been having a whale of a time with Little Kitty, Big City – and as soon as I’m done writing up this review I’m going to jump back in! It’s easily my favourite game of 2024 so far.

Little Kitty, Big City is available now on Nintendo Switch, PC, Xbox Series S/X, and Xbox One consoles. Little Kitty, Big City is the copyright of Double Dagger Studio. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten Ways To Improve Starfield

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for Starfield’s main quest – including its ending.

I know, I know: I keep telling you that I’m “done” talking about Starfield… only to pop up again a few weeks later with another new article or something else to add! So perhaps I’d better stop saying that this will be my last-ever piece about Starfield and just take it as it comes!

Over the past couple of weeks, Starfield has come back into focus for me. The recent Fallout television series has seen a surge of interest in Bethesda’s other sci-fi property, with both Fallout 76 and Fallout 4 seeing massive player numbers in April 2024. Both games were already running ahead of Starfield – which seems to have dropped out of the charts altogether by this point – but with talk of Bethesda potentially greenlighting some new Fallout project to tie in with the second season of the show, it really puts into perspective how far Starfield has fallen.

Don’t forget to check out my review of the Fallout TV series, by the way. You can find it by clicking or tapping here.

Cropped promo poster for the Fallout TV series.
The Fallout TV series has given a big boost to the games.

So here’s the deal: if you’ve read my first impressions of the game, or any of my other post-launch articles, you’ll know that I was underwhelmed by Starfield. There were elements of the game that had potential – but none that truly lived up to the hype. I didn’t hate Starfield by any means, and when I looked back at the worst or most disappointing gaming experiences of 2023, it didn’t seem fair to include it there, either. But the game was clearly not all it could’ve been.

Today, what I’d like to do is throw out a few of my (totally unsolicited) ideas for how Starfield could be improved. None of these are “magic bullets” capable of turning the game into a 10/10 perfect experience. I think that ship has sailed! But even within the confines of Starfield’s limitations, there are ways in which the game could be improved to make it worth returning to. I’m not proposing a total overhaul or re-making of the game, nor am I asking for something totally unrealistic like a brand-new main quest or recreating the game in a new engine. Instead, I’m trying to propose reasonable changes to certain systems or additions that wouldn’t undermine or fundamentally break the game as it currently exists.

Screenshot of Starfield (2023) showing the player character wearing a spacesuit.
My character on the surface of an icy moon.

If that sounds like something you’re interested in, let me begin with my usual caveats! First of all, I have no “insider information.” I’m not trying to claim that anything discussed below can, will, or must be included in a future update or expansion for Starfield. This is a wishlist from an ex-player, and nothing more.

Secondly, all of this is my entirely subjective opinion. If you loved Starfield in its original form, think the game is utterly irredeemable, or just hate all of my suggestions, that’s totally okay! There’s plenty of room in the Starfield and Bethesda fan communities for polite discussion and disagreement – and we don’t need to get into an argument about hypothetical ideas for the game that Bethesda may never include.

With all of that out of the way, let’s get started!

Number One:
Empty Planets.

Screenshot of Starfield (2023) showing the player approaching a structure.
A man-made structure on a random planet.

Considering that one of the biggest complaints I repeatedly hear about Starfield is that “too many of the planets are empty and boring,” this might seem counter-intuitive. But bear with me, because I genuinely believe that making a portion of the game’s planets completely empty would be a significant improvement.

One of the things I wanted most of all from a game like Starfield was the sense of going “where no man has gone before,” and being the first person to set foot in an alien landscape. Like a Starfleet officer, I wanted to explore the galaxy – after all, isn’t that supposed to be the mission of Constellation, the main faction that players are forced to join in Starfield?

Screenshot of Starfield (2023) showing the player's spaceship on the surface of a moon.
Landing on a planet where people have already been – and are still actively living – isn’t really “exploration,” is it?

But instead, the way Bethesda chose to create planets has meant that there are none – literally zero – that are empty. Humans have set foot on all of Starfield’s 1,000 planets, and it’s completely impossible to pick a landing zone that doesn’t already have pre-made structures, points of interest, shipwrecks, spaceship landing sites, and more. Any chance to feel like a bona fide explorer was lost… and for me, one of the single most crucial elements of a “space game” melted away as I came to realise that.

Empty planets in Starfield could serve a variety of purposes. Building outposts and habitats is one – because honestly, who wants to build their dream home or pirate base a few metres away from a spacer hideout, a commonly-used landing site, and an abandoned research tower? Such worlds could also contain more resources – and with a potential overhaul to the way resources are collected and used in-game, becoming a miner or space-trucker could become viable in-game career options.

Screenshot of Starfield (2023) showing the starmap.
Scanning a planetary body from orbit.

I loved the idea of finding a desolate planet, far away from civilisation, and building my luxury space penthouse there. I loved the idea of hopping from world to world, collecting rare resources that could be sold or traded, and upgrading my ship so that I could carry more and more cargo. Starfield offers the illusion of this through “mission boards,” but these are so barebones and non-interactive that they hardly even count.

I’d take the core of the Settled Systems – worlds around Sol, Alpha Centauri, and Cheyenne – and leave them more or less as they are. But the further out players get from those core worlds with their bigger settlements, the greater the number of genuinely empty planets there should be. I think this change could work wonders for Starfield, especially if it were to be combined with some of the other suggestions and proposals on this list.

Number Two:
New and Modified “Points of Interest,” Including Different Variants.

Screenshot of Starfield (2023) showing the player approaching a structure.
Arriving at a “deserted biotics lab.”

Within my first few hours of playing Starfield, I’d been to the same “abandoned research tower” and the same “abandoned mine” four or five times each. I hoped that I was just unlucky – that there were many more of these copy-and-paste structures out there and I’d just run into the same couple of them a few times. But there really are only a few of these – some of which don’t have much going on. Considering how big the game is and how Bethesda expected players to want to spend hundreds of hours playing Starfield over the span of a decade, that’s pretty poor, and has been a huge weight around Starfield’s neck.

What the game desperately needs is many, many more of these so-called “points of interest.” Just to start, I’d say there ought to be four times as many as there currently are, and every free update should be adding new ones on top of that. But even if that were to happen, the fact that all of these structures – and everything within – are literally identical from one appearance to the next means that further changes are needed.

Screenshot of Starfield (2023) showing the player discovering a structure.
Discovering another copy-and-paste location.

So here’s my next proposal: each point of interest should come with multiple variants. I wouldn’t mind encountering the same structure half as much if the NPCs and loot contained within were in different configurations every time! It would make approaching one of these structures feel a bit more tense, too – you wouldn’t know whether you were about to encounter friendly NPCs, hostile enemies, alien monsters, or something else.

Taking the “abandoned research tower” as an example (because I played through several of those!) Here are some variant ideas: one variant could be the same as it is now, with hostile pirate NPCs having made the tower into their base. A second variant could contain scientists and researchers, perhaps even with a quest-giver to provide radiant quests or missions on the planet. A third could also have scientists, but be guarded by soldiers belonging to one faction or another, with players who haven’t gained enough ranks in that faction being turned away… or having to sneak in! A fourth variant could be totally empty, but with audio logs and notes suggesting something bad happened. A fifth could be filled with terrormorphs or other hostile monsters. And so on. How much more interesting would it be to approach an “abandoned research tower” if you didn’t know which variant you were going to get?

Screenshot of Starfield (2023) showing an NPC using a welder.
A non-hostile NPC at a random location.

There could also be unique once-per-playthrough points of interest that still appear at random but are never repeated. These could be variants of common structures or complete one-offs – ideally a mix of both. Some might spawn randomly on a certain planet or only in a certain biome, and others could be 100% random, with exclusive loot or quests to participate in. Clues could be left behind in the world to guide players to their locations.

In any case, one of the biggest things holding Starfield back is the incredibly repetitive dungeons/points of interest. I don’t think they can be entirely scrubbed from the game due to the way it’s made, but even just adding new and different variants of the current points of interest would be a start. Creating brand-new ones to add to the game ought to be a priority, too.

Number Three:
Changes to the Ship-Builder.
(Part One)

Screenshot of Starfield (2023) showing the ship-builder.
Starfield’s ship-building system.

Starfield’s ship-builder is one of the game’s best features… but it’s imperfect, finicky, and in serious need of some quality-of-life improvements. Firstly, it’s a pain in the arse to have to trek from one vendor to another to be able to design my ship exactly how I’d like it! Enabling players to access all ship parts at all vendors – or to unlock different constructors’ parts and use them from that point on – would massively improve the ship-building experience.

Being able to unlock different parts or groups of parts and then use them at all ship-building stations would be a massive improvement, one that this otherwise decent system desperately needs. The easiest way, I think, would be for each manufacturer to grant players a “license” (or other in-game jargon) for their pieces, permanently unlocking them. This would mean that players would still have to work to unlock all the different parts; they wouldn’t just be there by default. But it would also mean that there’d be no need to keep travelling between star stations and planets to add one component that’s only available in one location.

Screenshot of Starfield (2023) showing an NPC in dialogue.
It’s a pain to have to continually travel between locations to access all of the different spaceship components.

Secondly, I’d want to see Starfield combine its interior decorating – which is currently only present in the outpost builder – with ship-building. This could be optional, meaning that players who aren’t interested wouldn’t have to participate. But one area of the ship-builder that I felt really let down the whole system was the lack of interior customisation.

It’s possible for players to drop items aboard their ship and have them remain where they fall – something that was epitomised by “sandwich lady” in the Starfield Direct marketing broadcast. But this is a Bethesda game hallmark that’s been present since Morrowind… and it hasn’t been improved in any way for almost a quarter of a century. Not only that, but any modification to a ship – even if those modifications don’t change the interior or layout in any way – would lead to all items being removed and dumped in the ship’s inventory. So even that very, very basic amount of interior customisation comes with a massive downside!

Screenshot of Starfield (2023) showing the player placing an item aboard their ship.
It’s possible to drop and clumsily reposition items on your ship – like this wooden duck.

At the very least, I’d like to be able to choose colours for the walls, floors, and doors, as well as choose where doors and hatches in between modules will appear. At present, there are only pre-set colours and doors appear at random; this should be easily added with a modicum of effort!

If I dared to dream, I’d like to see furniture options for each module, posters and wall art to decorate the ship, and everything from rugs to kitchen appliances, all with different designs and colour variants to choose from. One of the disappointing things for me was that, despite making my ship look the way I wanted from the outside, it never really felt like “mine” when I was exploring the inside. There was a half-eaten sandwich on a table that my character didn’t bite. There were math equations on a whiteboard in my captain’s cabin that I didn’t write. And I would have never chosen such a ghastly colour scheme!

Number Four:
Changes to the Ship-Builder.
(Part Two)

Screenshot of Starfield (2023) showing an NPC.
The ship services technician on Akila.

Sticking with Starfield’s ship-builder, there are a few more places where I think improvements could be made. Firstly, having to manually “assign” weapons is finicky and annoying, and there has got to be a better way to do this. Ideally, weapons would be automatically assigned as soon as they’re added to a ship, with the same slot always being used for the same weapon type. Heck, there are only four types of shipboard weapons in the game – so ensuring that each one is always assigned the same button shouldn’t be that difficult!

Secondly, adding the option to rotate ship pieces would be nice. Maybe not every single piece would need to be rotatable – engines, for instance, as well as cockpits might be tricky. But some layouts might work better a different way around, and being able to have some hab modules running “sideways” could open up a lot more combinations. There are also visual and aesthetic reasons for wanting to be able to rotate certain ship pieces – and this must surely be achievable without ruining the ship-builder!

Screenshot of Starfield (2023) showing the ship-builder.
Having to manually “assign” weapons is a pain in the arse.

It would also be great if there was some way to preview how different ship pieces look on the inside without having to buy them. The in-game descriptions of the likes of the brig and armoury are pretty barebones, and it’s only after purchasing an expensive hab and installing it that players actually get to see what it looks like. If the look isn’t right, if it doesn’t match the rest of the ship, or if it doesn’t do what players had been expecting… it can end up being a waste of time and credits.

This could be combined with the interior decorating and doorway positioning additions that I suggested above. The preview window could show different colour variants, for instance, and also allow players to choose where to place hatches, doorways, and even ladders.

Screenshot of Starfield (2023) showing a module in the ship-builder.
Adding a new module in the ship-builder.

Finally, if players have a particular ship component on another vessel in their fleet, it should be possible – somehow – to swap parts between ships. Even if removing a part from one ship to add it to another made the first ship un-spaceworthy, if that wasn’t the player’s currently-assigned ship, then it should be okay. It seems silly to allow players to amass a fleet of ships that could have perfectly usable components, but be unable to swap them between different vessels in the fleet. Having to buy the same part more than once – especially if other ships are unused and just sitting there – feels like something that could be avoided.

The ship-builder is definitely one of the better game modes that Starfield introduced, building on the likes of Fallout 4′s settlement system. But there are ways in which it could be improved, allowing players to really make their ship into the flying home of their dreams!

Number Five:
Alternate Starting Points for Different Character Backgrounds.

Screenshot of Starfield (2023) showing an NPC in the game's prologue.
Every character starts here – regardless of how they’re set up.

It never made a lot of sense to me that a xenobiologist, a professor, or a diplomat would have ended up working in a mine. Sure, an ex-soldier or a criminal on the run might’ve taken a gig like that… but some of Starfield’s backgrounds just don’t gel with the game’s opening act. Rather than changing the entire opening (starting from a prison cell would’ve worked better, IMHO) perhaps Bethesda could add just a couple of alternate starts to account for some of these different backgrounds.

Look at what Cyberpunk 2077 did with its life paths as an example. There are three different starts in that game, each of which sees V living a different life in a different place. They all come together to kick-start the main storyline, but the journey to that point is pretty different. Even though the life paths don’t matter once the game gets going (there’s one mission apiece midway through, but they were pretty basic and uninteresting), the way the game begins offers players a different role-playing experience.

Screenshot of Cyberpunk 2077 (2020) showing the three "life paths" available to players.
Starfield could offer alternate starts that work similarly to Cyberpunk 2077′s life paths.

Each Starfield starting point could still see players grabbing an artefact on the mining planet of Vectera if that’s important to Bethesda, but how players get to that point could change depending on which start was chosen. For example, players who wanted to imagine their character as a spacefarer could begin in space, landing on the planet to transport the unearthed artefact to New Atlantis. Or players could begin working in the mine’s laboratory, studying the artefact.

I’d also like to see at least one starting point that didn’t force players down the Constellation/main quest route immediately. Players could choose not to engage with the artefact, for instance, or could choose not to accept Barrett’s offer. After the pirate attack on Vectera, players could commandeer the pirate ship instead of being given the Frontier. These are just a few ideas off the top of my head!

Screenshot of Starfield (2023) showing the character creation menu.
Many of the available backgrounds don’t line up with working in a mine at the beginning of the game.

I don’t think Bethesda would need to go overboard here. There could be two or three mining-adjacent roles that could see players on Vectera in just the right place at just the right time to pick up the artefact. But these could be different enough from one another to take into account the different player backgrounds on offer in Starfield, which is something that I think would make a lot more sense.

If nothing else, adding a couple of alternate starting points would add to the game’s replayability, as it has for Cyberpunk 2077. There are ways to implement something like this without radically changing the game’s main story or even its opening act, and when it comes to the role-playing side of things – the side that makes me want to lose myself in a character and their fictional world – it would be a huge improvement.

Number Six:
Make In-Game Careers Viable.

Screenshot of Starfield (2023) showing the player at a mission board.
I was unimpressed with Starfield’s mission boards.

One of the things I love to do in a big open-world game is to step away from the main story and get lost in the world. In order to do that, my character needs to be more than just a generic adventurer… so in-game career options need to exist. And no, I don’t mean getting a job with one of the factions that quickly sees the player character climb the ladder to become its leader! I mean jobs that are off to one side, not really connected to any of the main questlines.

For example, it could be possible to be an explorer: charting unexplored and unvisited planets. Players could send probes to the surface, like in Mass Effect 2, to scout landing sites, then disembark and either map the area or collect different resources. These planetary surveys – which would actually require work to complete – could then be returned to Constellation for a profit… or sold to one of the game’s other factions. As players acquire a reputation for exploration, new quests could even arise, with factions offering players bigger rewards to survey planets further and further afield.

Screenshot of Starfield (2023) showing the mission board.
The mission board in New Atlantis.

Being a long hauler – one of the actual in-game backgrounds – could also be a career option. Using the mission boards, players could collect cargo from one planet and take it to another, either under contract or just to buy and sell. Different planets or settlements could have different resources or items that they’re asking for, and this could change week-to-week.

These missions would need to be much more interactive than they are currently, with players having to manually load and unload cargo, perhaps, or travelling to meet up with different NPCs inside settlements instead of just having a mission marked as “complete” as soon as the ship touches down! But there’s potential in this system to expand it and make it into a bona fide “space trucking simulator.”

Screenshot of Starfield (2023) showing the player character mining a resource.
Mining a resource.

Finally, for a game that kicked off deep inside a mine… there’s basically no reason to do any actual mining in Starfield. Resources are so worthless and sparsely spread out that I found there was absolutely no point in mining them when exploring a planet. If I desperately wanted to complete a research project or something, it was easier and quicker to loot a spacer base, sell the items for credits, and buy whatever resource I was missing.

But all of that could change! Making resources more abundant and accessible on different planets could make mining a viable in-game career. Tweaking the value of these resources could also make it much more worthwhile, and it could be strangely relaxing to spend an hour or two mining mercury or lithium to haul back to New Atlantis and sell it. I’m not alone in enjoying those kinds of slower-paced, “cosy” experiences… and it’s actually something I was hoping to get out of Starfield. As things stand, it’s way too unbalanced and grindy, but I can see the potential for a fun time hiding just under the surface!

Number Seven:
An Alternate Ending/Reframe the Starborn.

Screenshot of Starfield (2023) showing an NPC wearing a spacesuit.
One of the Starborn early in the game.

I hesitate to call this an “alternate” ending… because one of Starfield’s big narrative problems is that many of the fundamental questions present in its main story didn’t get any kind of conclusion in the first place. But that’s beside the point! What I’d like to see, as players reach the final act of the main quest, is the option to reject the Unity and to really push back against the whole concept of becoming Starborn. Not simply choosing not to go through the Unity, but actively stating how evil it is and the Starborn are and rejecting the whole thing.

The game puts Starborn adversaries in the player’s way, but most of these are unexplained, nameless non-entities that don’t really feel like actual people. The only two Starborn characters that players can engage with, the Hunter and the Emissary, have both been “reborn” hundreds or thousands of times over in many different universes – and the game actively pushes players to do the same thing. In fact, it’s the only way to fully complete the main quest.

Screenshot of Starfield (2023) showing a mission prompt.
Completing the main quest requires players to travel to a new universe.

But there are huge implications to abandoning one’s entire universe and everyone in it, and Starfield doesn’t do much more than pay lip service to this. It’s possible, for instance, for players to have a romantic partner or even get married – but their spouse doesn’t travel to a new universe with them. It’s implied that, based on choices the player has made, their universe of origin will be permanently changed in some way by their becoming Starborn… but this raises some massive ethical questions. Again, Starfield does nothing with these ideas.

So here’s my proposal: introduce new dialogue during the final act of the main quest that makes clear that the player rejects the entire concept of the Unity and becoming Starborn – and not only that, but they want to kill the Hunter and the Emissary to make sure that no one else can ever become Starborn either. However many universes these two might’ve fucked up… it ends here.

Screenshot of Starfield (2023) showing the final mission in the game.
I’d like to see a “rejection” option added to the end of the main quest.

This is what I’d want to do if I found myself in that situation, confronted with a weird mirror image of myself telling me that “the Creators created everything,” and that becoming a Starborn is my destiny. No – fuck that. I’m from this universe, I want to stay in this universe, and I want to make damn sure that these Starborn clowns won’t be able to harm or kill anyone in the next universe, either. This universe-hopping quest ends here – not just for my character, but for all of the Starborn.

The Starborn and the Unity are the game’s real villains – at least until we get a proper explanation for the artefacts, their purpose, and where they came from. And I would want to see that reality reflected in the game’s final act, with players able to choose to reject the very idea of the Unity and the Starborn and ensuring they can’t go on harming people across countless parallel realities.

Number Eight:
Quests with Multiple Pathways to Completion.

Screenshot of Starfield (2023) showing a combat encounter.
Battling a Spacer Captain at the climax of a quest.

One very disappointing thing about Starfield is how damn linear so many of its quests are. Most quests only have one route from beginning to end, and playing the game can feel like you’re riding a bike with training wheels half of the time. It ought to be possible to complete at least some quests in different ways, utilising different combinations of combat, tech, stealth, and even piloting skills depending on how players have set up their characters and which skills they’ve chosen to invest in.

Perhaps Starfield was harmed by comparisons with Baldur’s Gate 3, which was released just a month earlier. Actually, scratch that. Starfield was undeniably harmed by those comparisons! Baldur’s Gate 3 opens up practically all of its quests and characters, giving players a huge amount of freedom to decide how they want to tackle the game – leading to some incredibly fun gameplay moments. It’s possible for practically everyone in the game to die – something Starfield doesn’t allow with its “unkillable” NPCs – and for many quests to be tackled in radically different ways.

Promo artwork of Baldur's Gate 3 (2023).
Baldur’s Gate 3 is overflowing with player choice and different ways to complete quests.

Where I got frustrated with Starfield was when the game presented the illusion of choice. At one now-infamous mission on Neon, players are teamed up with Walter to acquire another artefact. Walter states multiple times that there will be different ways to approach this interaction – but that turns out to be a lie. The game forces players down one path, and one path only.

Just taking this one mission as an example, it should be possible to abandon Walter and acquire the artefact alone, either by stealthily stealing it, killing the person carrying it, or causing panic at the nightclub and seizing it in the chaos. Then, after the player’s ship is impounded, there should be multiple options for escaping Neon. Players could sneak to the landing pad, knock out the guards, and disable the lockdown, or even rush over to another landing bay and steal a different ship. Just within this one mission there are so many ways things could go – but Bethesda has insisted that players must be locked onto one very specific route.

Screenshot of Starfield (2023) showing dialogue options in a main story mission.
There should’ve been multiple approaches to this mission on Neon.

And there are many missions like this – both in main questlines and just out in the world. One side-story that I encountered involved a group of families on different planets and moons who found themselves in conflict with a gang of spacers. But there was only one way to complete every step of this mission – getting their communications back up and running, solving a conflict within the group, and then boarding the spacers’ station and killing them all. There should be so many different options in a mission like this – such as siding with the spacers for a reward, picking one family over the other when they argue, sneaking aboard the spacers’ station and opening all of the airlocks, or building a missile launcher on one of the moons and blowing it up from 10,000km away. Those are just a handful of ideas off the top of my head.

It’s obviously true that not every mission can have 100 different outcomes and routes to completion. But there should be some degree of choice in a role-playing game, for goodness’ sake! Even if all Bethesda can do at this point is make it so that some unkillable NPCs can now die and add one new alternate path for a handful of main story missions… that would still be a noticeable improvement.

Number Nine:
More Cosmetic Items and Apparel.

Screenshot of Starfield (2023) showing the player and an NPC wearing the same outfit.
It doesn’t take long to find NPCs wearing the same outfit as you!

I was quite disappointed with Starfield’s lack of cosmetic items – clothing in particular. For some reason, clothing only comes by way of whole outfits, with no option to mix and match different tops, trousers, or shoes – and there are almost no skirts, shorts, or different kinds of headgear beyond basic baseball caps and the occasional cowboy hat. Even Starfield’s omnipresent spacesuits are cosmetically limited, with the few available options having no colour variants.

It seems a given that Bethesda and Microsoft plan to add skins as paid-for microtransactions at a future point. You can even see in the game just where these skins will appear when they’re ready to be rolled out. But in my opinion, cosmetic microtransactions have no place in a wholly single-player game, and Bethesda should’ve added a lot more cosmetic variety to Starfield for free from day one.

Screenshot of Starfield (2023) showing apparel at a vendor.
Clothes shopping in Starfield isn’t much fun.

As far back as Morrowind it was possible to play dress-up by choosing different trousers, tops, shoes, and even individual pieces of armour. This would already make Starfield’s whole-body costumes feel like a backwards step even if there weren’t so few of them… but a combination of a lack of different costumes combined with the inability to select individual pieces of clothing comes together to make for an apparel system that’s underwhelming in the extreme.

For me, one part of the role-playing experience is getting my character to look exactly the way I want them to, and when Starfield offers such a limited range of costumes, that’s impossible. Most outfits in Starfield fall into one of two categories: generic “futuristic” sci-fi or western/cowboy. There’s very little diversity, no way to reflect different cultures and backgrounds… and for a game that makes a selling-point of its photo mode, there’s very little worth photographing from the available outfits.

Screenshot of Starfield (2023) showing the player character in photo mode.
Wearing a cowboy hat in Akila City.

Things like fashion sense and personal style are, of course, incredibly subjective – so you might enjoy the outfits and spacesuits that Starfield has to offer. That’s great – but even if you like some or all of the costumes available, adding new ones into the mix, as well as expanding the existing lineup with new colour variants and designs, can only be a good thing! I’d love to see Starfield add a lot more costumes and outfits, as well as skins and colour variants – all for free. There shouldn’t be paid skins in a game of this type.

And while we’re at it, let’s create some wholly unique cosmetic items that can only be found once per playthrough. One of the fun things about past Bethesda games used to be exploring dungeons and following questlines and being rewarded with something shiny and new! The only outfit in Starfield that comes close to falling into that category is the Starborn spacesuit… and I wasn’t especially wild about the way it looks.

Number Ten:
Actual Spaceflight/Piloting.

Screenshot of Starfield (2023) showing a custom spaceship.
There’s not much of an opportunity to be a pilot…

Starfield is a game set in space. It encourages players to build and customise their own spacecraft. Ship-to-ship combat takes place in real-time in space. But there’s absolutely no spaceflight in this game. Let me explain what I mean by that: players can’t get in their ship and manually fly it from one location to another. The only option is a modified form of fast-travel that generates a small bubble of space around the player’s ship. As some folks have demonstrated, there are no “real” planets or objects within that bubble; they’re just jpegs floating in the background.

Of all the points I’ve raised today, this could be the hardest to fix. Starfield is built from the ground up around fast-travelling between locations, and the way in which pockets of space are generated in orbit of planets or near starstations would need to be expanded and changed in a significant way in order to make real spaceflight work. Ships, too, would need to change – with better and faster engines being options for players who long for that space-sim experience.

Screenshot of Starfield (2023) showing the starmap.
Starfield appears to be built around fast-travelling from the galaxy map.

So there are real logistical issues in the way of adding bona fide spaceflight to Starfield. But I think it’s worth trying, at least – because if the only option is to fast-travel between locations, much of what appeals about taking to the stars is lost. Locations don’t feel far away from one another if players can teleport there in a few seconds, meaning much of the scale of Starfield’s galaxy – something that already feels diminished in light of its tiny cities, repetitive NPCs, and copy-and-pasted points of interest – is lost.

In past Bethesda titles, the journey from place to place was a significant part of the gameplay in and of itself. Walking from Seyda Neen to Balmora in Morrowind could lead to random combat encounters, side-quests, and interactions with NPCs. In Fallout 3, travelling from Megaton to the radio tower likewise saw the player presented with new opportunities to get lost in the game’s world and have fun. Heck, the recent Fallout TV series even referenced how exploring the wasteland often leads to getting side-tracked!

Screenshot of Starfield (2023) showing a custom spaceship taking off.
Part of the fun of past Bethesda games was journeying from place to place and stumbling upon new adventures along the way.

In short, the lack of spaceflight means there are fewer opportunities for players to take their time and explore Starfield’s galaxy in their own way at their own pace. When not on the surface of a planet – or approached by a random ship in orbit – there’s basically no way for players to get side-tracked by being offered a totally different quest or mission in a way that feels natural.

Starfield having functionally no spaceflight doesn’t just harm the game from a space-sim or space game perspective, it also denies players one of the fundamental building blocks of a Bethesda open-world game, too. I don’t know how it could realistically be implemented at this stage – and flying in between star systems would probably have to remain as fast-travel only. But making an effort to get proper spaceflight up and running would be worth it as it would be a huge improvement to Starfield’s immersion and gameplay.

So that’s it!

Screenshot of Starfield (2023) showing an NPC on a medical bed.
Does Starfield need to be rushed to the medical bay?

We’ve considered ten ways that Starfield could be improved – in my humble opinion, of course.

Although I spent close to a decade working in the games industry, I’m not a developer. I don’t know whether some or all of these ideas might’ve once been considered for Starfield, but were ultimately cut because they proved to be unpopular, impractical, or unworkable. The game’s very existence is, in some respects, a technological achievement; that Bethesda managed to build something this complex using the zombified remains of a game engine that’s more than twenty-five years old should count for something, right?

But I’m not alone in finding Starfield to be an underwhelming experience to play, and the fact that it didn’t win any big awards and seems to have dropped out of our collective cultural conversation after just a few months is testament to that. Starfield was being regularly beaten by Skyrim and Fallout 4 in terms of active players even before the Fallout TV show brought renewed attention to that franchise… and unless Microsoft and Bethesda take bold action in the months and years ahead, Starfield may very well end up being forgotten.

Screenshot of Starfield (2023) showing a custom spaceship on a landing pad.
A custom spaceship on the landing pad at New Atlantis.

I’ve said before that I believe the only way to save Starfield is if its first major expansion is at least as big and impressive as Cyberpunk 2077′s Phantom Liberty DLC was last year. Tinkering around the edges won’t cut it, and if Bethesda can’t find a way to build a significant improvement to Starfield – not just a narrative addition or the inclusion of a new questline – then I think the game’s longer-term prospects will remain bleak.

I’ve had my say, and I’ve made my suggestions! Maybe not all of them would work, and maybe some of them are impossible due to the technical limitations of Bethesda’s game engine or the less-powerful Xbox Series S console. But Starfield would be a damn sight better if they were included… and really, some of these things should have been present at launch.

Could Starfield get its redemption arc one day? Never say never…


Starfield is out now for PC and Xbox Series S & X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Video Game Spotlight: Midtown Madness

Twenty-five years ago today – that’s literally a quarter of a century – a brand-new racing game arrived on Windows 98 and Windows 95 PCs. Midtown Madness was an absolute blast and quickly became one of my most-played games of the year. With the millennium fast approaching, nothing was more fun than tearing up the streets of Chicago, getting into scrapes with the police, and taking part in some wild and dangerous races against the AI!

Midtown Madness celebrating its 25th anniversary makes me feel so incredibly old… but I’m glad to have the opportunity to talk about one of my favourite racing games of that era. Midtown Madness did something that I hadn’t really seen before in a video game – it opened up its entire city and let me drive wherever I wanted, however I wanted… even if that meant off-roading across grassy parks, scaring pedestrians on the pavement, or jumping over an open drawbridge! Two-and-a-half years before Grand Theft Auto III would take that series’ titular mayhem to an open-world environment, Midtown Madness was doing something remarkably similar.

Screenshot from Midtown Madness (1999) showing the game's title screen.
The game’s main menu – with a funky custom mouse cursor!

Although it didn’t feel that way at the time, when I look back at Midtown Madness with a quarter of a century of hindsight, it feels like a gaming landmark; an important title that did the “open world chaos” thing in its own way before some of the better-known titles in that space. In 1999 it felt incredibly new and innovative; a game that seemed to take the chaos of the likes of Grand Theft Auto but made it fully 3D. Looking back, it feels like a half-step between 2D games, racing games, and the kind of fully open-world titles that were right around the corner.

I’d also place Shenmue in that same category: the “almost-open-world” games that were the progenitors of the format. Released the same year as Midtown Madness, but in a completely different genre, Shenmue was also an early pioneer of many of the features that open-world games continue to take advantage of to this day. 1999, it seems, was one of the most important years in the development of open-world titles!

Screenshot of Midtown Madness (1999) showing a City Bus on a street by a river.
Driving a City Bus through the streets of Chicago!

I don’t have the receipt, unfortunately, but I think I must’ve picked up Midtown Madness within a week or two of its launch. I remember playing it that summer and into the autumn; it was one of the only up-to-date PC games that I owned at the time. I’d seen a preview of it in one of the gaming magazines that were prominent on newsagents shelves in those days, and it just looked like such chaotic fun that I could hardly wait to get my hands on it! I didn’t have a PC racing wheel or any fancy equipment – and as you’ll know if you’ve ever tried it, playing a racing game with a mouse and keyboard is painful! But that didn’t stop me, and I must’ve logged dozens upon dozens of hours in Midtown Madness… in between studying and working my part-time job, of course!

Taking on races was the only way to unlock half of the vehicles in the game – the other half were available right from the start. So I definitely took part in as many races as I needed to in order to unlock the likes of the city bus and the GTR-1 racecar! But where I had the most fun with Midtown Madness was driving around the city in free-roam mode – both as chaotically and as calmly as possible! The game’s rendering of downtown Chicago – while undeniably dated by today’s standards – felt like a technological marvel in 1999, and I loved every minute of exploring the city.

Screenshot of Midtown Madness (1999) showing a first-person perspective.
Driving around Chicago in Midtown Madness was a blast!

This wasn’t my first encounter with the Windy City. I’d been a huge fan of the medical drama ER in the second half of the ’90s, following every episode and every season as they were broadcast here in the UK. I think by mid-1999 we were on Season 3 or 4 of the show, which at that point still featured George Clooney and Julianna Margulies in starring roles! But because I felt a familiarity with Chicago – from its Lake Michigan waterfront to its “L” trains that ran on elevated tracks above the streets – I felt even more drawn to this digital recreation of the city. In fact, it was one of the first digital recreations of a real-world city that I can remember spending much time with.

Going into the millennium, I’d have had Midtown Madness’ in-game map pretty much committed to memory! I could find my way from one side of the map to the other, stopping to see the sights along the way – and the game recreated some of Chicago’s most famous landmarks. I’ve already mentioned the “L” – Chicago’s elevated metro system. But there was also the Sears Tower skyscraper, Navy Pier on the Lake Michigan shorefront, the planetarium, the Wrigley Field baseball stadium, and even the airport! All of these were a ton of fun to race through and explore.

Screenshot of Midtown Madness (1999) showing Wrigley Field.
Wrigley Field as it appears in the game.

Although the game came with options for tuning the physics engine and car performance, I didn’t spend too much time tinkering. The default settings seemed to work well enough, and I was always reluctant to mess about with them too much! Midtown Madness performed very well on the PC that I had at the time, with none of the bugs and glitches that seem to plague games today. Perhaps I’m looking back with rose-tinted glasses when I say that… but I genuinely cannot remember any bugs or performance issues that got in the way of the fun.

Obviously when you compare Midtown Madness with a racing game from the 2020s, like Forza Horizon 5, or open-world car games like Grand Theft Auto V, it feels incredibly dated. Graphics that felt great at the time look blocky in 2024, with far too few polygons, and the game has the overall look of a title from the late ’90s. The turn of the millennium would see advancements in graphics that would make Midtown Madness 3 – released less than four years later – look an awful lot better.

Screenshot of Midtown Madness (1999) showing the vehicle selection screen.
Choosing a car to race with!

And in terms of the game’s world, the relatively low numbers of vehicles on the road and pedestrians on the pavements doesn’t feel right for a massive metropolis like Chicago. There’s also a lack of diversity – there are only a handful of vehicle types and pedestrian models, and you’ll pretty quickly see all of them if you spend much time with Midtown Madness.

But those were the restrictions that game developers had to work with in 1999, and obviously an open-world city like Cyberpunk 2077 or a racing title like Gran Turismo 7 is going to surpass Midtown Madness in every way a quarter of a century later. That’s not what makes it such a special title – and no one is really asking it to go toe-to-toe with modern racing and open-world titles.

Promo image for Forza Motorsport (2023).
Ideas and gameplay mechanics that Midtown Madness pioneered are still in use in modern open-world and racing games today.

Instead, we have to view Midtown Madness – and, by extension, video games in general – as a stepping-stone. The premise or DNA of later titles like Test Drive Unlimited, Project Gotham Racing, or the Forza Horizon series is present in Midtown Madness, and the game was among the first to demonstrate open-world and free-roaming elements in a racing game, as well as the merits of letting players cause chaos and create their own fun. Those gameplay ideas have become commonplace in the years since Midtown Madness was released – and now extend far beyond the racing genre.

For me, Midtown Madness is an incredibly nostalgic title. I’d love to be able to play it again – but getting it to work on a modern PC, even with a virtual desktop running Windows 98, is a pain. The game can be easily found online in its complete form, but it would be fantastic if Microsoft could work with a company that specialises in porting retro games to modern systems and give it a proper re-release. After 25 years, I think Midtown Madness deserves better than to be left behind! Many other retro titles have been brought back over the past few years, so there’s almost no reason not to do it!

Screenshot of Midtown Madness (1999) showing the player's car being crashed into.
Getting side-swiped by a police car during a race. Ah, the memories!

I had such a great time with Midtown Madness as the millennium approached. It was one of the games I encountered in the late ’90s that seemed to be pushing boundaries and trying something different – and something genuinely engaging and fun. It felt like a step up from basically any other racing game I’d played up until that point, and one that definitely captured and held my attention.

As we mark the milestone 25th anniversary of Midtown Madness, I look around at open-world titles and racing games and still see a number of features that I first encountered in this landmark title. It was a truly fantastic game that gave me a ton of fun and with which I made some wonderful memories.

All that remains to say is this: happy anniversary, Midtown Madness!


Midtown Madness is currently out of print, but copies may be available second-hand. Midtown Madness remains the copyright of Microsoft, Angel Studios, and/or Rockstar San Diego. Some screenshots and still frames courtesy of LGR’s retrospective review and The Racing Madness Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Xbox Series X & PlayStation 5: At The Halfway Point

If we assume that the current generation of home consoles will last roughly as long as the last couple of generations have, then the Xbox Series X and PlayStation 5 are close to the halfway point. Both devices were launched in late 2020, and as we’re now well into 2024, I think it’s fair to say we’re approximately halfway through their estimated lifespans. So today, I thought it could be interesting to consider the state of both platforms and look at how well – or how poorly – they’ve been performing!

For some background, I spent a decade working in the games industry, and in that time I worked with companies that released games on both Xbox and PlayStation consoles. As someone whose primary gaming platform these days is PC, I don’t really see a need to take sides in the so-called “console war,” so I’ll do my best to judge both machines on their own merits, as well as give my thoughts on the ninth generation of home consoles as a whole.

Promo photo of a PS5 console and control pad.
A PlayStation 5 console.

Let’s start with something I’ve talked about before: both the Xbox Series X and PlayStation 5 were released far too early. Not only were there brilliant games that were only just beginning to take full advantage of previous-generation hardware – like Red Dead Redemption II, God of War, and Marvel’s Spider-Man, to name but a few – but there were catastrophic problems with production and the supply chain thanks to the shit-show that was 2020. Both machines were launched with wholly inadequate levels of stock, leading to predictable results!

PlayStation 5 and Xbox Series consoles were out of stock everywhere for well over a year; here in the UK folks were on waiting lists that could be months long, and even as the consoles’ second holiday season approached, the only choice many players and parents had was to pay massively inflated prices to scalpers. Neither Microsoft nor Sony did enough to prevent touts and scalpers from using bots to buy up available stock, and throughout the launch window and well into 2021, both companies failed to improve manufacturing and supply chain issues.

A container ship at sea.
“Supply chain issues” quickly became an excuse for why both consoles were out of stock.

Thankfully, those issues have largely abated – at least here in the UK. But now that the availability problem has been solved and the consoles have trudged their way to the halfway point in their life cycles… is it even worth picking one up?

I have to say that, even at their recommended retail price, both consoles feel like a hard sell right now. There are so few exclusive titles to make an expensive purchase like that worthwhile, with a huge majority of games still being released on PlayStation 4 and Xbox One as well as on the current generation of machines.

A tumbleweed on a dirt road.
A visual representation of every Xbox Series X exclusive title.

There have always been cross-generation titles, of course, but usually by this point – more than three years into a console generation – there are fewer and fewer of them. But at time of writing I can only call to mind a handful of games that are genuinely PlayStation 5/Xbox Series X exclusive – the likes of Starfield, Jedi: Survivor, and Baldur’s Gate 3 come to mind, but I really can’t think of many others. Some of the biggest releases and most successful titles of the last few years – like Elden Ring, the Resident Evil 4 remake, and Halo Infinite – have all been released on both current- and last-gen platforms.

Is it worth spending upwards of £450 on a console to be able to play one or two games that aren’t available elsewhere? Don’t get me wrong: great games can and always have been system-sellers. But if I’m considering such an expensive investment, I really don’t think it’s too much to ask that I’m able to play more than just a couple of exclusive games! For a lot of players, there’s really very little advantage to buying one of these new machines in 2024… because most games are still available on PlayStation 4 and Xbox One consoles, which are a lot less expensive and which they may well already own.

Promo graphic of an Xbox Series X and its control pad.
An Xbox Series X console.

We are starting to see a shift in that area, but it’s far slower than it has been in previous generations. 2023 saw the release of titles like Starfield and Marvel’s Spider-Man 2, both of which were exclusive to next-gen platforms. But unless those games were on your “must-play list,” there really isn’t a hugely compelling reason to invest in either console at this point.

I noted in 2020, before the launch of PlayStation 5 and Xbox Series X, that the jump in graphical quality would be far smaller and less noticeable this time around than it had been in years past – and I think that’s been entirely born out by the abundance of cross-generation titles. There are advantages to current-gen machines compared to last-gen ones, of course, but they tend to be in less obvious areas like loading times and control pad battery life as opposed to things like graphical fidelity and visuals.

Screenshot of Starfield showing a first-person viewpoint, a rifle, and a cityscape.
Despite being a current-gen-only title, Starfield is hardly groundbreaking in the graphics and visuals department.

One thing that’s definitely happened this generation has been a massive growth in file sizes! With most games now being either wholly digital or coming with massive patches and updates even on day one, downloading 100GB+ files has become commonplace. For those of us with slow internet connections, that can easily mean a couple of days to download a single game or update! That’s an annoyance in some ways, especially considering how some games with massive file sizes don’t actually seem to look much better than their counterparts from a few years ago that were one-third as big.

But large files and downloads are here to stay, I suspect. With both current-gen machines having solid-state drives (and expansion slots to add extra storage, if needed) it’s possible to create larger and more detailed game worlds than ever before. Relatively few games have taken advantage of this yet – and some of those that have, like Starfield, haven’t done so particularly well – but, despite my personal gripes with massive downloads, there’s at least potential here. Larger and faster drives on home consoles can open up new possibilities in game development, and that could lead to bigger and more immersive worlds in the years ahead.

Screenshot showing the file size of the game Jedi: Survivor.
Many titles released this generation have file sizes well over 100GB.

The question of value for money has come up a lot over the past couple of years, and while we’ve partly touched on that with the lack of exclusive games, I want to consider the price point that both consoles are at. For literally decades, console prices have come down incrementally as they get further into their life cycle. Recent console generations have seen cheaper versions produced partway through, with the likes of the Xbox 360S and PlayStation 4 Slim both arriving at around the halfway point in their respective life cycles.

This time around, however, we’ve seen price rises rather than price reductions, with PlayStation 5 consoles now £30 more expensive here in the UK than they were at launch in 2020. Despite initially suggesting no price rises were imminent, Microsoft followed suit a few months later, again rising the price of Xbox Series X consoles by £30 here in the UK. That’s despite both consoles arguably having the least-convincing lineup of exclusive games, and thus having the weakest justification for such an unfair price hike. Sony and Microsoft are billion-dollar corporations whose gaming divisions have been making money hand over fist… so these price hikes – which come on top of the rise in the price of the standard edition of many games – are honestly just disgusting. Price-gouging in the middle of an inflation and cost-of-living crisis is sickening.

A chart showing Sony's consolidated results for Q1 2022.
Sony boasted to its investors about record-breaking profits… before turning around a few weeks later and hiking up the price of PlayStation 5 consoles.

At the end of the day, I’d have expected more from both the PlayStation 5 and Xbox Series X at this point in their generation. There have been some great games over the past three-plus years… but many of them aren’t exclusive to this generation of home consoles, leaving me with a resounding sense best summed up thus: “what’s the point?” Neither console has, in my view, given a compelling answer to that question yet. There have been a handful of titles that I could see some folks picking up a console for, but there are undeniably far, far fewer of those at this point in the ninth generation than in any prior home console generation.

There have also been plenty of duds; broken, half-baked, or underwhelming titles. That happens, and while it isn’t the fault of either console specifically, the sheer number of buggy “release now, fix later” titles has done nothing to help current-gen gaming or make it feel like a worthwhile investment.

Screenshot of The Lord of the Rings: Gollum showing a character in an out-of-bounds area.
The Lord of the Rings: Gollum will likely be remembered as one of the worst releases of the generation.

The best experiences of the last few years, I would argue, have come not on the Xbox Series X or PlayStation 5, but on the Nintendo Switch and PC. PC gaming has gone through somewhat of a renaissance, with titles that were once exclusive to Xbox and PlayStation making their way onto the platform, as well as a glut of high-quality titles. And Nintendo has been consistent in its releases on the Switch, even as that less-powerful console reaches the end of its life. Whether we’re talking Animal Crossing: New Horizons, Super Mario Bros. Wonder, the remaster of Metroid Prime, or the Booster Course Pass expansion for Mario Kart 8 Deluxe, Nintendo has been serving up hit after hit, and offering players genuine reasons to pick up their machine.

As the ninth generation got underway in 2020, I was content to watch and wait. Even though PC has been my primary platform for several years, I’m not averse to playing on console if there’s a compelling title that seems like a “must-play.” I bought a PlayStation 3 toward the end of its life so I could play the likes of The Last of Us, I picked up a Switch to play Mario Kart 8 Deluxe, Mario Odyssey, and more, and I bought a PlayStation 4 during the previous generation in order to play games like Horizon Zero Dawn and Uncharted 4. But no games of that calibre have leapt out at me this time around. Maybe one or two will before this generation comes to a close… but I’m not convinced.

A photo of a gaming PC with two monitors.
A fancy gaming PC. No, it’s not mine!

So here’s the real takeaway from the ninth generation of home consoles: buy a PC! Most Xbox and even PlayStation titles are coming to PC these days; I’m particularly excited for the upcoming PC port of Ghost of Tsushima, for instance. Having built my own PC a couple of years ago, and upgraded my graphics card just last year, I know for a fact that it’s more than a match for both current-gen consoles. Unless one of them can rope me in with an exclusive title that I can’t get anywhere else – and can’t live without – this could be the first generation of home consoles since the days of the NES and Atari 7800 that I don’t end up buying into.

As the Xbox Series X and PlayStation 5 reach the halfway point in their life cycles, I confess I feel a sense of disappointment – and more than a little “I told you so.” Both machines are powerful, there’s no question about that. But so far, it doesn’t seem as if anyone has really taken advantage of that power to really innovate and push gaming forward by anything more than the smallest iterative step. I knew going into the ninth generation that changes and improvements would be minimal… but even with that low bar, I’m unimpressed.

There have been some great games in the last few years. 2023 in particular will be well-remembered for releases like Baldur’s Gate 3. But titles like that feel like they exist in spite of, rather than because of, the PlayStation 5 and Xbox Series X. As we reach the halfway point… neither console has yet come close to reaching its potential.

PlayStation 5 and Xbox Series S/X consoles are on sale now. All titles discussed above are the copyright of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Xbox & Bethesda Probably Have One Chance To Save Starfield…

Spoiler Warning: There are spoilers ahead for several main story missions in Starfield.

I was excited about Starfield last year. By the time the game’s big showcase had wrapped up in June, Starfield had rocket-boosted its way to the very top of my most-anticipated games list, and it held onto that position even as Baldur’s Gate 3 diverted my attention. But despite doing my best to give the title a fair shake, sinking more than twenty-five hours into it, and really wanting to love it… I didn’t. Starfield just didn’t have that “Bethesda magic;” the “je ne sais quoi” that has made some of the studio’s previous games into all-time classics.

And I’m far from the only person who feels that way. Despite launching to generally positive reviews from both players and professional critics, the longer folks have spent with Starfield, the further the game’s ratings have slipped. Although there are multiple areas of criticism from writing and dialogue through to the game’s outdated underlying technology, the general consensus is that Starfield is disappointing, shallow, and lacking in the replayability that Bethesda desperately tried to build into it.

Screenshot from Starfield (2023) showing a character sitting in a chair aboard a spaceship.
An NPC aboard a spaceship in Starfield.

But it’s 2024, and if there’s one thing the games industry knows it’s this: you can launch half a game today and promise to patch out all of its issues later! The dreaded business model that I’ve dubbed “release now, fix later” has firmly embedded itself in the games industry – and Bethesda is no stranger to utilising it. The company’s most recent title before StarfieldFallout 76 – has received years’ worth of patches and updates, and even though it endured an appalling launch, it’s in a much better state today than it was five years ago. In fact, Fallout 76 is now sitting just ahead of Starfield in terms of average reviews on Steam.

There are some areas of Starfield that patches, updates, and DLC have the potential to improve or fix. In a game all about exploration, being forced to re-play the same handful of copy-and-paste structures filled with nameless, mindless enemies got old fast – so how about quadrupling the number of these structures, creating some unique ones that only appear once per playthrough, and adding new and different types of enemies and loot to fill them. Or how about making at least some of the game’s 1,000 planets genuinely empty, with no pre-built structures at all. That sense of exploration, of being the first person to set foot in a “strange, new world” is what I wanted from a game like Starfield… and it seems like something that could be implemented into the game without too much effort.

Screenshot from Starfield (2023) showing a first-person view over a procedurally-generated landscape.
It’s hard to convey how disappointing it was to land on a “deserted planet” only to find buildings and bases full of nameless, meaningless NPCs.

Then there’s the game’s main story. It was left deliberately open-ended to push players into New Game Plus – and I firmly believe this was one of the first and most important ideas conceived for Starfield during its creation – but it’s led to a fundamentally unsatisfying end to the game’s main quest. So Bethesda could write a better ending – and a more conclusive one. Who created the artefacts? What was their intention? Could the player character interact with these “Creators” somehow? Again, that seems like something that should be achievable.

Adding in new and varied paths through certain quests is also something that should be doable. A notorious mission in the main quest sees the player character travel to the “pleasure city” of Neon to acquire another artefact, but this quest is about as on-rails as it’s possible to be. No matter what choices the player makes, there’s only one way to get the artefact and complete the mission. It should be possible to tackle a quest like this in more than one way – and adding that in wouldn’t break the rest of the story or other parts of the game. For example, being able to kill the character who has the artefact, or finding another way to escape Neon after the deal goes down are things that would only impact that one quest – and being forced to play it in one specific way isn’t what a lot of folks wanted or expected from a game like Starfield.

Screenshot from Starfield (2023) showing a conversation and dialogue options during a mission.
This mission offers the illusion of choice, but ultimately forces players down one very specific route.

There are, of course, some things that can’t be fixed in Starfield, no matter how much of an annoyance they seem to be! I wasn’t personally all that bothered by the game’s loading screens when opening an airlock or entering a building – but I know that the loading screens have been an area of complaint for a lot of folks. Starfield is built on the creaking, zombified remains of a twenty-five-year-old game engine, though… so I don’t see a way to remove them. Nor could the game’s fundamental spaceflight problem be fixed; Starfield is built on the player and their ship fast-travelling between locations, so any opportunity for actual piloting or flying is basically gone at this point.

So we need to be realistic about what we could reasonably see from updates and future DLC; Starfield won’t change fundamentally in terms of either gameplay mechanics or narrative. But that doesn’t mean there can’t be significant improvements that could mean the game will be worth re-installing and giving a second chance. And yes, in case you were wondering: I’ve already uninstalled Starfield.

Screenshot of Starfield (2023) showing the in-game map.
Things like adding better in-game maps for towns and other locations should be achievable.

But here’s the thing: Bethesda basically has one chance to do this.

Many players who tried out Starfield are already moving on. Games like Baldur’s Gate 3 and Cyberpunk 2077′s Phantom Liberty DLC emerged around the same time and have, by comparison, highlighted many of the fundamental weaknesses in Starfield – as well as how far behind Bethesda has fallen in terms of game design and development. Bringing back players like myself who tried and gave up on Starfield – or convincing sceptics to try it for the first time in light of mediocre reviews – is not an easy task.

Phantom Liberty has done the impossible for Cyberpunk 2077, completely changing the way whole mechanics work, adding a massive new area of the map, new missions, and much more. Starfield needs its first piece of DLC to be at least as substantial and as transformative as Phantom Liberty given its shortcomings, and it needs this DLC to be well-received. If not… a lot of those players we’ve been talking about will be forever lost, with Starfield being brushed aside in favour of newer, better gaming experiences.

Promotional screenshot of the Phantom Liberty DLC for Cyberpunk 2077 (2020).
Phantom Liberty quite literally transformed Cyberpunk 2077.

Starfield is basically a “single-player live service” game. That’s the model Bethesda and Xbox chose to adopt, and we can see inside Starfield just where the paid skins and cosmetic items will appear when they’re ready to be pushed out. But like any live service, Starfield has to be basically good enough to build up a playerbase before anyone should be thinking about microtransactions, cosmetic loot, or paid mods. If Starfield’s first big expansion isn’t good enough, I don’t see the game retaining enough players to make that kind of “ten-year experience” anywhere close to viable.

Look at other games in the live-service space. Whether it’s Anthem, Marvel’s Avengers, or Ghost Recon: Breakpoint, it’s incredibly easy for even massive publishers with huge brands to fail. And there are relatively few titles that launch to such a mixed reception that go on to make a recovery. The jury’s still out on the likes of Halo Infinite and Suicide Squad: Kill the Justice League, but to say they’re limping along wouldn’t be unfair. Asking for a single patch or update to transform the fortunes of titles like that seems like a big ask… but it’s where they’re at. Just like Starfield, they’re in the last chance saloon.

Promo graphic showing future content for the video game Suicide Squad: Kill the Justice League (2024).
We’ll see how much of this promised content for Suicide Squad: Kill the Justice League actually gets released…

Gaming is a marketplace – and a very competitive one at that. New titles are being released all the time, and while once-in-a-generation masterpieces like Red Dead Redemption II or Baldur’s Gate 3 are comparatively rare, there are enough good games out there – even in the single-player and role-playing spaces – for players to very quickly move on from a disappointing or underwhelming experience. Most games don’t even get a second chance; by the time developers have been able to address issues and roll out updates, the damage has been done and players have left, never to return.

Starfield is lucky in that Bethesda’s pedigree and Xbox’s sky-high marketing budget will almost certainly grant it a second chance and a second look from a decent number of players. But that second look had better be substantially different and a massive improvement – with changes and fixes across the board. Because there damn well won’t be a third.

Screenshot of Starfield (2023) showing a first-person view of a spaceship cockpit and a planet in the distance.
Starfield has already had a chance to impress me.

Xbox won’t willingly burn money on Starfield if things don’t improve, just like Electronic Arts didn’t with Anthem or Square Enix didn’t with Marvel’s Avengers. Publishers pretty quickly hit their limit when it comes to supporting a failing game – so Starfield’s life-support can’t last forever. The game sold a decent number of copies at launch, and drove at least some new subscribers to Game Pass, so it’s probably bought Bethesda some time. But that time is finite, and if, at the end of it, the DLC or update isn’t good enough… I can see that being the end of the road for Starfield.

One interesting example here is No Man’s Sky. After that game was poorly-received by a lot of players upon release, Hello Games knuckled down and got back to work. Over the span of years, No Man’s Sky received dozens of updates that brought it much closer to its original vision. But those updates were all free, and players who stuck with the game were rewarded for their support and patience. Hello Games didn’t have the audacity to charge extra for completing the work that should have been done ahead of release… so perhaps there’s a lesson there for Bethesda and Xbox, too.

Screenshot of Starfield (2023) showing the interior of a custom spaceship.
Some big free updates wouldn’t go amiss!

At the end of the day, despite whatever positive spin the PR departments at Microsoft and Bethesda might try to put on it, Starfield is in trouble. I gave up on the game after giving it more than enough time to impress me, but what should be even more concerning for Bethesda are the reports from folks who stuck with the game to the end – only to say it isn’t worth re-playing. The game’s launch did not go to plan, and the purported “ten-year experience” seems to be disintegrating before our very eyes.

We can discuss how all of this happened, where Bethesda went wrong, or what the worst aspects of the game are. There are already plenty of articles and essays about all of those subjects – and many different answers to those questions. But there is still a glimmer of hope for Starfield, that updates and improvements could bring it closer to the game we were all hoping for. But time’s a-ticking, and there’s one last chance to get it right.

Let’s cross our fingers and hope that Xbox and Bethesda seize the opportunity.

Starfield is out now for Xbox Series S and X consoles and PC, and is also available on Game Pass. Starfield is the copyright of Bethesda Game Studios, ZeniMax Media, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Way We Engage With Media Is Changing… Get Over It!

Earlier this year, a quotation from Ubisoft director of subscriptions Philippe Tremblay was doing the rounds. Many news outlets seized upon it, as did bloggers and commentators – and the reaction, at least from what I’ve seen, was pretty negative. Tremblay suggested that players will get comfortable with “not owning [their] games,” and that four-word phrase sent usually sensible critics and analysts into a state of meltdown.

As I state in the title of this piece, the way in which practically all of us engage with and consume media has changed dramatically in the last few years – and that change is continuing. I’ve been through multiple stages of this transition myself with different forms of media for at least twenty years, if not more. It began with music, with digital downloads replacing cassette tapes and CDs. It happened again with DVDs and Blu-ray discs losing out to video-on-demand. It’s happened already in gaming with the move from cartridges to discs and then the decline of optical discs in favour of digital downloads.

And all of that is before we get into subscription services and streaming.

Promo graphic for Xbox Game Pass.
Xbox Game Pass is the first major gaming subscription service… but it won’t be the last.

Twenty years ago, I couldn’t have predicted the rise in streaming and subscription platforms – but now they’re everywhere. Many people, especially younger people, have never purchased so much as a single song or film – they’ve grown up streaming their music and videos. Forget about physical discs or tapes, there’s a whole generation of younger people who’ve never even bought a song on iTunes or paid to watch a film or TV series on demand. Subscriptions have become the way many people want to engage with different forms of media – and it’s easy to see why.

Subscriptions offer a “best of both worlds” approach. Like a cable or satellite TV package, they offer a good deal of choice. And like video-on-demand or a DVD box set, they let viewers choose when they want to watch. Music streaming, too, has these same advantages: an abundance of choice and the freedom to choose what to listen to and when. Audiences no longer have to put up with the rigid schedules of broadcasters and TV channels, while also having access to far more viewing or listening options than they would with CDs or DVDs. For a relatively low price per month, massive libraries of content become available – opening up far more titles than any of us would ever be able to reasonably expect to purchase. This was the original appeal of streaming, and while in the film and TV space there are problems resulting from the “streaming wars,” it remains the major appeal of the format.

Paramount+ logo on a blue background.
Paramount+ is one of a growing number of film/TV subscription services.

I don’t have a crystal ball, so I can’t predict what the media landscape might look like another twenty years down the line. It’s quite possible that further changes and disruptions will have come along, and streaming may no longer be the flavour of the month. But right now, as things stand, it’s the direction of travel for music, television, film… and even gaming. Anyone who doesn’t acknowledge that is simply wrong, and unfortunately for folks who want to push back against it… I think that’s a losing battle right now. Is it worth being aware of the shortcomings of streaming and subscriptions? Absolutely! Is there a reasonable chance of reversing this trend in the next few years, and can we expect people to go back to buying cassette tapes and DVDs? Absolutely not.

It’s no shock to me that gaming is also moving toward a subscription model. The only real surprise, if I’m being honest, is that it’s taken until now for subscriptions to begin to take off. An all-digital product like a video game is well-suited to being bundled into a subscription package, and gamers – who tend to be a younger demographic on the whole – are exactly the kind of tech-savvy people who are already engaging with other forms of media in this way. It makes perfect sense that subscriptions would be the “next big thing” in the gaming market.

A selection of PlayStation 4 games in boxes.
A subscription model for video games actually feels overdue!

Here’s the fundamental question at the heart of this controversy: do I, as a player or viewer, need to own outright the media that I’m engaging with? Because answering this question should go some way to explaining why some people are so angry at Ubisoft for this comment, and why others seem to be just fine with it.

I’m happy to watch a movie or TV show once and never come back to it again. I can think of many, many films and TV shows in that category. I watched them, I enjoyed them, but I have absolutely no need or desire to go back to them. Buying the DVD box set of a show like Battlestar Galactica just to watch it once seems wasteful, and while I could re-sell it afterwards, I wouldn’t get most of my money back. I could rent it – as we used to do in the days when Blockbuster and other video rental stores were in every small town… and that’s basically what streaming subscriptions are. Yes, you don’t own the media you consume when you subscribe to a platform. You pay to access it – i.e. you rent it.

Logo for the 2004 Battlestar Galactica reboot series.
No offence, Battlestar Galactica

For a lot of TV shows and films, that’s totally fine. Last year, for instance, I watched Ladybug and Cat Noir: The Movie. It was a decent enough film; a perfectly enjoyable superhero adventure for kids. But I don’t need to own a copy of Ladybug and Cat Noir: The Movie… because I’m almost certainly never going to watch it again. Paying £15-20 for a DVD, Blu-ray, or digital copy just seems wasteful.

And that mindset also applies to games. There are many, many games that I’ve played over the last thirty-plus years that were one-and-done affairs. These are titles I enjoyed but just see no need to revisit… such that owning them outright, either digitally or on a disc/cartridge, is unnecessary. So if a streaming service is going to come along and let me essentially rent the games that I want to play – while also giving me access to a library so colossal that I could never afford to purchase even one-tenth of the titles on offer – then heck yes. Sign me up!

A selection of "trending" titles on PC Game Pass in February 2024.
A selection of “trending” titles on PC Game Pass in February 2024.

When I first started talking about Microsoft’s Game Pass service in 2020, that was how I felt. And I will admit that subscriptions in the gaming space have some bugs and kinks to be worked out – in particular how DLC and expansion packs should be handled. But those are surmountable hurdles, and the benefits of the subscription model, particularly to low-income folks like myself, outweigh the disadvantages. If you asked me right now, in early 2024, what would be the most cost-effective route into current-gen gaming, I would say without hesitation that an Xbox Series S console and a Game Pass subscription is by far the best option for folks on a budget.

At present, there are no titles (of which I’m aware, at any rate) that are only available to people who sign up for an expensive subscription package. That means that players can still choose to purchase – and own outright – any game or games that they choose to. Some developers and studios, such as Baldur’s Gate 3 creators Larian, have indicated that they won’t put their games on any subscription service in the near future – and that’s okay, too. An independent publisher or studio will always have the freedom to choose whether to engage with subscription platforms – and which to sign on with, if any.

Screenshot of Baldur's Gate 3 showing the character creator.
Developers Larian Studios have pledged not to put titles like Baldur’s Gate 3 on subscription platforms for the foreseeable future.

Permanently owning media is, if you think about it, a relatively new concept. When films came along in the first years of the 20th Century, they’d be shown in cinemas – but there was no way for the average person to own a copy of a film until really the late 1970s. The same applied to television shows: audiences would be entirely dependent on broadcasters to watch their favourite shows, with no way to purchase their own copy. This was even true of shows that eventually spawned long-running series and franchises: Star Trek, for instance, and Doctor Who, both started off in the 1960s, when viewers could only ever hope to re-watch their favourite episodes when television networks would do re-runs.

Even within my own lifetime, owning a copy of a film or television series was a relative rarity. When I was very young we didn’t have a video recorder at home, and it was only in the late ’80s that my parents purchased a Betamax system, and then later still a VHS recorder. I could count on my fingers the number of video cassettes I owned as an adolescent, and most of those were blank tapes used for recording programmes directly from the TV; even in the ’80s and into the ’90s, the idea of purchasing and owning a vast media library was far from the norm.

A collection of (mostly horror) films on VHS cassette.
Nobody that I knew in the ’80s or ’90s had a collection like this one!

In gaming, too, this idea of permanent ownership hasn’t always been around. Games started in arcades, where players would have to pay to play a game that they didn’t own. And in the ’80s and ’90s, renting individual games and even entire consoles from rental shops was commonplace. I still remember the mad rush of trying to complete a game the night before it was due to go back to the shop!

With streaming and subscriptions growing in the music, film, and television spaces, their arrival in gaming was inevitable. And perhaps in the future we’ll look back on the period of media ownership from the 1980s through to the early 2020s as a bit of a blip; an outlier in a media landscape that has tended to favour a less permanent relationship with audiences. I don’t have a great track record at predicting the future… but that seems at least plausible to me, at any rate!

Stock photo of a neon sign advertising psychic services.
I don’t claim to predict the future…

I could probably count on my fingers the number of films, television shows, and video games that I’d want hard copies of, because there really aren’t that many that I consider to be the kinds of masterpieces that I need to return to over and over again. There are a great many games that I’m happy to only play once, and that I don’t need to own outright because I’ll never play again. Paying the inflated asking price of £60/$70 for a game in that category feels wasteful… even more so to think that a physical copy of the game would just end up gathering dust on a shelf.

All that being said, I don’t expect to see “physical” copies of games disappear entirely. As we’ve surprisingly seen with the resurgence of the vinyl and cassette markets in music, there’s a hard core of collectors (and hipsters) who long for those slightly archaic formats – and the same will almost certainly be true of video games, too. Many games that began as digital-only products end up releasing a physical copy on a disc or cartridge – Hades, one of my favourite games of 2021, is one such example. And “collector’s editions” of games aren’t going anywhere, either. So for collectors and fans of games in boxes, I don’t think they’re going to entirely disappear. Whether they’ll remain affordable is another matter, of course!

Olivia Rodrigo's album Guts in vinyl format.
Many modern artists release their albums on vinyl.

Returning to the quotation that prompted all of this, though, here’s what I have to say: I’m totally fine with renting most of the games I play. I can think of several titles from just the past couple of years that I paid full price or close to full price for that 100% did not deserve it, and if I could’ve tried those games as part of a subscription package, I could’ve saved myself some money and bother! For the way I personally play games, subscriptions and renting are perfectly fine. And for those occasional once-in-a-generation masterpieces like Baldur’s Gate 3? I’m happy to splurge!

The way all of us engage with media has changed a lot over the past decade – and it changed in the decade preceding it, too. There will undoubtedly be more changes to come in the years ahead, and it’s entirely plausible that a return to one-off purchases and full ownership will be on the cards. But right now, subscriptions and renting are the way things are going. The transformation has already happened in music, it’s ongoing if a little unsettled in film and television, and gaming is just beginning to catch up. There are drawbacks, of course, and we mustn’t kid ourselves: corporations are doing this for their benefit, not ours. But as someone on a low income, and who remembers growing up as a gamer with literally a few pennies in my pocket, having access to a massive library of titles for one monthly price still feels like a great deal. And if I don’t own any of those titles and can’t replay them if they get taken off the service… well, that’s a trade-off I’m okay with.

All titles discussed above are the copyright of their respective studio, publisher, and/or developer. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

I’m Not Sure What Xbox Is Doing Any More…

I don’t usually like to cover rumours here on the website, but the growing controversy swirling around Microsoft and Xbox is proving difficult to ignore. If you haven’t heard, a number of reputable outlets have been reporting that Microsoft is planning to make some of its biggest current and upcoming console-exclusive titles available on PlayStation 5 consoles – including the likes of Indiana Jones, Starfield, and the Gears of War series.

This feels like a potentially massive shift in the gaming landscape, perhaps on a scale we haven’t seen for a long time. And I have to admit that it leaves me with pretty big questions about Microsoft’s strategy. What does the company hope to achieve in the longer-term with a move like this… especially after having spent so much money buying up companies like ZeniMax and Activision-Blizzard?

A graphic promoting Microsoft's acquisition of Activision-Blizzard.
Microsoft spent a lot of money to purchase Activision-Blizzard recently.

Console exclusives suck. Let’s make that clear right off the bat. It would be better for players if every game could be available on every current-gen system with no limits… but that isn’t the world we live in. Nintendo games are exclusive to the Switch, and that’s gone a long way to helping the company shift well over 100 million consoles. PlayStation exclusives have likewise helped Sony dominate two console generations in a row. And Microsoft has been lagging behind since the end of the Xbox 360 era in that department.

But the company has seemed determined to course-correct. Microsoft has spent lavishly over the last few years, buying up the likes of Obsidian, Bethesda, and of course Activision, and using those long-established companies to create new exclusive titles. After launching Game Pass and bringing in tens of millions of subscribers in a few short years, Xbox’s plans seemed pretty clear: develop more and more exclusive games for consoles and PC, and turn the brand back into the powerhouse it was in the 2000s.

An Xbox 360 console with an open disc tray.
Xbox dominated the console market in the mid/late 2000s with the Xbox 360.
Image Credit: Mario A.P. via Flickr, CC BY-SA 2.0

If these rumours of exclusive games going to PlayStation are even close to being true, that corporate strategy is no longer one that Microsoft is pursuing. And to me, it feels short-sighted almost to the point of desperation. Putting a game like Starfield on PlayStation might bring in some cash in the short-term as players who had previously been locked out will be able to pick it up. But in the longer-term… why would anyone buy an Xbox or even consider subscribing to Game Pass?

If Microsoft is willing to put games that it owns on a competing platform, but that competitor isn’t reciprocating, that’s tantamount to admitting defeat and throwing in the towel. Players will quickly realise that PlayStation is the place to be, because it allows them to play almost every title going – whereas Xbox doesn’t. PlayStation exclusives like God of War, Horizon: Zero Dawn, and The Last Of Us have been hugely influential in Sony’s success over the past decade or so, and if games that had previously been only available on Xbox also join the PlayStation lineup… that’s a great deal for PlayStation gamers.

A graphic promoting Xbox Game Pass.
Will we soon see Game Pass available on PlayStation consoles?

So what’s Microsoft’s move here? Are Xbox consoles to be discontinued, going the way of the Atari Jaguar and Sega Dreamcast? Have sales of the Xbox Series S and X been so poor over the past three years that Microsoft is considering getting out of the hardware market? If so… where would that leave the gaming landscape? If PlayStation and Nintendo are the only ones left, that might not be good for gaming and competition in the marketplace.

Sony learned a lot of harsh lessons during the PlayStation 3 era when the Xbox 360 sold more than 80 million units and gave the PS3 a real run for its money. That competition spurred Sony on and led to better things a few years later. With Nintendo effectively off to one side doing its own thing, Xbox has been PlayStation’s main competitor for the past twenty years – and having competition is necessary for a healthy marketplace. I don’t want to jump the gun and write Xbox’s eulogy, but if previously exclusive games start appearing on PlayStation… it feels like a harbinger of worse news to come.

A PlayStation 3 controller.
PlayStation had to play catch-up during the PS3 era.

If Microsoft is finding that their current-gen machines aren’t selling as well as they’d hoped, there are other options besides a total surrender or abandoning hardware production. Nintendo ditched the Wii U well ahead of schedule, launching a brand-new machine less than five years later. That could be one route for Xbox to follow. If the Xbox Series S is proving troublesome from a development perspective, retiring that console in favour of the Series X could also be possible. Even just waiting, treading water in anticipation of bigger exclusives in the next few years might be better than abandoning exclusivity altogether for the sake of some short-term cash.

Microsoft has some upcoming games that have the potential to be console-movers. Indiana Jones is one – albeit one that I personally wasn’t taken with when it was shown off a few weeks ago! The sequel to Skyrim is also bound to be a big deal when it’s ready in a few years’ time, and that’s before we’ve looked at some of the franchises and games that Microsoft owns the rights to after its recent acquisition of Activision.

CGI render of The Elder Scrolls VI from Bethesda's E3 announcement.
The Elder Scrolls VI could be a console-seller if it’s an Xbox exclusive.

With so many studios coming “in-house,” Microsoft’s future in the gaming marketplace looked to be getting brighter. Game Pass continues to add subscribers, and with subscriptions being the current direction of travel across various forms of media, Microsoft is actually ahead of the curve in the gaming realm; Game Pass is streets ahead of any comparable offering from any other company. Game Pass’ current success could pave the way for a subscription-based future for the Xbox brand. But Game Pass – and Xbox consoles in general – need exclusive titles to make it work.

I don’t really have a dog in this fight; the only current-gen console I own is a Nintendo Switch. But even as PC player, what happens on console has an impact. Microsoft’s seemingly abrupt change in strategy could have implications down the line for Game Pass, for ongoing and upcoming titles, and more.

An Xbox Series X control pad.
What will this mean for Xbox?

I’m all in favour of shaking things up in the games industry, but Xbox seemingly surrendering its already mediocre lineup of exclusive games isn’t how I’d have expected – or wanted – things to go in the first part of 2024! And as I said at the beginning, I really don’t understand what it’s supposed to achieve beyond a short-term injection of cash. If Microsoft’s gaming division is so short of money that it needs a few hundred thousand sales of Starfield on PlayStation 5… then something’s gone very wrong indeed.

This is great news for PlayStation owners – assuming that these rumours turn out to be correct, that is. For people who’ve invested into the Xbox brand, though, I can understand why there will be some degree of upset. There’s tribalism, of course, with some Xbox die-hards determined to cheer for “their” console, but that isn’t really what I mean. Stepping back and trying to look at things as reasonably and objectively as possible… PlayStation is looking like a way better deal. If Microsoft’s biggest exclusives join its already impressive lineup, I can absolutely understand why players who shelled out for an Xbox Series X would feel hard done by.

Still frame of Phil Spencer at the Xbox Series X announcement event.
The Xbox Series S and X consoles are still relatively new.

It’s that sense of regret, of having made the wrong decision. By sending their games to PlayStation, Microsoft will be giving that platform a boost and making it the better deal for players – leaving current Xbox gamers and supporters feeling understandably upset. If they’d known this was going to happen when purchasing a new console, PlayStation 5 would have been the logical choice.

We’ve all experienced that kind of regret or envy, even if just on a small scale. How many times have you chosen the wrong line at the supermarket, only to see the other lines moving faster? Or ordered a dish at a restaurant only to see your friend or partner’s plate look way better? It’s those kinds of feelings that I think we can all relate to; this is something that goes beyond merely “Team Green versus Team Blue.”

Promo artwork of the PlayStation 5 console.
It could be a good time to consider buying a PlayStation 5…

So we’ll have to watch and wait for official news from Microsoft – as well as an explanation, if this does end up going ahead. I wanted to share my two cents on the subject, at any rate. Console exclusivity isn’t great, but what’s worse is seemingly promising players exclusive titles, using exclusivity as a major selling-point, and then U-turning on it midway through a console generation. Some players will feel that they’ve been left high and dry by Microsoft and Xbox… and the damage that could do to the brand, with some of its biggest fans and supporters potentially souring and turning away, should not be underestimated.

Is a bigger shake-up of the gaming landscape imminent? Will Xbox drop out of the hardware market altogether? Will a reciprocal deal be struck to bring titles like Spider-Man 2 and God of War Ragnarök to Xbox and PC? Is this the end of console exclusivity?

There are some big questions floating around… and all we can do is watch this space. Be sure to check back in the days and weeks ahead, though, because if there really is massive news from Xbox, I’m sure I’ll have more to say.

Xbox Series S/X and PlayStation 5 consoles are available for purchase now. All titles discussed above are the copyright of their respective developer, publisher, and/or studio. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Palworld: No One Owns A Genre…

I have very little interest in the new survival/monster game Palworld. I’ve never engaged with titles like Monster Hunter or Pokémon, so the game just wasn’t on my radar. But an issue has come up for Palworld that I think is an important one not only for the games industry, but for entertainment and media as a whole, and I felt compelled to add my two cents to the conversation.

If you haven’t heard, Palworld has been accused of “ripping off” or plagiarising the long-running Pokémon series. The game uses some familiar designs for its monsters, and although I haven’t bought it or played it for myself, I understand that some elements of its gameplay are similar, too, with players being able to “catch” monsters and use them in battles.

Sheep-like critters with machine guns in a promo screenshot for Palworld.
Sheep-like critters with machine guns in a promo screenshot for Palworld.

Nintendo and The Pokémon Company, who jointly own and develop the Pokémon series, have even commented on this, with the latter releasing a statement saying that they “intend to investigate” Palworld and “take appropriate measures to address any acts that infringe on intellectual property rights.” I’ve linked to The Pokémon Company’s full statement at the end of this piece so you can read it in full if you’re interested.

Whether you like Palworld or not, the issue this raises is a genuinely interesting one – and it’s one that the games industry hasn’t really wrangled with for a long time, at least not in public. The basic question is this: can any company claim ownership of, and potentially patent, trademark, or copyright, an entire genre, style of game, or gameplay mechanic?

Promo screenshot from Pokemon Violet featuring a character holding a red and white ball.
Do Nintendo and The Pokémon Company have a monopoly on designs and gameplay elements?

The answer should be obvious: no, of course not, don’t be stupid. The Pokémon Company and Nintendo can’t own the concept of a game with battling monsters any more than Rockstar could own the open-world sandbox crime genre, or PlayerUnknown’s BattleGrounds could own battle royale. The developers of PlayerUnknown’s BattleGrounds tried in vain to claim ownership of the battle royale genre, even going so far as to try to sue Epic Games, creators of Fortnite, over the perceived “copying.” That lawsuit went nowhere – and rightly so.

I’m old enough to remember when first-person shooters were literally called “Doom clones.” Doom popularised the first-person shooter in the early 1990s, and on the back of its success, dozens of other FPS titles were developed. But Doom’s creators didn’t lawyer up and try to prevent anyone else from making a first-person shooter at the time, nor did Rockstar go after the likes of the Saints Row series in the mid-2000s.

Screenshot from Doom (1993) showing a gun being fired.
Doom (1993) popularised – but did not invent – the first-person shooter.

Going all the way back to the earliest video games, new titles have come along that used similar styles, designs, and gameplay elements. Some of these games have gone on to innovate, pioneering entire sub-genres and gameplay mechanics, and if they’d been shut down or prevented from existing by excessive copyright lawsuits or patents, gaming today would be in a much worse place. The history of gaming is one of piecemeal innovation, and of companies jumping on popular genres, innovating, and pushing boundaries.

There were first-person titles literally decades before Doom, with 1980’s Battlezone in particular being a noteworthy progenitor. And there were crime games and open-world titles years before Grand Theft Auto III came along. So in neither case can the developer claim to have wholly independently “invented” something, even if their title was the one that popularised it. That was the fundamental flaw in the PlayerUnknown’s BattleGrounds lawsuit.

Promo image advertising PlayerUnknown's Battlegrounds (a.k.a. PUBG Battlegrounds).
PlayerUnknown’s BattleGrounds didn’t win its lawsuit against Epic Games.

Stepping away from gaming, we can look to cinema and even literature for other examples. No one would try to make the claim that only Tolkien should be allowed to write fantasy, or that fictional races like elves and orcs are somehow copyrightable. Nor would anyone be able to argue that the owners of 1927’s Metropolis should be able to trademark the entire sci-fi genre. That isn’t how art and media work or have ever worked.

Look at a film like Galaxy Quest, or a TV series like The Orville. Both lean heavily on the Star Trek franchise for inspiration (and parody), but Paramount wouldn’t have a leg to stand on if it tried to take their creators to court. And once again, that’s because Paramount doesn’t own the sci-fi genre, or even the “explorers on a faster-than-light spaceship seeking out new life” sub-genre of sci-fi. Anyone is allowed to tell their own stories – as long as they don’t use trademarked names or characters for profit.

Still frame from Old Wounds, the premiere episode of The Orville, showing the bridge of a spaceship.
The Orville pays homage to the Star Trek series in more ways than one.

If Palworld had its own Pikachu or Charizard, maybe Nintendo and The Pokémon Company would have an argument here. But from what I’ve seen, the game’s monsters all have unique names, and while they may look similar to critters from the Pokémon series… so what? You can’t claim ownership of any and all yellow-haired monsters in every video game. That’s the kind of claim that would be laughed out of court.

Maybe The Pokémon Company and Nintendo have been complacent, because there hasn’t really been a serious challenger to the Pokémon series before. Monster Hunter exists in a similar space, as do games in the Digimon series, but Pokémon has been a force unto itself for a long time. Perhaps the sudden arrival of Palworld struck a nerve, or perhaps Nintendo is worried because recent Pokémon titles haven’t been well-received.

Promo screenshot of Palworld featuring a yellow monster holding a gun.
I can see why Palworld appeals to fans of the Pokémon games.

But none of that actually matters. Palworld has as much right to exist as any of the 873 Pokémon games, and if its better than anything that The Pokémon Company has done in recent years… well, they’ll have to adapt and do better. They’ll have to make better games, actually finish working on them before releasing them, and maybe even look at some of the features included in Palworld that players have enjoyed. Pokémon has arguably been pretty stagnant for a while, at least from what I can see looking in from the outside, so a kick up the backside from a genuine competitor could be just what the series needs. Complacency breeds stagnation and ultimately decline, but competition can revitalise a flagging series.

Rather than seeing Palworld as a problem to be crushed, The Pokémon Company and Nintendo should view its entry into the marketplace as a window of opportunity. After years of having the monster-battling space all to themselves, there’s now the potential to look at how other developers might handle that kind of game – and even opportunities to learn and grow. But that would take the kind of critical thinking that Nintendo doesn’t always have a knack for!

Screenshot from Pokemon Blue (1996).
The Pokémon series has been running for decades, so a challenge and shake-up couldn’t hurt.

Either way, Palworld is here to stay. I can’t imagine that the game will be pulled from sale or forced to be shut down because of a complaint from Nintendo and The Pokémon Company, because any threat of legal action would surely be doomed to failure – as it has been every other time it’s been tried by other publishers and developers. Even if we accept that Nintendo and The Pokémon Company originated the monster-battling sub-genre (which is very much up for debate, as Pokémon itself is a variation on the role-playing game genre), they don’t get to claim ownership of it exclusively. And even if Palworld uses similar designs, visual styles, and gameplay mechanics… none of those things are copyrightable. This argument will go nowhere.

I will concede that, from what I’ve seen, parts of Palworld do look similar to the Pokémon series. And from the point of view of a fan or player, I can absolutely understand wanting to leave it a negative review pointing that out, or even to boycott it and refuse to play it because of its perceived “ripping off” of the Pokémon series. That’s absolutely fine on an individual level – and I can definitely appreciate why some Pokémon fans might see things that way. But that’s very much a personal, individual decision – and one that has no bearing on any copyright law or trademark case!

For my money, Palworld is a title I’m happy to skip. It’s not my thing – just like Pokémon isn’t. But I found this argument to be interesting – particularly when The Pokémon Company itself weighed in. I doubt we’ll hear much more about this; if The Pokémon Company has decent lawyers, they’ll tell them pretty quickly that nothing in Palworld comes close to violating copyright laws. But hey, I’ve been wrong about these things before… and in a way, I’d quite like to see this issue litigated, especially if it ends up embarrassing Nintendo and The Pokémon Company and costing them a lot of money!


You can read the full press release from The Pokémon Company by clicking or tapping here. (Warning: Leads to an external website)


Palworld is out now for PC, Xbox One, and Xbox Series S/X consoles. Palworld is the copyright of Pocket Pair. All other titles discussed above are the copyright of their respective publishers, developers, and/or distributors. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Looking Ahead To 2024

A "Spoiler Warning" image.

Spoiler Warning: Minor spoilers may be present for some of the titles on this list.

Happy New Year! I hope you had a wonderful time on New Year’s Eve ringing in 2024. As we pack away the last of the Christmas ornaments and begin to figure out what day of the week it is, it’s also time to look ahead! As I do every year, I’ve picked out a handful of films, television shows, and video games that I think are worth keeping an eye on over the next twelve months.

And you never know, one of these might make a great Christmas present when December rolls around. Is that the first time you’ve heard someone talk about Christmas 2024? I certainly hope so!

A family decorating a Christmas tree.
Christmas will be here again before you know it!

2023 was a decent year… at least in terms of entertainment. There were some solid television shows, excellent video games, and exciting films that kept us entertained. Here’s hoping that 2024 can continue the trend!

As always, a couple of caveats before we get started. All of this is the entirely subjective opinion of just one person. There are going to be tons of entertainment experiences to get stuck into in 2024 – so if your favourite doesn’t make the list this time around, or if I include something that sounds atrocious to you, that’s okay! This is far from an exhaustive list, and all I’ve done is pick a handful of titles that appealed to me.

A movie theatre/cinema.
What are you most excited to watch or play in 2024?

It’s also possible that some or all of these titles will be delayed. Between strikes, the pandemic, and other issues, the creative process is more complicated than ever – so no release date can be considered safe or set in stone. Any of the titles we’re going to talk about today could miss their intended release/broadcast date – and some could even slip into 2025 or beyond.

With all of that out of the way, let’s get started! I’ve picked six films, six television series, and six video games that I’m looking forward to in 2024, and I’ll briefly talk about each of them.

Films

I didn’t watch that many films in 2023. As my health has declined, I’ve found it impossible to get to the cinema, so I’m stuck waiting for films to release on DVD or a streaming platform! That being said, I had a blast with last year’s Super Mario Bros. Movie… so I’m hopeful that there’ll be a solid film or two in 2024.

Film #1:
Wicked: Part One

Cynthia Erivo in Wicked: Part One.

I’ve been following the production of Wicked for a while – and the film is due to be released in November, all being well. I was incredibly lucky to see the stage production in London, and I fell in love with the story and its wonderful songs. The musical seemed to be crying out for a proper big screen adaptation, and I’m so glad that it’s finally getting one! The inclusion of Tony- and Grammy-award winner Cynthia Erivo is sure to be fantastic, and I look forward to seeing what Ariana Grande might do with the role of Glinda, too.

At some point in its production, Wicked was cleaved in two. The theatre production is close to three hours long, so splitting it into two films could make sense – depending on how much new content has been added. As long as Wicked hasn’t been over-stretched, I think it should be a net positive, at any rate!

Film #2:
Twisters

Cropped promo poster for Twisters (2024).

The 1996 film Twister has long been a favourite of mine. Disaster films are kind of a guilty pleasure for me, and Twister was definitely one of the better additions to the genre from the ’90s. So this reboot/reimagining has piqued my curiosity – though whether I can truly say I’m “excited” about it is an open question! Not every film can be given a sequel, and not every intellectual property can sustain being spun off into a franchise… and for me, Twister is firmly a one-off type of film.

So it remains to be seen whether Twisters can recapture the magic of the original film, or tell a story that will be as enjoyable. But I’m content to give it a chance to impress me, and at the very least I expect to see high-quality visual effects that should make the titular tornado (or might that be tornadoes, plural?) better than ever.

Film #3:
Despicable Me 4

Cropped promo poster for Despicable Me 4.

Gru and the Minions are coming back for another outing – and I’m quite looking forward to that! I enjoyed Minions: The Rise of Gru a couple of years ago, and while I’m not any kind of super-fan, the Despicable Me series and spin-offs have usually been good for an evening’s entertainment.

Despicable Me 4 will hopefully be more of the same; another wacky adventure with Gru, the Minions, and the rest of the family. I don’t know much about the plot, but it seems like most of the voice cast are reprising their roles. Fingers crossed for a bit of fun!

Film #4:
Civil War

Promo photo of Kirsten Dunst in Civil War (2024).

Civil War comes along at an interesting time – with political tensions on the rise in the United States. I fear that some of its social commentary may be a little heavy-handed, but I’m willing to give the film a chance. Hopefully it can build up an engrossing narrative either way! Director Alex Garland may not be a well-known name, but he was nominated for an Academy Award for 2014’s Ex Machina, and I also enjoyed his 2018 picture Annihilation. So there’s reason enough to be optimistic!

The film will star Kirsten Dunst, playing a journalist reporting on the “rapidly escalating” conflict. I wouldn’t say I have sky-high hopes… but I’m definitely going to tune in when Civil War makes its way to a streaming platform later in the year.

Film #5:
Dune: Part Two

Promo photo of Stellan Skarsgård in Dune: Part Two (2024).

If you’ve been a regular reader for a while, you might remember that back in 2020 or 2021 I said that I was worried about Dune: Part Two! The novel Dune has been notoriously difficult to adapt, and I feared that a lacklustre reception to the first film might’ve meant Part Two would be canned. Thankfully, Dune was one of the best films of 2021 – meaning that its sequel has leapt to the top of my must-watch list!

Picking up where 2021’s Dune left off, Part Two will bring the story to a conclusion. The principal cast from the first picture are all returning, and Dune: Part Two looks set to be one of the year’s biggest sci-fi blockbusters.

Film #6:
Alien: Romulus

Promo photo for Alien: Romulus (2024) featuring a juvenile alien.

The Alien series… well, let’s just say it probably has more flops than hits at this point. But I’m still willing to give Alien: Romulus a chance! The film is picking up the baton for the long-running sci-fi/horror series, and its main selling-point right now is that it’s set in between the first two films in the series. There’s scope, perhaps, for an exciting story set in the same universe.

I’m not familiar with any of the cast or crew… but that can be a good thing sometimes! If I’m being realistic, I don’t expect Alien: Romulus to blow me away, but if it’s good enough it might just lay the groundwork for the success of the upcoming Alien TV series or other projects.

Television Shows

Most of the TV shows coming up in 2024 are new seasons of ongoing productions, but there are a few new titles in the mix that sound potentially interesting. 2023 felt like a good year for TV (and streaming series), so hopefully there’ll be more successes this year, too.

TV Show #1:
Star Trek: Discovery
Season 5

Promo photo for Star Trek: Discovery Season 5 featuring the main cast.

Let’s get the obvious one out of the way first! Although I found myself burning out on Star Trek partway through 2023, Discovery’s fifth and final outing could just be the project that pulls me back in. After four seasons of “the whole galaxy is in danger and only Burnham can save it!!!” Discovery seems ready to finally try out a different premise. It’s unfortunate that the change came too late to save the show – and if Season 5 turns out to be a cut above the rest, we might be lamenting that Discovery’s writers and producers didn’t do this sooner.

I have a specific concern about the series finale – i.e. that it was never written to be a finale, and that worry bleeds over into the rest of the season. This is going to be the crew’s final outing, but if the story wasn’t written that way in the first place… can it be satisfying enough? I guess we’ll have to wait and see!

TV Show #2:
Election Night(s)

A still-frame from CNN's 2020 election coverage.

This one’s a bit “out there,” so bear with me! 2024 is going to be a big political year, with elections taking place in the United States and almost certainly here in the UK, too. Election night programming is incredibly interesting to me, and watching the results come in – often in the middle of the night – can feel quite tense and even exciting.

I find much of the passion and enthusiasm behind individual candidates or political factions to be a younger person’s game; as you see more and more elections play out, the claim of any of them being the “most important in our lifetimes” starts to wear thin! But that doesn’t mean election night programming can’t be fun, and in the United States in particular, there’s a lot on the line. Big questions persist over both the Republican and Democratic parties and their presumptive candidates of choice… so it could be a fascinating night in November.

TV Show #3:
The Lord of the Rings: The Rings of Power
Season 2

Robert Aramayo as Elrond in The Lord of the Rings: The Rings of Power Season 1.

Season 2 of The Rings of Power was also on my list of things to look forward to in 2023, so it’s fair to say that production is taking a while! After Season 1 had been filmed in New Zealand, production switched to the UK due to pandemic regulations, necessitating some major changes. That partially explains why it’s taking so long… but after a break of potentially two full years, it will be a challenge for the show to pick up where it left off.

Not everyone liked The Rings of Power… and I get that. But I named it my favourite series of 2022 for a reason, and there were some fantastic character-driven stories in the mix – some of which I’d love to see more of this time. With a new production location and several re-cast characters, Season 2 could also be the kind of “soft reboot” that wins over some of the show’s critics.

TV Show #4:
Fallout

Still frame from the Fallout TV series trailer featuring a desolate beach.

There are quite a few video game worlds and settings that feel ripe for a big screen or streaming adaptation – and this time it’s Fallout getting the small-screen treatment. The first Fallout games were CRPGs in the late 1990s, but the series was later acquired by Bethesda, who’ve now made or published four 3D action-RPG titles. Fallout is set in a post-apocalyptic future, one in which a major nuclear war has devastated much of the world. But notably, it has a lot of ’50s Americana aesthetic and musical trappings – which have created a unique world ripe for further exploration.

I would expect the first season of an adaptation like this to play things fairly safe – i.e. not to stray too far from the source material. So I think we can expect to see vault-dwellers in blue boiler suits, irradiated mutants, ’50s-inspired designs, and a lot of post-apocalyptic ruins! As to the show’s story, though… we’ll have to tune in to find out!

TV Show #5:
Manhunt

Promo photo of Patton Oswalt in Manhunt (2024).

Not to be confused with a film or several other TV series of the same name, 2024’s Manhunt focuses on the aftermath of the assassination of Abraham Lincoln and the search for his killer, John Wilkes Booth. American history – and the Civil War in particular – has been an interest of mine for some time, so Manhunt is exactly my kind of show!

The story of John Wilkes Booth’s attempted escape from justice is an interesting one; he broke his ankle immediately after firing the shot that killed Lincoln, struggled to escape the Washington area by boat, and was eventually cornered in a barn. The miniseries will focus on the chase – and how federal officials were able to track down the most wanted man in the country. It should be a fascinating retelling of the story.

TV Show #6:
Star Wars: The Acolyte

Logo for Star Wars: The Acolyte (2024).

Could Star Wars finally be stepping away from the time period and characters that we’re most familiar with? It seems so, because The Acolyte is purportedly set a full century before The Phantom Menace, tying into Disney’s “High Republic era” that has been featured in a few novels and comics. That alone has piqued my curiosity, as I’ve argued for a long time that what Star Wars needs to do is explore different settings and new characters.

I haven’t been overly impressed with Star Wars on Disney+ so far. The exception was The Book of Boba Fett, which I genuinely did not expect to enjoy as much as I did! But there’s potential in The Acolyte… and I shall be tuning in with my fingers crossed!

Video Games

2023 will undoubtedly be remembered as a good year for gaming as a medium! There were some fantastic titles released over the last twelve months… so how will 2024 compare? My pick for “game of the year” ended up being a title that wasn’t even on my radar… so there could be some surprises in the mix, too!

Video Game #1:
Expeditions: A MudRunner Game

Promo screenshot of Expeditions: A MudRunner game featuring an off-road vehicle.

MudRunner and SnowRunner are unique titles, carving out their own very particular driving simulation niche. Expeditions looks set to build on the off-road driving gameplay of those earlier titles, while adding a few new features into the mix, too. Off-road driving can be difficult to get right – even in racing titles – and the way it’s been handled in this series so far has been fantastic.

The addition of a scientific element to Expeditions could help it stand out from its predecessors, as will things like piloting a drone. But at its core, driving a variety of off-road trucks and vehicles through incredibly challenging environments is going to remain Expeditions’ bread-and-butter. And I think it’s going to be a blast! These titles have always been fun, challenging, and something a little different – so there’s a lot to look forward to as the series continues.

Video Game #2:
Little Kitty, Big City

Banner for the upcoming video game Little Kitty, Big City,

If you aren’t excited to play Little Kitty, Big City… do you even have a heart? Jokes aside, the game looks adorable! Players will take on the role of a black cat who’s trying to get home after getting stranded in a city, and developers Double Dagger Studio have promised that we can make friends with other animals, wear cute hats, and cause chaos! What’s not to like?

After Stray took the “playing as a cat” idea in a somewhat serious direction a couple of years ago, Little Kitty, Big City looks to be a more lighthearted affair. A bright and cartoony art style feels pitch-perfect for this game, and I’m crossing my fingers and hoping for some cute and adorable kitty cat fun!

Video Game #3:
Star Wars: Dark Forces
(Remaster)

Still frame from the trailer for Star Wars: Dark Forces Remaster featuring a Stormtrooper.

I’m quite interested to see what Nightdive Studios can do with one of the Star Wars franchise’s best-remembered titles of the ’90s! Dark Forces was a “Doom clone” first-person shooter, one that had a fairly strong story set in between Star Wars and The Empire Strikes Back. This remaster won’t transform the game, but will make it playable on modern machines and offer things like widescreen support and higher frame-rates.

It’ll be a blast to replay Dark Forces for the first time in… well, a long time! Some recent Star Wars games (and films) haven’t lived up to expectations, so stepping back in time to one that did feels like it should be a sure thing. As long as Dark Forces can avoid being released in a broken state, this feels like a guaranteed hit.

Video Game #4:
Open Roads

Promo screenshot for Open Roads (2024) featuring an animated landscape and building.

Open Roads sounds like a title that could offer quite a different experience. Billed as an “interactive movie,” and sporting an art style that looks almost hand-drawn, the game will feature a mother-and-daughter duo on a road trip… with elements of exploration and mystery. Publisher Annapurna Interactive – who are responsible for titles like Donut County and Kentucky Route Zero – promise that the game will feature a “unique and engaging interactive dialogue system,” which sounds pretty fancy!

The clips and images that I’ve seen of Open Roads so far have definitely piqued my curiosity, and I’ll be interested to see what the “interactive movie” feels like to play when it’s released.

Video Game #5:
Banishers: Ghosts of New Eden

Promo image for Banishers: Ghosts of New Eden featuring a human and a skeleton.

Hunting ghosts seems to be the name of the game in Banishers: Ghosts of New Eden. The game promises to be emotional and atmospheric, with dual protagonists and a story where player decisions can lead to “dramatic consequences.” I’m always up for a bit of ghost-busting… and as a new property, Banishers might just be a title that stands out in a gaming landscape littered with franchises and sequels.

Developers Don’t Nod have pedigree, having created acclaimed titles like Life is Strange and Vampyr. At least in terms of graphical fidelity, Banishers: Ghosts of New Eden looks set to be the developers’ most impressive – and challenging – title yet.

Video Game #6:
Microsoft Flight Simulator 2024

Promo image of Microsoft Flight Simulator 2024 featuring an aircraft.

Flight Simulator 2024 is already controversial in some circles, coming so soon after the most recent entry in the series. The current Flight Simulator was supposed to be supported for longer, but it seems as if development switched pretty quickly to a new title instead. Hopefully, though, Flight Simulator 2024 will be able to push through all of that and represent an improvement over an already visually stunning title.

I’m not a hard-core simulator enthusiast, and what I appreciated about Flight Simulator (the 2020 version; names are confusing) was its level of accessibility to the layperson. For professional pilots the realism can be cranked way up… for those of us looking for more of an arcadey experience, it can be dialed back. Hopefully Flight Simulator 2024 will be equally as accessible!

So that’s it!

Still frame from the BBC's New Year broadcast in 2012 featuring Big Ben and the London Eye.
How did you ring in the new year?

We’ve taken a look at six films, six television shows, and six video games that I’m looking forward to this year. As the dust settles on 2023 and things start to get back to normal after the disruption of the holiday season, there are already some highlights to look forward to. January can feel like a depressing month, sometimes… but there are definitely things to feel positive about as a new year gets underway!

I hope you had a fantastic New Year’s Eve, and let me once again wish you and yours a Happy New Year!

Trekking with Dennis isn’t going anywhere, and across 2024 I hope to talk in more detail about some of the titles discussed above – as well as anything else that comes along and captures my interest! See you out there!

All titles listed above are the copyright of their respective studio, publisher, broadcaster, distributor, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

End-of-Year Awards 2023

Spoiler Warning: Beware of minor spoilers for some of the titles below.

Where has all the time gone? We’re just hours away from the end of yet another year – and that can only mean one thing: it’s time for my annual End-of-Year Awards! Today I’ll be handing out some imaginary statuettes to some of the best (and worst) entertainment experiences of the year. I hope it’ll be a bit of fun – and not something to get too worked up over!

As always, I have a couple of important caveats. The first is that I’m just one person – and as such, I didn’t watch every film or play every game that came out this year. Titles have to clear two hurdles to win an award, and the first one is arguably the biggest: they had to convince me to try them out in the first place! I don’t have every hour of the day to dedicate to entertainment, and there are a lot of films, TV shows, and games that were released this year that won’t get a look-in because I didn’t watch or play them. They might be fantastic… but they can’t be included this time for reasons that I hope are obvious!

It’s time to dish out some awards!

Secondly, all of this is my entirely subjective opinion! I’m not trying to claim that these are somehow “objectively” the best entertainment experiences of the year and the only ones deserving of an award! That would be silly – this is just my opinion, and you are free to disagree vehemently with some or all of my choices. I share these made-up awards with the world in that spirit.

I’ve broken down my picks into a few categories and sub-categories, some of which have both a winner and runner-up and some of which just have a winner. I’ll briefly explain what it was that I liked (or didn’t like) about each.

So let’s get started, shall we?

🏆Winner🏆
Now and Then – The Last Beatles Song

Published on YouTube at the beginning of November, this twelve-minute short documentary provided a fascinating look at the complicated production of Now and Then – a song featuring performances by all four members of The Beatles. Billed as “the last Beatles song,” Now and Then reached the number one spot on the charts here in the UK, and learning a bit more about how it came together was genuinely interesting.

Now and Then was a demo recorded by John Lennon at his home some time in the 1970s, but the recording was relatively low-quality and wasn’t deemed suitable for release. In the ’90s, the three surviving Beatles got together, and Now and Then was one of the tracks that they worked on – but again it wasn’t able to be salvaged. It’s only in the last couple of years, with the advent of AI and the ability to isolate and separate various instruments and vocals, that the song was finally ready to be worked on. Performances by John Lennon, George Harrison, Ringo Starr, and Paul McCartney were brought together – and the song was finally released.

🏆Winner🏆
The American Buffalo

I have a review about this in the works – but it’s gotten buried in the pile! Ken Burns is one of my favourite documentary filmmakers, so any new production of his is going to be on my must-watch list! This year, Burns turned his attention to the Bison – or the titular “American Buffalo” – and looked at the history of the species and its near-miraculous survival from the brink of extinction.

Ken Burns and the team at PBS Studios put together a truly engrossing two-part documentary that goes into incredible depth about the history of the species and how humans have interacted with it. It’s a riveting documentary, perfect for anyone interested in the history of the United States, Native American peoples, the “Wild West,” or the titular “buffaloes” themselves.

🥈Runner-Up🥈
Imperial War Museums

It’s been a long time since I was able to visit the Imperial War Museum in London. Despite its offputting name, it’s worth checking out if you’re in the area – as are the Imperial War Museums’ videos on YouTube. I’m a bit of a history buff, and although some of the channel’s content is simplified for an audience who might not be familiar with the subject matter, I still found that there was a lot to learn and plenty of interesting facts in the mix.

Imperial War Museums’ videos are well-presented and explained, and in particular I’d highlight some of the channel’s short documentaries about the First World War from earlier in the year. I didn’t know that the Imperial War Museums had a YouTube channel, but I’m glad I found it. There are some genuinely interesting videos here that are well worth a watch.

🏆Winner🏆
Food Wishes

I honestly can’t believe that in more than four years of writing here on the website I’ve never mentioned Food Wishes! This is one of my favourite YouTube cooking channels – and one of the longest-running series on the entire platform. Chef John began uploading videos to the platform all the way back in January 2007, which is almost seventeen years ago! And perhaps the most astonishing thing about Food Wishes is how little things have changed in all that time.

This year, Chef John has continued making recipe videos. The format is relatively simple, but there’s plenty of humour and fun alongside the instructional recipes. With well over 1,000 videos on the channel, you’d worry that there might be fewer interesting or appealing recipes… but somehow that isn’t the case! There have been some incredibly mouthwatering creations this year, and I look forward to seeing what 2024 has in store for Food Wishes, too.

🏆Winner🏆
Worldwide Privacy Tour
South Park

South Park is one of the entertainment industry’s great equalisers. Its creators poke fun at pretty much everyone, from politicians and celebrities to whole industries and nations. In Worldwide Privacy Tour, Harry and Meghan – better known as the Duke and Duchess of Sussex – were firmly in the crosshairs. And the episode was absolutely hilarious, lampooning the hapless, talentless duo for simultaneously crying about “privacy” while jetting off to California to live as celebrities.

I’m no monarchist. In fact, I’m a small-R republican, which in a British context means that I’m someone who wants to see the outdated and corrupt monarchy abolished. But even I find Harry and Meghan to be grating, at times – even while I’m pleased that some of their statements and escapades are eroding support for an institution I’d like to see the back of. The pair are among the most privileged people on the planet, but they’re also useless hypocrites. Whether it’s lecturing people about climate change before hopping on a private jet, complaining about being bullied while being a serial harasser of servants and staff, or whining about “privacy” while sitting down for an extensive interview and writing a tell-all book, Harry and Meghan deserved everything they got from South Park… and then some.

🏆Winner🏆
The Fall of the House of Usher

It’s relatively rare – in this age of franchises, sequels, and spin-offs – for a big budget to be afforded to a one-off miniseries. Netflix’s The Fall of the House of Usher, which is based on the works of American gothic horror author Edgar Allan Poe, is one of the year’s best examples. I don’t usually go for horror, but with Halloween approaching I decided to give The Fall of the House of Usher a shot – and I’m glad that I did!

The miniseries keeps the tense and disturbing atmosphere of Poe’s stories, but changes many of the characters and plotlines, as well as setting things firmly in the modern day. You might think that there’d end up being a clash, but the production pulls out a surprisingly coherent and entertaining story. There are moments of gore and a handful of jump-scares, but nothing too offputting for someone who isn’t the world’s biggest horror fan.

🥈Runner-Up🥈
Star Trek: Picard
Season 3

For the past few years, Star Trek episodes have been afforded their own category when I’ve dished out my End-of-Year Awards, but as I kind of burned out on the franchise midway through 2023, there are a lot of episodes that I just haven’t seen. Picard’s third season was imperfect, containing a villain who was built up only to be discarded, yet another return of an over-used faction, and a story that felt a bit stretched and occasionally muddled. But it also had some incredibly well-executed emotional moments, and I can’t deny that I enjoyed seeing the crew of the Enterprise-D reunited for another adventure.

In the new year – or at some point in the future, at any rate – I’ll talk about what worked and didn’t work in Season 3 in a bit more detail. Because I have thoughts, don’t you know! But for now, suffice to say that Picard’s third season was one of the highlights of 2023… even if it wasn’t perfect. I’m still holding out hope that there’ll be a new Star Trek series taking place in the time period that Picard established.

🏆Winner🏆
Silo
Season 1

Silo was an impressive sci-fi series with a distinct air of mystery. I particularly enjoyed its subterranean setting, and the idea that the people in the titular silo didn’t know what had happened on the surface, nor why they were forced to live underground. Playing out against that backdrop was an engaging murder mystery, a struggle for power within the confines of a sealed community, and much more besides.

There were several familiar faces in Silo, including Tim Robbins and Will Patton, both of whom excelled. I greatly enjoyed Rebecca Ferguson’s performance in the lead role, too. A second season of Silo is already in production, and I will be eagerly awaiting its arrival in 2024.

🏆Winner🏆
Ladybug and Cat Noir: The Movie

With the major caveat that I haven’t watched Disney’s Wish yet, I want to highlight Ladybug and Cat Noir: The Movie. I don’t think it turned a lot of heads when it was released, but it’s a creditable adaptation of a fairly long-running animated series that offers a new look at its titular heroes. The film could be a great introduction point for someone new to the world of Miraculous, serving less as a reboot than a reimagining of the show and its characters.

The story was easy to follow for younger eyes, but still strong and engaging, and the film had an uplifting message at its core that’s sure to resonate with its intended audience. The idea that anyone can become a hero is always going to be appealing, and the idea of people doing bad things with good – albeit selfish – intentions is likewise important. All in all, a solid film that I enjoyed – and one that I’m sure many kids will, too.

🥈Runner-Up🥈
Barbie

I really wasn’t sure what to expect from Barbie. Director Greta Gerwig had pedigree, with titles like Lady Bird earning her nominations for the top awards. But I really didn’t know what she’d do with the world-famous Barbie name and brand. I’m surprised that Mattel, the makers of Barbie dolls, greenlit a film like this – because Barbie really isn’t a film for kids, despite its name and source material. But I’m glad that the film was able to go ahead, because it was funny and clever; a really unique picture.

I daresay Barbie isn’t for everyone; the film can feel quite subversive, challenging the expectations of its audience in places. But it has an important message – and considering that it’s basically a corporate cash-in on a famous brand, that’s actually pretty great. Margot Robbie is, of course, the film’s star – but I’d also say that Will Ferrell was particularly well-cast as the chief executive of Mattel.

🏆Winner🏆
The Super Mario Bros. Movie

I adored The Super Mario Bros. Movie, and although it might seem like a bit of a silly pick, I’m happy to crown it my favourite film of 2023. The film did such a good job of adapting the familiar world of Nintendo’s Mushroom Kingdom for the big screen, while at the same time putting a nice twist on the tired “save the princess” trope. There were cameos and callbacks to many different things from the video games, and a few new ideas that I’m astonished to see Nintendo has failed to take advantage of!

As a film aimed at kids, the main story here isn’t anything groundbreaking. But what there is is just so much fun and is presented in such a bright, vibrant style that I found it impossible not to smile. The Super Mario Bros. Movie is going to become a textbook example of how to successfully adapt a story for the cinema – so other studios should be taking notes!

🥈Runner-Up🥈
The Lord of the Rings: Gollum

Maybe you were never sold on the idea of playing as the contemptible Gollum, but I’d been following the development of this title for years and felt that it could’ve offered something a bit different. You know the story by now, though: Gollum was released in an unfinished, practically unplayable state, and was shredded by professional critics and players alike. I maintain that the game could have found an audience had it been marketed correctly – and, y’know, finished – but unfortunately it wasn’t to be.

As the video games industry seems to be consolidating around relatively few genres and ongoing franchises, what appealed to me about a title like Gollum was that it seemed to be something different. In terms of narrative and gameplay, its developers had a vision for what they wanted to create, and it seemed like something that could have been fun. Unfortunately, for what seems likely to be a multitude of reasons, Daedalic Entertainment lacked the skill, resources, or money to pull it off.

🏆“Winner”🏆
Star Wars Jedi: Survivor

As with Gollum above, Jedi: Survivor was released in a broken, bug-riddled state. The fact that I struggled to play the game even after waiting for several months and after seeing several major patches roll out is shocking, and the blame lies at the door of publisher Electronic Arts. However… there’s more to the Jedi: Survivor story than just bugs. What I found underneath the buggy veneer was a game that was narratively weak and that failed to live up to its illustrious predecessor.

I won’t say too much lest I spoil Jedi: Survivor’s story for you, but suffice to say a major plot point in the game’s narrative felt ridiculously obvious and seemed to be telegraphed from almost the first moment. The return of a major character from the first game was handled poorly, and while I liked some of the customisation options for protagonist Cal Kestis, the amount of these and the way they were unlocked felt ridiculously unbalanced. An open-world setting did not suit Jedi: Survivor, and the game was notably worse for trying to go down this route.

🏆“Winner”🏆
Hogwarts Legacy

I was surprised at the number of people who outed themselves as being what I shall generously call “fairweather allies” to the LGBT+ community over Hogwarts Legacy. The game is, by all accounts, a bog-standard open-world affair with a fairly uninspired main story, boring side missions, and a map outside of the main Hogwarts castle that just screams “generic.” The fact that the game is nowhere on anyone’s “game of the year” lists speaks volumes; Hogwarts Legacy turned out to be forgettable fluff.

Which makes it all the more sad and upsetting that people ended friendships and got into massive online arguments over this game. Hogwarts Legacy was not worth the hassle, the hurt, or the destruction that it caused. I don’t agree with the “hot take” that says that anyone who played or bought the game is automatically a transphobe – even though the Harry Potter series’ creator has said, on the record, that she considers sales of the game and all other merchandise as being acceptance and agreement with her transphobic views. But for the folks who chose to die on this hill earlier in the year, and who prioritised such a mediocre game over allyship and friendships… I hope it was worth it.

🏆Winner🏆
Civilization VI

I’ve played quite a bit of Civilization VI this year – thanks in part to the game’s ongoing support and the addition of new leaders. It’s been fun to jump back into the game and find several new factions and leaders to both play as and play against, as well as other updates. Although I’ve played Civilization VI on and off since its launch back in 2016, the game can still surprise me – and there are still plenty of Steam achievements that I’m yet to unlock! I finally managed to win a religious victory this year, though, so I can cross that one off my list!

In addition to new leaders, some of Civilization VI’s updates have introduced climate change mechanics and rising sea levels, as well as imaginary near-future technologies and government types. These are a blast, and stomping a city with a Giant Death Robot that I’ve named “The Danger Roomba” will never not be fun! Civilization VI can be expensive to pick up, and I’m always wary about recommending a game with £100+ of DLC and expansion packs. But for the amount of enjoyment it’s given me this year, I couldn’t leave Civilization VI out.

🏆Winner🏆
Cyberpunk 2077

A little over a year ago, in early December 2022, I said that Cyberpunk 2077 was a fairly average, unremarkable game that was elevated slightly by a solid story. I felt that the game’s bug-riddled launch actually distracted from its real mechanical flaws – and in a perverse way, that probably helped CD Projekt Red. But a year later, it’s stunning to me just how many of my complaints have been fixed! To coincide with Phantom Liberty, the game’s first and only expansion pack, a major update was released that completely reworked entire gameplay mechanics and systems, improving the game dramatically.

A review of Phantom Liberty is still a ways off, but I hope you’ll stay tuned for my full thoughts sometime in the new year. For now, suffice to say that Cyberpunk 2077 is much closer to that original vision, and a far, far better game than it was a mere twelve months ago. The transformation may seem subtle at first, but when you start levelling up your character and getting into combat encounters, you’ll see a huge difference.

🏆Winner🏆
Baldur’s Gate 3

If you’re a regular reader, you’ll have seen this coming from a mile away! Baldur’s Gate 3 is an absolutely fantastic game, one of the best I’ve played in years. And to think I only bought it because I was looking for something to play while waiting for Starfield! I had no idea what I was getting into, because I’ve never played Dungeons and Dragons, but I ended up having a whale of a time. The game has an incredibly strong story with some great characters – and fantastic voice acting – but it’s a mechanical masterpiece, too. There are weapons and spells galore, and so many choices to make that really do make each playthrough feel unique.

I’m about to kick off a second run through the game – after delaying it for a while – and I’m really looking forward to creating a completely different character and trying new things. There are two large chunks of the map that I didn’t explore last time around, characters and companions that I didn’t get to meet, and so much to get stuck into that it’ll feel almost like a brand-new game all over again. A thoroughly deserved win for one of the best games of the last few years.

Did your favourite win a trophy?

I sincerely hope that you’ll join me for more reviews and commentary in the new year – because I’m sure there’ll be plenty of fun things to talk about in 2024!

2023 has been a solid year, entertainment-wise. The disruption of the pandemic seems to be settling down, and we got some decent films, decent games, and decent TV shows to get stuck into. I didn’t get around to seeing or playing all of them… but there’s always next year, right?

What does next year have in store?

Hopefully these awards have been a bit of fun. I enjoy putting these together once a year, and I think it’s important to show off some of the best and most enjoyable titles of the year. We won’t always agree on which ones should win an award… but that’s okay. There should be plenty of room for polite discussion and disagreement – and it’s in that spirit that I share my choices.

Whatever you’re doing for New Year’s Eve, I hope you have a fun (and safe) time ringing in 2024. I’ve bought myself a suitably silly New Year-themed hat that I shall be donning… as I hang out with the cats and possibly watch some of the fireworks on TV! To those of you who’ve been regular readers all year long, thank you for sticking with me! And I look forward to sharing my thoughts with all of you once more in 2024.

Happy New Year!

All titles listed above are the copyright of their respective studio, publisher, broadcaster, distributor, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Some great holiday sale deals for PC gamers

Spoiler Warning: Beware of minor spoilers for some of the games on this list.

It’s that time of year again! As I do every year, I’ve picked out a handful of discounts on Steam and the Epic Games Store that I think are worth taking a look at! Getting started with a gaming PC can be expensive – but if you reckon that you can often get relatively new games at a steep discount at least twice a year on platforms like Steam, it can be worth it in the long run. That’s my justification, at any rate!

I’ve picked twenty games that I think represent great value now that they’re on sale, and this year I’ve gone for a mix of up-to-date and older titles. I’ve personally played most of the games listed below; one or two are titles I’m less familiar with or aren’t necessarily “my thing,” but I’m happy to add into consideration for one reason or another.

A fancy gaming PC.

Now for the important bit!

All prices are listed below in GBP and were correct at time of writing. These sales end in early January, at which point this list will no longer be accurate. Prices and discounts may vary depending on where you are in the world. And I’m sure there’s some legalese about refunds, price changes, and the like.

As always, everything we’re talking about today is the wholly subjective opinion of one person only. If you hate all of my suggestions, or if I exclude games that you think are the best of the best, that’s okay! We’re all entitled to our opinions, and I share this list with you in that spirit.

Let’s get into the deals!

Deal #1:
Starfield
Steam: 30% discount, £41.99

For one of the biggest releases of the year – on PC and Xbox, at any rate – Starfield’s discount feels pretty generous. The game only launched in late August, so to get such a steep reduction after a mere four months makes it well worth considering. Personally, I have mixed feelings about the game itself. Starfield is a big game with a lot of things going on, and some experiences – like building my own spaceship – were definitely fun! But there are also limitations to be aware of; this isn’t Bethesda’s magnum opus by any means.

Still, when it’s on sale I’m happy to recommend Starfield. It could be worth picking it up now, while it’s discounted, and then waiting to see how the promised updates and patches add to and hopefully improve it in 2024. I put Starfield down a while ago (and I’ve actually uninstalled it already), but I’d love to be able to return to it in the future.

Deal #2:
Civilization VI (Platinum Edition Bundle)
Steam: 91% discount, £13.49

The base version of Civilization VI is a mere £4.99 in the current sale, but for less than a tenner more you’ll get all of the DLC, too. I think it’s worth it – especially when you consider that Civilization VI would cost over £100 to buy in full at any other time of year! This is one of my most-played games of the last few years… I’ve literally sunk over 500 hours into it!

Civilization VI is a turn-based strategy title; a digital board game played on random maps. There are a growing number of empires and leaders to choose from, each of which have unique bonuses and play styles. Every single game is different, and even though Civilization VI is now more than seven years old, DLC and updates have continually refreshed it.

Deal #3:
Elden Ring
Steam: 40% discount, £29.99

Elden Ring is categorically not “my thing.” Souls-like games, with their deliberately punishing difficulty, are just not enjoyable – or even playable – for me… but the overwhelming consensus is that Elden Ring is one of the sub-genre’s all-time greats. Many players picked it as their “game of the year” in 2022, so to get it at a reasonably steep discount just a year later feels pretty generous!

I can’t tell you much more about the game, really… but if you decide to give it a go, I hope you have as much fun as everyone else! I’ll be sitting this one out, but I can appreciate Elden Ring from afar.

Deal #4:
Red Dead Redemption II
Steam/Epic Games: 67% discount, £19.79

Speaking of games that are considered to be masterpieces, Red Dead Redemption II is on sale, too! Rockstar – the developers of the Grand Theft Auto series – took their signature open-world formula to the late 19th Century, and what results is one of the best games I’ve ever played. Red Dead Redemption II is intense, detailed, emotional, and incredibly fun to play.

With Grand Theft Auto VI still a ways off – and even further away, perhaps, for those of us who play on PC – Red Dead Redemption II could be a great substitute! If you haven’t played it yet it’s incredibly easy to recommend, and if you have… why not go around again?

Deal #5:
Kena: Bridge of Spirits
Steam: 60% discount, £12.79

Kena: Bridge of Spirits was my pick for game of the year in 2021, and for good reason! The 3D platformer is fantastic – and deceptively simple. Its story was incredible to follow, and the game was visually beautiful – feeling almost like something you’d expect to see from a Walt Disney film. More than once I found myself just staring at a stunning landscape or vista, almost in awe of how incredible the game looks.

In some ways, Kena: Bridge of Spirits also felt like a throwback to an older style of video game. There are puzzles to solve, 3D platforming elements to challenge you, and at practically every step of the way there’s something to do or watch out for! Narratively, visually, and mechanically, Kena: Bridge of Spirits absolutely excels. For such a low price it feels like a steal – but be sure to pick it up on Steam this year, as it isn’t discounted on the Epic Games Store for some reason.

Deal #6:
The Lord of the Rings: Return to Moria
Epic Games: 50% discount, £15.84

It hasn’t been the best year for Lord of the Rings in the video game realm. The less said about Gollum the better… but maybe Return to Moria will be the series’ saving grace! For a game that’s only been out for a couple of months, a 50% discount may seem generous – and may speak to the game’s less-than-perfect reception in some quarters. For my money, though, if you set appropriate expectations I think there’s enough going on in Return to Moria to have a good time.

Return to Moria stars the dwarves – and features a pretty basic character creator. There’s base-building, mining, crafting, and most of the things you’d expect from a game that bills itself as a survival title. The addition of online multiplayer could make this a fun one to play with a buddy, and perhaps the addition of friends would improve the experience. Maybe it isn’t the perfect game – but there’s still fun to be had here, especially at this price point.

Deal #7:
Ryse: Son of Rome
Steam: 65% discount, £2.79

For less than the price of a coffee, Ryse: Son of Rome is incredibly easy to recommend! I paid full-price for the game the day it was released; it was my first purchase for my brand-new Xbox One console. And although Ryse is a relatively short experience, clocking in at around six hours, I had fun with it. At the time I was mostly concerned with its jaw-dropping visuals; graphical fidelity that really highlighted the strengths of what was a new console generation. But there’s a decent story to follow, too, as well as some fun hack-and-slash gameplay.

I took a more detailed look at Ryse: Son of Rome a few weeks ago to mark the tenth anniversary of its release, and you can find that article by clicking or tapping here. For such a low price, you’ve almost got nothing to lose by giving Ryse a try!

Deal #8:
Return of the Obra Dinn
Steam: 33% discount, £11.22

If you’re looking for a genuinely different experience – visually, narratively, and mechanically – then look no further than Return of the Obra Dinn! The game’s deliberately retro aesthetic helps it stand out from the pack, but that’s just the start. There’s a complex and tragic mystery at the heart of Return of the Obra Dinn, and it plays out in absolutely phenomenal style.

The game’s art style will either grab you or turn you off completely – but I’d encourage you to push through if you fall into the latter camp. It’s a gimmick, for sure… but it’s one that works remarkably well. Return of the Obra Dinn wouldn’t be the same without it.

Deal #9:
SnowRunner
Steam/Epic Games: 50% discount, £12.49

Aside from its predecessor MudRunner – and upcoming sequel Expeditions – there really isn’t anything quite like SnowRunner! It’s an off-road driving simulation, with trucks and four-wheel-drive vehicles to climb behind the wheel of. There’s a realistic representation of mud and, of course, snow – with vehicles getting bogged down and stuck. Off-road driving in a lot of open-world and even racing games can be way too smooth; SnowRunner is completely different, and driving can be a real challenge!

Most of us aren’t going to go off-roading in a jeep, let alone ever drive a big truck in difficult conditions, so this game offers a unique experience – while at the same time respecting the real-world truckers and drivers who keep society functioning! It’s a blast to get stuck into – literally. And SnowRunner is also a very appropriate game for this time of year!

Deal #10:
Banished
Steam: 66% discount, £5.09

Banished has become a mainstay of my lists here on the website; I hardly ever miss an opportunity to recommend it! Banished is a deceptively simple town-building game, and it’s a ton of fun. It’s one of those games that feels really easy to get started with… but that’s very difficult to master at the same time. There aren’t a huge number of buildings, nor jobs for citizens… but striking the right balance to keep everyone fed, healthy, happy, and warm is no mean feat!

I always have to point out that Banished was created by a solo developer. That absolutely blows my mind – because the game is so good that I’d be including it on a list like this even if it’d been created by an entire studio! I have a longer piece about Banished, and you can find it by clicking or tapping here if you’d like to read more.

Deal #11:
Cyberpunk 2077 (Ultimate Edition)
Steam: 43% discount, £42.53

This time last year, I didn’t expect I’d ever be in a position where I could recommend Cyberpunk 2077 to anyone in good conscience! The game’s appalling launch and borderline-unplayable state gave way to a title that was just… pretty average, to be honest. Average in some respects and outdated in others. But then along came the 2.0 update and Phantom Liberty – the first (and supposedly only) major expansion pack.

Most of the mechanical complaints that I had about Cyberpunk 2077, from armour and clothing to police spawning and levelling up, have been fixed, and the addition of a new storyline is fantastic to boot. Best pick this one up on Steam, though, because it’s another case of Epic Games not offering the same discount for some reason.

Deal #12:
Star Trek: Resurgence
Epic Games: 40% discount, £19.01

Regrettably, I didn’t get around to trying Star Trek: Resurgence for myself this year. I’ve been feeling a bit burned out on the Star Trek franchise in general for the past few months, so that’s partly why. But according to reviews and anecdotal evidence from friends and fellow Trekkies, it’s a great game for fans of the long-running sci-fi franchise. A narrative experience with a strong story in which choices genuinely matter, Resurgence has definitely picked up some positive buzz.

The game was developed by several people who used to work at Telltale Games – the studio behind popular titles like The Wolf Among Us and The Walking Dead – so Resurgence has some pedigree! This is a title I shall be picking up while it’s on sale… and I hope to get stuck into it in the new year!

Deal #13:
Gylt
Steam: 50% discount, £8.49

When it was first released, Gylt was one of the only titles that was exclusive to Stadia. You remember Stadia, right? Google’s short-lived foray into gaming? Not ringing any bells, is it?

Anyway! Gylt is a surprisingly charming and frightening action-horror-puzzle game in which the protagonist – a young child – must navigate a nightmarish realm while searching for her missing cousin. Seeing things through a younger person’s eyes completely reframes them, and Gylt really nails this aspect of gameplay, giving everything a larger-than-life and unsettling vibe. I’m not usually one for horror titles, but I made an exception for Gylt.

Deal #14:
Monkey Island Collection
Steam: 59% discount, £20.37

The Monkey Island games are a ton of fun – and the way they’re presented in their remastered form brings them up-to-date. I had a blast playing the first two games in the series in the early 1990s on my first-ever PC – and revisiting them in a new art style decades later was certainly an interesting experience!

The first two games in particular hold a lot of nostalgia for me personally, but the third game (out of a total of five, now) might realistically be the series’ high-water mark. A thrilling pirate adventure awaits ye, should ye choose to venture to Monkey Island!

Deal #15:
Lego Star Wars: The Skywalker Saga
Steam/Epic Games: 80% discount, £7.99

If you enjoyed playing the Lego Star Wars games (or any other Lego game, come to that) during the Xbox 360 era, The Skywalker Saga is basically more of the same – but shinier! I had a blast with it when it finally launched after several long delays, and while nothing about it feels revolutionary or groundbreaking… it’s perfectly fine for what it is. You know what you’re getting into with a Lego Star Wars game, and The Skywalker Saga is exactly what you’d expect.

I’m not wild about the “character packs” that are sold separately, but I would say that the base game provides plenty of characters to play with and a lot of content. All nine mainline Star Wars films are represented in the game, and characters from all three of the cinematic franchise’s main eras are present. It’s a bit of silly fun, so if you have younger kids or someone to play with on the couch, it’s an easy recommendation!

Deal #16:
Jade Empire: Special Edition
Steam: 75% discount, £3.74

In between Knights of the Old Republic and Mass Effect, BioWare developed this underappreciated game! It follows the standard BioWare formula, but it’s set in a world loosely based on China – full of magic and martial arts. I played the game on the original Xbox – where it was a console exclusive – and I was thrilled to see it available on Steam a few years ago.

For such a low price you’re getting a full BioWare role-playing game complete with fun and engaging characters, a story of revenge, and a unique setting. I’d love to see a full-blown remaster of Jade Empire one day… but for now, this version is still perfectly enjoyable.

Deal #17:
Forza Horizon 5
Steam: 50% discount, £24.99

I had a blast playing Forza Horizon 5. The Horizon series is the less-serious, more arcadey cousin to Forza Motorsport, Microsoft and Xbox’s flagship racing series. And it’s a ton of fun with hundreds of cars to choose from, a massive open world to drive across in between races, and so many different kinds of races from supercars on racetracks to off-road buggies in the jungle.

Forza Horizon 5 has a really positive and almost uplifting tone to it, one that really goes out of its way to celebrate the different cars on offer. And there really are a lot to choose from! It’s a delightful racing game – and after the disappointment of this year’s Forza Motorsport having so few racetracks, Forza Horizon 5 feels even better by comparison!

Deal #18:
Halo: The Master Chief Collection
Steam: 75% discount, £8.49

The Master Chief Collection gives you the first six Halo titles in one package – and I think it’s great value. I’m more interested in the single-player campaigns – though I enjoyed the first two games for their multiplayer on the original Xbox – but there’s a bustling online multiplayer scene if you’re more interested in that side of Halo.

The consensus seems to be that Halo has gone off the rails with its more recent offerings, so stepping back in time to re-play the first entries in the series might be the best way to enjoy it! The games are all fun, fluid, and fast-paced first-person shooters in an original sci-fi setting. If you’ve been sleeping on Halo, now could be the time to give it a shot.

Deal #19:
Control: Ultimate Edition
Steam: 75% discount, £8.74

I didn’t really know what to expect when I booted up Control for the first time – but I had an absolute blast with its eerie setting and mysterious tone. Control is also one of the most accessible games I’ve ever played, with a ton of different features that ensure the game can be played by people with disabilities and health issues. Speaking as a disabled person, I really appreciated that!

Control has a compelling story, as protagonist Jesse searches for her long-lost brother. The human side of the story kept it grounded even as supernatural shenanigans played out, and that was handled particularly well. I enjoyed exploring the game’s world – what seemed, at first, to be a fairly plain office building held a lot of secrets and surprises!

Deal #20:
Command & Conquer: Remastered Collection
Steam: 75% discount, £4.49

Command & Conquer and Red Alert were great games in the mid-90s – titles that helped to define and popularise the real-time strategy genre. I had great fun playing them at the time – so welcoming them back, in this remastered form, has been wonderful! I was always more a fan of Red Alert than Command & Conquer; I think its factions and setting being based more on the real world is part of the reason why. But both titles are present here.

In their remastered forms, Command & Conquer and Red Alert are well worth playing for anyone who missed them first time around! Not only will you be picking up a piece of gaming history, but you’ll be getting two real-time strategy games that are well worth playing in their own rights, too.

So that’s it for 2023!

Merry Christmas – and Happy Holidays!

Christmas Day is getting closer by the hour, so I hope you’ve done all your shopping! If you get a Steam or Epic Games gift card from a certain jolly man in a red suit, perhaps I’ve given you an idea or two for how to spend it. If not, I hope this has been a fun look at a few games that I like or that I think might be worth your time. There are plenty of titles on sale at the moment, and I tried to pick out a selection of mostly single-player titles – because that’s how I like to play – across a few different genres.

I made one deliberate exclusion from this list that I want to briefly address: Baldur’s Gate 3. Technically the game is on sale on Steam, but I felt that its 10% discount – while generous for a brand-new game that’s just won a bunch of the top awards – wasn’t big enough to warrant being included this time. But if you want to pick it up at a slight discount, it’s my pick for game of the year and I can’t recommend it enough!

So that’s all for now. There will be more to come before the new year, though – including my annual end-of-year awards! I hope you’ll stay tuned for that in the days to come. Take care – and Merry Christmas!

All titles listed above are the copyright of their respective studio, developer, and/or publisher. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten Games To Play While You Wait For GTA 6

Spoiler Warning: Minor spoilers may be present for some of the games on this list.

The recent trailer for Grand Theft Auto 6 has got a lot of gamers salivating! We really ought to try and avoid boarding the hype train, but with Grand Theft Auto 6 being the long-overdue sequel to the most successful and profitable video game of all-time, a bit of excitement is understandable! However, the game won’t launch until sometime in 2025 – and probably even later for PC players like me, unfortunately – so until then we’re all facing a dilemma: what should we play?

I’ve picked out ten games that I think could be fun substitutes for Grand Theft Auto 6. I’ve tried to avoid the most obvious pick: Grand Theft Auto V! But I’ve selected games in the same open-world space, with comparable driving and third-person action gameplay, or with a focus on crime and criminality. There are bound to be hundreds of “what to play before GTA 6” lists floating around… so you may have seen some of these ideas already. But maybe – just maybe – there’ll be something a bit different in the mix this time!

A screenshot from the Grand Theft Auto 6 trailer showing the fictional Vice City from above after sunset.
Vice City after dark.

As always, this list is the entirely subjective opinion of one person only! If you hate all of my ideas, think they’re too obvious, or you’ve seen a far better selection of games elsewhere – that’s okay! There’s no need to take anything too personally or get into an argument.

I’ve already shared my thoughts on the recent trailer for Grand Theft Auto 6, and you can find that article by clicking or tapping here.

With all of that out of the way, let’s get started!

Game #1:
Saints Row 2 (2008)

Promotional screenshot of Saints Row 2 featuring a character firing a handgun.
Running and gunning!

For me, Saints Row 2 is where the series managed to strike the right balance between being a pure “GTA-clone” and the utter silliness and wackiness that would come to define its later entries. There was an attempt to reboot the Saints Row series earlier this year, but unfortunately it wasn’t well-received so I can’t recommend it. But if you don’t mind stepping back to the Xbox 360 era, Saints Row 2 could scratch that open-world crime itch!

Saints Row 2 is comparable to Grand Theft Auto 4 in terms of graphics and gameplay – but with a less-realistic physics engine that seemed (to me, anyway) to make driving a bit more arcadey and fun. It also has a bit more of a grounded story when contrasted with later Saints Row games – there’s no visiting Hell or battling aliens from outer space in this one. There’s an open-world city to cruise around, cars to jack, missions to get stuck into, and basically all of the Grand Theft Auto trappings with a less-illustrious name attached. It was great fun in 2008 – and although I haven’t played it in a while, it’s still a game I heartily recommend!

Game #2:
Sleeping Dogs: Definitive Edition (2012; 2014)

Promotional screenshot of Sleeping Dogs showing protagonist Wei Shen holding a shotgun.
Wei Shen in Hong Kong.

Sleeping Dogs takes the Grand Theft Auto formula but puts two very distinctive spins on it. Firstly, the player character is a cop, not a criminal – albeit an undercover cop who seems to have no qualms about breaking a few laws! And secondly, the game is set in Hong Kong, not the United States. Both of these elements help it stand out from other open-world crime games!

You’ll occasionally hear Sleeping Dogs discussed in conversations about underrated games – and rightly so! It’s a fantastic title that was criminally under-appreciated when it was released. The game’s underwhelming sales at launch led to the cancellation of a potential sequel – but Sleeping Dogs is still a fantastic standalone experience. If you play on PC, the game is frequently available at a steep discount during Steam sales, and with the winter sale coming up soon, you might be able to pick it up for less than the price of a coffee. Surely it’s worth a shot for a few pounds or dollars!

Game #3:
Expeditions: A Mudrunner Game (2024)

A promotional screenshot of Expeditions: A Mudrunner Game showing first-person driving.
Driving up-river!

You won’t have to wait too long for this sequel to Mudrunner and Snowrunner; it’s due for release in March. I’ve had a surprisingly fun time with Saber Interactive’s off-road vehicle simulation games, so if the driving side of Grand Theft Auto is what you liked the most, I’d happily recommend all three. If you’re sick of racing games and are looking for a different kind of vehicular challenge, Mudrunner, Snowrunner, and the upcoming Expeditions could be just what the doctor ordered!

Snowrunner has several large open maps and plenty of vehicles to choose from – and the off-road part of the driving simulation is really the focus of the game. I expect Expeditions will do something similar – but according to the developers, it’ll also be adding new features like a recon drone, metal detector, and of course, new vehicles!

Game #4:
Red Dead Redemption II (2018)

Promo screenshot of Red Dead Redemption II featuring protagonist Arthur Morgan and a horse.
Howdy, partner!

Alright, I suppose we couldn’t put together a list like this without talking about Rockstar’s most recent title! Red Dead Redemption II is, in my humble opinion, Rockstar’s magnum opus – and one of the most incredible video games ever made. If you haven’t played it… what are you waiting for? I’ve only played it once, and I’m seriously considering going around for a second playthrough sometime soon.

Red Dead Redemption II takes Rockstar’s open-world formula to the 19th Century, with an incredible map based on parts of the American midwest, the Rocky Mountains, the Deep South, and more. The single-player campaign features one of the best stories ever told in a video game, with incredible characters and an intense, deeply emotional narrative. I can understand being put off by the time period if you’re craving a game set in the modern day… but give it a shot, especially if you can find it at a discount. I really don’t think you’ll be disappointed!

Game #5:
Crime Boss: Rockay City (2023)

Promotional screenshot of Crime Boss: Rockay City featuring Chuck Norris' character.
Outer space exists because it’s afraid to be on the same planet as Chuck Norris.

I’d argue that Crime Boss: Rockay City was unfairly criticised upon release by folks who’d either over-hyped it or had set the wrong expectations. If you go into it expecting a first-person Grand Theft Auto experience with all of the bells and whistles of a Rockstar game… sure, I guess it’s fair to say it comes up short. But if you look at the game for what it is – a fairly straightforward and linear FPS that’s more comparable, in some respects, to the Payday series – there are more than enough charming features to make it worth playing.

Crime Boss: Rockay City has voice acting from the likes of Chuck Norris and Danny Trejo, and its ’90s setting is something a bit nostalgic. The game is also set in a fictional city based on Miami – just like a certain upcoming crime game that we’re all looking forward to! Crime Boss: Rockay City is reasonably priced, and didn’t try to overcharge. That being said, it could well be available at a discount when holiday sales get going this month – so keep an eye on it!

Game #6:
Cyberpunk 2077 + Phantom Liberty (2020; 2023)

A screenshot of Cyberpunk 2077, looking out over an apartment building.
The view from V’s apartment.

As I said recently, I never thought I’d be in a position where I could recommend Cyberpunk 2077 to anyone in good conscience! However, the addition of the game’s big 2.0 update and the Phantom Liberty DLC has been a game-changer – quite literally! Cyberpunk 2077 had been slowly but surely rebuilding its reputation after a disastrous launch three years ago, and by the time I got around to fully playing through it, the worst and most egregious of the bugs and glitches had been fixed. But the 2.0 update and Phantom Liberty have genuinely transformed the experience.

Many of the complaints that I had about Cyberpunk 2077′s gameplay – from the way clothing and armour worked to how police would randomly spawn in Night City – have been addressed and completely fixed, and the addition of a new story campaign has been fantastic, too. I can understand not wanting to play the game or to support a developer who behaved deceitfully – and we should never forget how CD Projekt Red acted in the run-up to the game’s release. But if you haven’t played Cyberpunk 2077 yet… you are honestly missing out on a great story and a fun experience.

Game #7:
Grand Theft Auto: Vice City (2002)

Loading screen art from the game Grand Theft Auto: Vice City featuring protagonist Tommy Vercetti.
Protagonist Tommy Vercetti.

Is this one too obvious? With a return to Vice City on the cards in 2025, it could be fun to step back in time to see its first appearance! I really enjoyed Vice City at the time – it felt like a step up from Grand Theft Auto III with a bigger map, more vehicles, and a fully-voiced protagonist. I’d go so far as to say that Vice City’s homage to the likes of Scarface and Miami Vice has me genuinely questioning how well Grand Theft Auto 6 will work when it takes the iconic Miami-inspired city out of the ’80s and into the modern day.

If you grew up on Grand Theft Auto V and other games of that generation, stepping back to Vice City could feel like a downgrade – and I fully appreciate that. But the game has a fun story, and if you can overlook the admittedly outdated graphics and the technological limitations that come with a two-decade-old game, it’s absolutely worth playing. I had a blast with it in 2002 – and knowing that that was more than twenty years ago makes me feel absolutely fucking ancient!

Game #8:
Shenmue I & II (1999; 2001)

Cropped poster of Shenmue I & II.
A promo poster showing some of the games’ characters.

Before Grand Theft Auto III came along, the original Shenmue on the Dreamcast was an early open-world pioneer. In some ways, its world is more detailed than even Grand Theft Auto V’s, with a day-night cycle that actually matters to characters’ schedules, dynamic weather, mini-games, and more. I absolutely adored Shenmue back when I owned a Dreamcast – and I never miss an opportunity to recommend the game to players who might’ve missed it when it was new.

Shenmue tells a compelling story of revenge. Protagonist Ryo Hazuki must track down the man who murdered his father, and his quest takes him from his home town in Japan across the sea to Hong Kong and beyond. It’s a relatively slow-paced game with a lot of dialogue and investigating, but these sections are broken up by intense hand-to-hand combat battles that use a variety of martial arts moves, as well as quick-time events… which Shenmue can claim to have invented. For better or worse! Both games are available in one package, and this could be another one to add to your wishlist and keep an eye on.

Game #9:
Mafia: Definitive Edition (2002; 2020)

A promotional screenshot of Mafia: Definitive Edition featuring a character holding a gun walking past two cars.
Promo screenshot of Mafia: Definitive Edition.

When I first played Mafia on the original Xbox, I thought it was basically going to be “Grand Theft Auto in the ’30s” – but that hardly does it justice. The game – and its two sequels – have been remade from the ground up in recent years, putting to shame Rockstar’s appalling Grand Theft Auto III Trilogy “remaster” from a couple of years ago. Of the three, the original Mafia is probably the title I’d recommend most highly – but the entire trilogy can be picked up as one set.

All of the elements of a Grand Theft Auto game are present, but the ’30s setting and heavy focus on the titular mob makes for a completely different kind of story. Many of the gameplay elements will be familiar, but different and distinct enough to make this open-world crime title stand out from the crowd. I enjoyed the story of Tommy Angelo, a “made man” in the mob, and Mafia: Definitive Edition is an easy game to recommend to any fan of the GTA series.

Game #10:
Baldur’s Gate 3 (2023)

A screenshot of Baldur's Gate 3 showing a dice roll.
Ready to roll some dice?

I know, I know: this one’s a bit “out there,” as Baldur’s Gate 3 seems to have very little in common with the Grand Theft Auto series. It’s a completely different style of game – but as players, we’re willing and able to try out new experiences, right? If you’re at all interested in games with incredibly strong and compelling narratives, give Baldur’s Gate 3 a chance to show you why it’s my “game of the year.”

A turn-based role-playing game with a branching storyline, incredibly fun characters, and one of the best character creators I’ve ever seen, Baldur’s Gate 3 seemed to come out of nowhere this year and completely blew me away. I had an absolute blast playing it this summer and autumn, and even after sinking more than eighty-five hours into a single playthrough, there are characters I haven’t met, whole areas of the map that I missed and didn’t explore, and so much more to try! I really need to start that second playthrough sometime soon!

So that’s it!

A screenshot from the Grand Theft Auto 6 trailer showing characters on a beach during the day time.
Characters on the beach as seen in the Grand Theft Auto 6 trailer.

We’ve taken a look at ten games to play while you wait for Grand Theft Auto 6. I hope I managed to pick one or two that you might not have been expecting! I’m sure I’m not the only one putting together lists or compilations like this one; there’s a lot of buzz around the next Grand Theft Auto title, and people are definitely going to be looking around for comparable experiences in the meantime. If I helped even one person find one game to try, then I’ve done my job and contributed something positive to the discussion!

Because I play on PC – and because Rockstar, despite its insane financial resources, is cheaping out on Grand Theft Auto 6′s PC release – it might be 2026 or even 2027 before I’ll be able to get my hands on it. I might not live that long… but if I do, I hope you’ll swing by Trekking with Dennis for a review! If there’s significant news about the game between now and then, I’ll do my best to cover it and discuss it here on the website. And if you missed it, you can find everything I had to say about the December 2023 trailer by clicking or tapping here.

Have fun out there – and happy gaming!

Grand Theft Auto 6 is currently in development and will be released on PlayStation 5 and Xbox Series S/X in 2025. No PC release date has been set. All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Some promotional screenshots courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Game “Awards” – Please Wrap It Up

If you missed it, the so-called Game “Awards” was broadcast a few days ago. I don’t usually pay a lot of attention to the event – I have my own End-of-Year Awards to prepare for, after all! – but one particularly striking image has come out of the highly-commercial event, and I wanted to share my two cents.

Overshadowing the awards ceremony itself, and even many of the award winners, was a simple phrase that was shown on a massive prompt facing the stage: “Please Wrap It Up.” After being given as little as thirty seconds to speak upon receiving an award, the message would be displayed to developers and award-winners – before music would begin to play and they’d be ushered off-stage. Out of the entire three-hour broadcast, barely ten minutes was given to the award-winners themselves – who are, surely, supposed to be the stars of any awards ceremony. The rest of the time was dedicated to advertisements, trailers, speeches by the presenters, and even musical acts. Some awards weren’t even presented at all, being skipped over in a mere couple of seconds.

The now-infamous sign.

I’m far from the only person to have noticed this, and that’s surely because the Game “Awards” has become incredibly unbalanced. By prioritising trailers and presenters plugging upcoming games live on stage over the actual awards, the Game “Awards” is in danger of losing its audience. People turned up hoping to see their favourite titles of the year being honoured, not ushered off-stage after thirty seconds to make way for an incoherent ramble from an overhyped developer about his latest (completely unseen) title. Yes, I’m talking about Hideo Kojima. Or to make way for yet another trailer or commercial – practically all of which, this year, were entirely CGI creations that didn’t show any gameplay.

There’s a line to walk here. I think a lot of folks would agree that the likes of the Academy Awards and Golden Globes, which honour the best films of the year, can be pretentious and can feel like an industry congratulating itself and inflating the egos of its stars a little too much. Fewer and fewer people pay attention to the Oscars and Golden Globes as a result; those broadcasts have been losing viewers by the boatload over the past few years.

Nicolas Cage at the 1997 Oscars.

But would more people tune in to the Oscars if half of the awards weren’t presented on-screen, actors and directors were given less time to speak, and the broadcast was overstuffed with adverts and trailers? I mean, more than half of the Game “Awards” three-hour presentation consisted of trailers and adverts. That seems excessive, and there has got to be a way to strike a better balance.

The creators and producers of the Game “Awards” are trying to frame the event as video gaming’s equivalent to the Oscars or the Golden Globes… but if the games industry wants that kind of prestige, the ceremony has to be handled better. Right now, it’s an overblown advertisement – worse, somehow, than the likes of E3, because at least with E3 I knew from the start what I was getting into. The Game “Awards,” by putting its emphasis on the statuettes it plans to hand out, feels deliberately dishonest in its marketing. But at least it has that in common, rather ironically, with many of the video games it advertises.

Look, it’s a new Jurassic Park game!

It feels incredibly disrespectful to developers to invite them to a fancy ceremony under the guise of potentially receiving an award – only to then give them in some cases literally no time whatsoever on the stage to accept that award. If these awards are, as the organisers would like you to believe, the most prestigious in the industry… shouldn’t they want to see people receiving them? Shouldn’t that part of the broadcast be the biggest deal? After all, if receiving a Game Award is so unimportant that it’s relegated to a footnote in its own live presentation, why should anyone give a shit about who the winners or nominees are? If the titular trophies are so meaningless to the Game “Awards” itself… what’s the point?

I don’t like to throw the word “scam” around lightly; I think too many people do that these days, leading to the word’s impact and severity being diminished. But if you entice audiences to turn up to your event under false pretences… we’re definitely getting close to “scam” territory. The Game “Awards” pretends to be an Oscars-style ceremony with fancy suits and statuettes, then it flips the script on viewers and shows them basically two-plus hours of ads and barely ten minutes of actual award-winners. What else can we call such duplicity?

Geoff Keighly, principal organiser and presenter of the Game “Awards.”

Maybe some folks like tuning in to watch the trailers – and that’s okay. I like a good trailer as much as the next person, and it can be fun to look ahead to games that we might hope to enjoy in the months and years to come. Some of these trailers can be well-made, with creative visual effects, great soundtracks, celebrity endorsements, and much more. But that isn’t the point I’m making. If I choose to watch ads and trailers, that’s up to me and I can do that all I want. But if the Game “Awards” pretends to be an awards ceremony just to trick me into watching two hours of ads… well, I don’t appreciate that.

And let’s be honest: that’s exactly what’s happening here. The organisers of the Game “Awards” would ditch the statuettes in a heartbeat and make the entire event nothing but trailers, celebrities, and advertisements if they could get away with it. They don’t give the tiniest of shits about handing out awards or honouring the best and most creative titles of the year – all they care about is selling more and more advertising space and making a metric fuckton of cash, and they’ve done that by diminishing and minimising the actual awards portion of the broadcast so much that it feels like a footnote.

Baldur’s Gate 3 won “game of the year.”

So what’s the solution? I don’t really have one, if I’m honest. Maybe the complaints received about the “Please Wrap It Up” screen will prompt some minor changes, and perhaps for the next year or two you might see award recipients being given sixty or perhaps even ninety seconds to speak. But sooner or later the desperation to grab as much cash as possible will overwhelm the Game “Awards” organisers once again, and the excessive ad-to-award ratio will be back.

The only thing we can do, as consumers in this marketplace, is register our disapproval. Don’t tune in to the next Game “Awards” and let the organisers know that we care as little about their made-up trophies as they seem to. If fewer and fewer people tune in, and make it clear that the reason we aren’t bothering to watch is because of how unbalanced the broadcast is in favour of trailers and ads, maybe the message will get through. As we’ve seen with the collapse of E3, no event in gaming is sacred or safe – they rely on our viewership and patronage to remain relevant.

I won’t bother watching another Game “Awards,” because what’s the point? If the organisers care so little about the actual awards, why should I?

All titles mentioned above are the copyright of their respective developer, studio, and/or publisher. The Game Awards can be streamed now on YouTube. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Don’t Reply To Negative Reviews, Bethesda…

Just when I thought I’d said everything I was ever going to say about Starfield

Bethesda’s customer support/public relations team has had to handle some absolute nightmares over the past few years. The line “we aren’t planning on doing anything about it” in response to a complaint about the Fallout 76 “canvas bag” fiasco will be forever etched in my mind – and that’s just the start! I used to work in the games industry, specifically in marketing, so this kind of story is right up my alley… so to speak.

If you haven’t already heard, Bethesda’s PR team has begun posting replies to negative reviews on Steam… and it’s going about as well as you might expect.

An example of a response to a negative review of Starfield from Bethesda.
(I have redacted the developer’s username for the sake of privacy.)

Here’s a great rule of thumb for any developer, publisher, or creative of any kind: don’t reply or respond to reviews. Ever. Period. End of story. Just don’t do it – it never goes well, and ends up coming across as whiny, arrogant, or both.

There are legitimate points of criticism in practically any work of media, and there are always going to be differences of opinion even among professional critics and journalists. A developer might think that they’ve made the “perfect” video game – but it’s a universal truth that even the absolute best of the best receive the odd negative review. Going after critics and players who have something negative to say is just a bad look – and it shouldn’t happen.

A view of New Atlantis in Starfield.

If Starfield was some obscure indie title made by a couple of amateur developers, I’d still encourage them never to reply to negative reviews – but I could at least understand, on a purely human level, where such responses were coming from. If a project that I’m passionate about and poured a lot of work into suddenly seems to be coming under attack, it’s natural to want to react to that, either to try to convince reviewers to change their minds or to “fight back.” It’s still a bad idea, but at least it’s understandable in that case.

But Bethesda is a big company, and it’s backed up by Microsoft – one of the largest and most valuable corporations on the planet. For these companies to literally pay some of their employees to use official Bethesda developer accounts to reply to negative reviews is just… well, it’s pretty shocking, to tell the truth.

Another response to a negative Steam review.
(Developer username redacted.)

Whether you think Starfield is the “game of the year” or a dumpster fire, you have to accept that other people have different points of view. And Steam reviews are one way in which players can express their opinions about the game. A company the size of Bethesda has to accept that not every review can be positive – and they kind of have to take that on the chin when it happens. It’s a reality of the games industry.

The internet has democratised media criticism – and that’s a fantastic thing. No longer are reviews the sole domain of professional journalists with university degrees; anyone can now offer up their half-baked thoughts and opinions on films, games, and TV shows. And I think that’s absolutely wonderful. One of the best things that Steam does – and other platforms like Metacritic and Rotten Tomatoes do, too – is aggregating reviews, presenting audiences with an overall picture of how players feel about the titles on offer. No one individual review is, therefore, a deal-maker or deal-breaker; players are now able to consider a much broader range of opinions.

The internet has opened up media criticism to anyone with a keyboard – and there are going to be a whole range of opinions on practically every video game, film, and TV show.

But the fact that any old idiot can set up a website – or post a review on a platform like Steam – means that not all reviews are going to be fair, accurate, or even relevant. Some reviews of Starfield criticised the game for absolutely silly reasons, and again on a human level, I can understand wanting to react to that and scream “it’s not fair!” But as a corporation, Microsoft has to be better than that. Bethesda and Xbox have to be professional.

Telling a player that they’re “wrong” to feel the way that they do about Starfield is bizarre – and it doesn’t do anything to endear Bethesda to its fans. Many reviews of Starfield echo my own thoughts on the game: people genuinely wanted to enjoy it, but found it to be visually last-gen, narratively weak, repetitive, and so on. Those criticisms may feel harsh to the talented developers who put a lot of time and effort into creating Starfield… but telling players that they shouldn’t feel that way or they just “don’t get” what Starfield was meant to be is an incredibly silly way to react.

Computer panels in Starfield.

There are two good ways to respond to criticism. Firstly, Bethesda and Xbox can prioritise fixing commonly-noted issues with the game. Rolling out updates and patches that, for example, improve the quality of the in-game map or reduce the frequency of copy-and-paste levels and environments would be a good place to start. Saying to players “we hear your concerns and we’re acting on them” is the appropriate reaction.

Look at what Hello Games did when No Man’s Sky came in for some absolutely ruthless criticism upon launch. Instead of lashing out at players, telling them to appreciate what the game had to offer, they knuckled down and got back to work. That game has received more free updates and patches than I can count – and it’s now in a far better and more enjoyable state than it was when it launched. Hello Games prioritised adding features that players wanted and fixing issues that players criticised – and the result is that, several years later, the game can claim to have made a comeback.

Bethesda could learn more than one lesson from Hello Games…

The second way to react to criticism is to make sure that the things players don’t like won’t be present in the next game a studio creates. While I personally wasn’t offended by Starfield’s abundance of loading screens, it’s one of the most common complaints about the game that I’ve read over the past couple of months. I don’t believe it’s possible to remove the loading screens in Starfield – thanks to the game’s reliance on the outdated Creation Engine that Bethesda has been using, in some form, for close to a quarter of a century – but it *is* possible for Bethesda to acknowledge the way players feel about loading screens and ensure that they won’t be present to the same extent in The Elder Scrolls VI.

Although the first Mass Effect game was well-received, it picked up criticism in 2007 for its inventory management and weapon overheating. By the time Mass Effect 2 rolled around a few years later, those problems had been fixed. Inventories were streamlined, weapon overheating was gone, and players had a much better time with the game. BioWare took those criticisms on board and worked to ensure that the things players didn’t like were gone from the next game in the series.

Inventory management was criticised in Mass Effect 1 – so BioWare streamlined it in Mass Effect 2.

When Bethesda responds to criticisms of Starfield being “boring” – in the subjective opinion of one player – by saying things like “When the astronauts went to the moon, there was nothing there. They certainly weren’t bored.” it feels incredibly arrogant and smug. Trying to shut down “wrong” opinions about the game by attacking players – some of whom spent dozens or hundreds of hours playing before leaving their reviews – is genuinely shocking coming from a major studio. I’ve never seen anything quite like it, in fact – not on this scale, at any rate.

So Bethesda, here’s some free advice from someone who used to work in video games marketing: just stop. Stop what you’re doing – and if possible, apologise to the players you attacked. Refrain from ever responding to reviews again, and take the criticism as it comes. Even if you’d made an impossibly perfect game, there’d still be some people who didn’t like it or felt it wasn’t for them. That’s the way it goes, and you can’t afford to be so thin-skinned in this marketplace! You are doing actual damage to your reputation by retaliating in this way – so stop it.

A custom spaceship landing on a planet in Starfield.

What a mess, eh?

I really felt that I was done talking about Starfield until this came along. I was quite content to put the game back on the shelf, perhaps returning to it in a year or two to see if expansion packs and updates had improved it. But never in a million years did I expect to see Bethesda lashing out in this way. It’s unprofessional, petty, thin-skinned, and just plain wrong. It has done nothing to address legitimate points of criticism of the game, nor has it helped the reputations of either Starfield or Bethesda itself. I’m genuinely shocked to see this.

Somewhat ironically, given Starfield’s copy-and-paste buildings and “points of interest,” at least some of these reviews seem to have themselves been copied-and-pasted… or perhaps written by an AI bot. I hope Bethesda learns another lesson from this mess and doesn’t keep up this attack on critics of Starfield. No matter how great you might think the game is, and how much fun you had with it, you have to concede that not everyone feels the same way, and that there are genuine reasons to be dissatisfied, underwhelmed, or even downright pissed off at Starfield.

Do better, Bethesda.

Starfield is out now for PC and Xbox Series S/X, and is also available via Game Pass. Starfield is the copyright of Bethesda Game Studios, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Grand Theft Auto 6 Trailer: Thoughts and Impressions

Spoiler Warning: Minor spoilers may be present for the Grand Theft Auto series.

One of the first subjects I ever wrote about here on the website was Grand Theft Auto 6. That was all the way back in 2019 – and I said at the time that Grand Theft Auto V felt like it had been hanging around for a little too long! Suffice to say that official news about Grand Theft Auto 6 is long, long overdue – and before we go any further, I think we should acknowledge that.

Rockstar has milked Grand Theft Auto V dry, and the company’s obsession with keeping that game going across three entire console generations has clearly come at the expense of other projects. Red Dead Redemption II’s online mode didn’t get the support it should have, and the less said about the appalling Grand Theft Auto Trilogy remaster the better. Even Grand Theft Auto V’s single-player mode was sacrificed at the altar of Rockstar’s obsession with online multiplayer: the game never received the single-player DLC that had been planned back in 2013.

So we come, belatedly, to Grand Theft Auto 6. The game has one heck of a legacy to live up to – and only time will tell if it will be up to the task.

Lucia and her as-yet-unnamed co-star.

If you’ve followed the story online or on social media, chances are you’ll already be aware of the big leak that hit Grand Theft Auto 6 a year or so ago. Early footage of the game made its way online and has been doing the rounds for months, so in that sense I wasn’t stunned or blown away by any of the reveals in the trailer; I’d seen the outline of the game already. And I have to say up-front that there are a couple of pretty big disappointments.

The first is the game’s setting. Returning to Vice City is just not what I’d hoped to see; it’s too samey and too similar to Grand Theft Auto V’s Los Santos. Both are sunlit, tropical cities by the beach, both are set in the modern day, and while there will undoubtedly be improvements mechanically and visually from the previous entry in the series, I’m just not convinced at this stage that Grand Theft Auto 6 will be able to truly differentiate itself from its predecessor and stand out in the way it needs to.

Another tropical city by the beach.

For me, the game’s world, time period, and overall setting are hurdles that it will have to overcome – and they’re totally unnecessary ones. Grand Theft Auto V stood apart from its predecessor by hopping across the country, leaving a New York City stand-in behind. Red Dead Redemption II likewise made some big decisions in terms of setting, choosing a setting inspired by parts of the Rocky Mountains, Midwest, and Deep South instead of simply returning to the world of the first game. And both titles stood out because of those decisions.

A few months ago I saw a poll somewhere on social media. Unscientific, I know, but I think the results were interesting. The question posed was “where should Grand Theft Auto 6 be set?” and while Vice City put in a creditable showing, it ended up in a distant second place behind the preferred option: “somewhere new.” At least some players agree with me, then: it would’ve been preferable if Grand Theft Auto 6 could’ve been set in a new location, perhaps somewhere other than a sundrenched coastal city decked out in palm trees.

A boat as seen in the trailer.

There’s also a case to be made, I’d argue, that teasing a game that won’t be ready for potentially two full years – barring any major delays – is too early. It’s not as bad as something like The Elder Scrolls VI, which was teased back in 2018 and may not be ready until 2028, but there’s still a lot of work to be done on Grand Theft Auto 6. The trailer, as you can see, wasn’t showing bona fide gameplay but rather a combination of “in-engine footage” and CGI.

Rockstar has been notorious in the games industry for its culture of “crunch” – the borderline-abusive practice of forcing staff to work ridiculously long hours in the run-up to a title’s launch. This happened with Red Dead Redemption II – and although Rockstar has pledged to do better, promising gamers a deadline of 2025 for Grand Theft Auto 6′s release could lead to the same old problems all over again. Although the end of 2025 may seem a long way off, developing a game as large and complex as Grand Theft Auto 6 will surely be a time-consuming and difficult process, and even with some work having already begun, two years – at the very most – isn’t actually all that long when it comes to modern game development. We’ll have to watch this space for leaks from within Rockstar to see how bad “crunch” and working conditions get.

A fabulously festive flock of flamingoes.

One major disappointment for me, as someone who plays on PC, is the apparent lack of a simultaneous PC release. Rockstar’s official press release only mentioned Xbox Series and PlayStation 5 consoles, so reading between the lines that seems to leave out PC. Grand Theft Auto V and Red Dead Redemption II both launched on PC more than a year after landing on home consoles, so Rockstar has done this before… but what are the executives spending all of the billions of dollars that they made from Grand Theft Auto V on if not making sure the new game will be available to everyone who wants to play it?

Cutting off PC players is a mistake – one that I hope can be rectified before launch. Delaying the game on console by a few months, if necessary, would be worth it to get that simultaneous release. Practically every other major release from AAA publishers can manage this, and with Rockstar’s insane financial resources, there’s no reason why they can’t, too. Trying to spin this as some kind of “point of principle” in favour of home consoles over PC is just… stupid. That argument made no sense to me when Rockstar has tried to pull it in the past and it makes no sense now. It’s the company cheaping out, hoping to get away with spending less money on development and testing – and nothing more.

A Mustang-esque muscle car.

So… more Grand Theft Auto. That’s basically the takeaway from this trailer for me. More of the same from a series that could’ve tried something a little different. Having a woman protagonist is great, and I hope that the writers will create an engrossing single-player story that will be fun to see unfold. I’m not a multiplayer gamer, so that’s the side of Grand Theft Auto 6 that I’m interested in.

As for the setting, I have to say I’m disappointed. I knew that this was coming based on the leaked gameplay, but I still half-wondered if Rockstar might’ve had time to change things up and go for something a bit different. I guess the company has decided to not rock the boat too much in light of the rampant success of Grand Theft Auto V… but to me, it feels that Rockstar is playing things a little too safe. I’d have liked to see a bit more boldness in choosing a genuinely different setting – perhaps a city based on Chicago or Washington DC, or setting the game in a time period like the ’70s or the ’90s. That would’ve helped Grand Theft Auto 6 develop its own identity. That’s already a tough task, as the game will be living in its predecessor’s shadow for a long time, but it’s one Rockstar seems to have made more difficult with some of these creative decisions.

The game’s official logo.

Maybe I’m showing my age here, but part of what I felt worked best about Vice City was its ’80s setting. Leaning into the likes of Scarface and Miami Vice for inspiration really took that game to a different thematic place, feeling distinct from Grand Theft Auto III. Taking Vice City out of the ’80s and into the modern day is perhaps a bit of a challenge; there’s an open question as to how well Rockstar’s Miami stand-in will work in a contemporary setting. That’s a concern, too.

Based on what we saw in the trailer, I feel that it’s actually difficult to judge how the game might play. No real gameplay was shown, after all. But knowing that Rockstar is playing it safe with Grand Theft Auto 6, I think we can reasonably make the assumption that it won’t look, feel, or play much different from its predecessor. There will be guns to shoot, cars to jack, and an open world filled with crime to get stuck into.

This camera angle from the trailer is almost reminiscent of the original GTA games!

For me, Red Dead Redemption II is Rockstar’s magnum opus. If I dared to dream, I’d say that I’d hope Grand Theft Auto 6 could reach comparable heights… but I don’t want to put too much pressure on the developers. Some games are genuinely once-in-a-lifetime masterpieces, and asking for “another one like that” probably ain’t gonna happen – as much as we might want it to! So what I guess I’m trying to say is that I want to set appropriate expectations for Grand Theft Auto 6 and not over-hype the game to the moon and back. There will undoubtedly be a lot of excitement for the game as its launch gets closer… but keeping that in check as much as possible is absolutely worth trying. Don’t forget what happened with Cyberpunk 2077! Or Starfield.

To end on a positive note, the release of a new entry in the Grand Theft Auto series is something I’d be lying if I said I wasn’t looking forward to. I played the first game back in the ’90s – along with its London-based spin-off – and had a blast with it at the time. Watching the series make the transition to 3D was also fun to see in the early 2000s. So I’ve been a fan of the series for a long time.

Everybody who’s excited for Grand Theft Auto 6 raise your arms!

The trailer showed off some impressive-looking environments and character models; on par, at least, with those seen in Red Dead Redemption II. Nothing blew me away – but by the time the game has been fully-built and is in our hands, I daresay we can expect high graphical fidelity and a visually pretty title.

So that’s all for now, I guess. I’ll be waiting to see whether Rockstar can be bothered to launch the game on PC in 2025 – if not, it might be 2026 or beyond before I’m able to get my hands on it.

Assuming I live that long, I hope you’ll check back in for a review – and in the meanwhile, if we get more information, another trailer, or more juicy details about Grand Theft Auto 6, I’ll do my best to cover it here on the website.

Grand Theft Auto 6 is currently in development and will be released on PlayStation 5 and Xbox Series consoles in 2025. Grand Theft Auto 6 is the copyright of Rockstar Games and/or Take-Two Interactive Software. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

So you’re burned out on Starfield… what next?

Spoiler Warning: There are minor spoilers ahead for some of the entries on this list.

Although I was generous to Starfield when it launched back in September, I quickly ran out of patience with the game. In summary… Starfield just wasn’t what I’d been expecting, and I couldn’t find a way to lose myself in either its world or its narrative. I like to think I gave it a fair shake after thirty-plus hours of playtime, but I just wasn’t enjoying myself. While the game is ambitious in scope and a technological achievement in some respects, it’s also limited in its designs, held back by an outdated engine and mid-tier graphics, and just… boring. Starfield never quite “clicked” for me… and I’m okay with that!

But it does leave me with a dilemma. I’d hoped Starfield would be my “game of the autumn,” giving me hours of fun as the nights are drawing in and Christmas time is approaching! Having stepped away from the game, I found myself unsure of what to do next. What game should I play to fill the void left by Starfield?

What should we play instead of Starfield?

This could also be a good list if you’ve played Starfield to death and you’ve done everything you can with the game. If you (somehow) managed to dedicate several hundred hours to it, and you’ve beaten all of the faction questlines, the side-missions, and gone through a dozen New Game Plus playthroughs… maybe you’re also looking to play something else for a while! Even the best games can wear out their welcomes after a while.

So that’s what I thought we could consider today: a few different games (and a TV show, too) that might replace Starfield for those of us who didn’t stick with it… or for folks who just need a break from it.

Boxman, my favourite Starfield character…

As I always say: everything on this list is entirely subjective! If you hate all of my picks or I miss something that seems obvious, that’s totally okay! We’re all entitled to our opinions, and there should be more than enough room in the gaming community for discussions and disagreements.

I’ve picked a few different categories of games based on some of my expectations for Starfield, and I’ve tried to include a few different and perhaps unexpected titles, too.

So let’s jump into the list!

Bethesda Game:
The Elder Scrolls III: Morrowind

A Bethesda classic!

Starfield is a Bethesda game… which may or may not be a good thing, depending on your point of view! I could certainly entertain the notion that Bethesda could do with modernising the way it creates its missions in particular, but that may be beside the point. If you’re craving this specific kind of game, there really is no substitute for what Bethesda brings to the table.

With that in mind, I’d like to suggest Morrowind as the first candidate for a game to play instead of Starfield. A lot of folks have played Skyrim to death already – with that game having been released and re-released more times than I can count over the past few years – but Morrowind may have slipped through the cracks for some players. If you missed Morrowind when it was new, now could be a great time to revisit it.

Creating a custom class in Morrowind.

Morrowind may have been released in 2002, but it doesn’t have to look like a two-decade-old game if visuals are a concern. There are some fantastic graphics and visual mods out there that can genuinely transform the way Morrowind looks. It might be a stretch to say that it can look “brand-new,” but it can certainly give other Bethesda games a run for their money!

Morrowind was my first Bethesda game, and I played it to death in the early and mid-2000s. But even with the countless hours I spent playing the game, there are quests I haven’t completed and achievements I haven’t gotten. It’s overstuffed with content, having more NPCs, weapon types, and factions than Skyrim. If you haven’t tried it yet – or if it’s been twenty years since you last picked it up – it could be a great replacement for Starfield.

Spaceship Builder:
Star Trek: Starship Creator – Warp 2

Modifying a Galaxy-class starship.

I don’t know what element or component of Starfield may have appealed to you the most – but for me, building and piloting my very own spaceship was at the top of the list! Relatively few games had offered anything quite like Starfield’s shipbuilder, but this offering from the Star Trek franchise just after the turn of the millennium was one of them.

This game was a niche product even in the year 2000, and I fully appreciate that! Trekkies will get a lot more out of Starship Creator than a general audience, and there are arguably other games that we could’ve picked for the spaceship builder category. If you’re looking for a more modern title, the likes of Space Engineers or Kerbal Space Program are definitely interesting options!

Selecting a ship to work on.

But for folks who enjoy the Star Trek franchise, Starship Creator is a unique experience that few other video games from the franchise have really offered. In 2000, it was a blast to import your own photo (or a photo of a friend or even a celebrity) to add to your virtual crew, and while the ship-building options are limited by the technology of the time, it’s still a ton of fun to remake classic Federation starships in new ways.

When I looked ahead to Starfield, the shipbuilder reminded me of Starship Creator. I said in the run-up to Starfield’s launch that one of the things I really wanted from the game was the ability to build and customise my own ship and take it on adventures! Unfortunately, Starfield’s lack of real spaceflight and overreliance on fast-travel meant that the custom ship I worked so hard on never really got much of an outing.

First-Person Role-Playing/Shooter:
Cyberpunk 2077 + Phantom Liberty DLC

Promo screenshot of Phantom Liberty.

At time of writing, some digital shops on PC still have their Black Friday/Cyber Monday deals available, and I’ve seen the base version of Cyberpunk 2077 at a fair discount on both Steam and Epic Games. If you missed the deals this time, I expect we’ll have winter/holiday sales to enjoy within a month or so, so you might not have to wait too long!

If you’d told me a year or so ago that I’d be recommending Cyberpunk 2077 to anyone I’d have been sceptical! I didn’t hate the game, but I felt it was overhyped, surprisingly linear, and with gameplay elements that I’d seen before in other (better) titles. For what it was, though, Cyberpunk 2077 was decent enough, and I had some fun with its corporate dystopia, fully-realised cityscape, and Keanu Reeves’ character of Johnny Silverhand!

A side-mission in Cyberpunk 2077.

After waiting to ensure that Phantom Liberty was well-received and not bedevilled by the bugs and glitches that will forever define Cyberpunk 2077, I recently picked it up. A review will come when I’ve fully played through the new content, but suffice to say that the overhaul to Cyberpunk 2077 has been impressive, with changes made to the game’s levelling up system, skill tree, and one that was desperately needed: armour! The version of Cyberpunk 2077 that you’ll play in 2023 is significantly better than it was even just last year, and when the game has an entertaining story, I think it’s well worth playing for any fan of first-person role-playing shooters.

Starfield has also put Cyberpunk 2077′s gameplay and world-building into perspective for me. The open world of Night City in particular is miles ahead of anything in Starfield, feeling like a genuinely lived-in city populated by real people. The main story is much stronger than Starfield’s, too, and I think there are other favourable comparisons.

Spaceflight:
Star Wars Squadrons

Ready to become a starfighter pilot?

As indicated above, one of the disappointing things about Starfield for me was the lack of functional spaceflight. After working hard on my custom spaceship, I genuinely expected that I’d be able to launch it into space and actually pilot it to my destination. Instead, travelling from planet to planet is all done by fast-travel menus, which really rips me out of the immersion. Relatively early in the game, I picked a mission from the “mission board” in New Atlantis, only for the so-called mission to basically play itself with practically no interaction required.

But we’re off-topic already! Star Wars Squadrons is the starfighter game of your dreams; the game that we all thought we were playing in the ’90s when we booted up the likes of Tie Fighter or Rogue Squadron. The visuals are absolutely gorgeous, and sitting at my desk I genuinely got the sense that I was in the pilot’s seat of an X-Wing.

Sitting in the pilot’s seat of an X-Wing has never felt more real!

I’m not sure if Squadrons still has an active multiplayer scene, but there’s a fun campaign to play through and it’s also possible to take on the AI, so there should still be plenty to get stuck into. I think the game is an absolute blast, and it’s one I really should get back into! In terms of spaceflight, which is the category I’ve assigned to it, I definitely felt there was a lot more to get stuck into here than there was in Starfield.

Because Squadrons puts you in the seat of a starfighter, you aren’t going to be hauling cargo across vast expanses of space. There are other games that offer that kind of experience, though, if you really want it. But if you’re looking to pilot small ships, get into fun dogfights, and try out some of the iconic vehicles from the Star Wars franchise, there’s really nothing quite like it!

Role-Playing Game:
Baldur’s Gate 3

A combat encounter in Baldur’s Gate 3.

With only a month of 2023 left to go, I can’t see another game coming along to dethrone Baldur’s Gate 3. It will almost certainly be crowned “game of the year” at my annual end-of-year awards! It’s one of the best games I’ve played in years, offering branching storylines, a massive variety of play styles, character classes, and so much more.

I’d missed out on the first Baldur’s Gate in the late 1990s, and this game ended up being my first foray into the world of Faerûn. It was overwhelming at first, because the game hits you with a ton of options right off the bat – but I ended up having a whale of a time. I chose to play as a drow (or dark elf) druid, but there are a huge variety of character options and play styles, with different weapon types, magical spells, and more. I’m going to start a second run through the game sometime soon so I can try something different and have a completely different experience!

Creating a character.

Starfield offers players different backgrounds and skills to level up, but in the time I spent with the game I didn’t really find much by way of unique content to match either the character I’d made or the way I hoped to play the game. Baldur’s Gate 3 does a much better job in this regard, with character classes that have a massive impact on the way the game plays.

There are some absolutely incredible characters to meet in Baldur’s Gate 3, all of whom are voiced beautifully and feel like real, well-rounded people with their own motivations. Keeping them all happy and working together is part of the experience, too. Just thinking about the game again has got me salivating; I can’t wait to jump back in for that second playthrough!

Sci-Fi Adventure:
The Mass Effect Trilogy

Commander Shepard’s crew in Mass Effect 2.

You can pick up the complete Mass Effect trilogy in one bundle called the Legendary Edition, which includes all three games plus their DLC. This could be another title to look for when it’s on sale, as I’ve seen Legendary Edition at a fairly steep discount in some recent Steam sales. If you’re new to the trilogy, or returning to it for the first time in a long time, it’s the easiest way to get the complete experience.

When I think about a sci-fi adventure set in a unique world, Mass Effect and its two sequels leap to mind. The trilogy isn’t an open-world experience; it’s much more linear than a game like Starfield in that respect. The games build up a main story focusing on a galaxy-ending threat, but also smaller character-focused stories featuring a diverse (and occasionally wacky) cast. Again, the voice acting to bring these characters to life is incredible, and all of the folks who join the crew of the Normandy are fun, fascinating, and frightening to various degrees!

Take cover!

The Mass Effect trilogy was criticised for its ending back in 2012, and I think it’s worth stating that some of that criticism was absolutely fair. There should have been a way for the third entry in the series to pay off more decisions and choices that had been made. But even with that weakness, I still feel that the trilogy is worth playing for any fan of sci-fi. The characters and world-building in particular are incredible.

And in terms of gameplay, there’s a lot to love with Mass Effect. A third-person cover-based shooter is already a blast, but Mass Effect adds both tech and magical powers into the mix, shaking things up. Different character builds play quite differently from one another, making it worth going back to replay all three games to get a new experience.

Open World Game:
Red Dead Redemption II

Dashing through the snow…

Red Dead Redemption II is a masterpiece; one of the finest video games ever made. And director Todd Howard had the audacity to suggest, in a pre-launch interview, that Starfield was drawing inspiration from the way in which its open world was designed and built. Perhaps he shouldn’t have said that, because the comparison it invited is… well, let’s just say it’s an unfavourable one for Starfield and leave it at that.

I’ve had a fascination with the American “Wild West” since my schoolfriends and I used to play “Cowboys and Indians” on the playground. Red Dead Redemption II transported me to that time and place in a way I truly did not believe was possible, and I found myself having dreams about the game during my playthrough. I absolutely adored the time I got to spend in that world – over 100 hours on a single playthrough.

Promo image of protagonist Arthur Morgan.

The story of Red Dead Redemption II is dense, adult, and deeply emotional, packing a real punch as it reaches its crescendo. When people say that “video games can be artistic” or “video games can be just as good as films and TV shows,” it’s stories like Red Dead Redemption II that we can point to.

But more than that, the world in which the game was set was beautiful and jam-packed with things to do. It’s possible to wander on foot or on horseback through the wilderness, into the mountains, across the grassy plains, and beyond… just taking it all in. I’d heard great things about Red Dead Redemption II and knew I was in for something special, but even with the hype and high expectations, the game absolutely blew me away. It’s one of the best games I’ve ever played in my life.

Narrative Experience:
Shenmue I & II

Promo poster of Shenmue I & II.

I never miss an opportunity to talk about Shenmue! This was one of the first games I played that felt truly “cinematic;” as if its story would be right at home on the big screen. I absolutely adored that experience, and while some aspects of the first Shenmue in particular can feel dated by today’s standards… at the time it was genuinely groundbreaking.

Unfortunately, Shenmue I & II has to come with the caveat that its story is incomplete. Beautifully written, gripping, and populated with a fantastic cast of characters… but nevertheless without an ending. I was deeply disappointed in 2019 when I learned that Shenmue III – a game that fans donated their own money to help create – would not be finishing the story, as I felt that was its only objective.

Protagonist Ryo Hazuki meets Santa Claus.

But we’re drifting off-topic once more! The first two Shenmue games – which can be picked up in one package, at least on PC – were fantastic during the Dreamcast era. They’re well worth playing in their own right to follow a genuinely enjoyable story, but twenty-plus years later, I also feel that Shenmue is a piece of gaming history. This was one of the first titles to come close to offering an open world, one of the first games to pioneer systems like dynamic weather and NPCs with routines, and one of the first to allow players to step away from the main quest to pursue mini-games and other activities. Shenmue pioneered ideas that many modern games now take for granted.

It also created the quick-time event… which may be a mark against it, depending on your point of view! For me, Shenmue feels like a game that was ahead of its time, pushing the boundaries and taking gaming in a new direction. Maybe some folks weren’t ready for that in 1999/2000. But Shenmue I & II are well worth revisiting, if for no other reason than to take part in an engaging and somewhat mysterious story.

Base-Building:
Banished

A town in Banished with a forest, houses, a chapel, and pastures.

Another game I never miss a chance to discuss is Banished! Maybe it’s stretching the name to call this a “base-builder,” as it’s more of a town-building game akin to a stripped-down Sim City, but for players who were interested in building settlements and bases in Starfield, I think there are enough similarities to warrant its inclusion on a list like this one!

Banished is fantastic. Its charm lies in its relative simplicity, as there aren’t so many buildings and jobs for citizens to be overwhelming. But that simplicity blankets a surprisingly challenging game, and getting the right balance of resources to keep the town going is far trickier than it seems! Banished is a balancing act, requiring farms, orchards, blacksmiths, and other buildings and professions to keep the citizens of a small town fed, healthy, and happy.

A hospital and a field of wheat in Banished.

I’ve sunk countless hours into Banished, and every few months or so I find myself drifting back to the game, ready to start a new save file. It always boggles my mind that the entire game was created by a single developer – I’d still have found it to be a fun and impressive game if it had been worked on by an entire studio!

If part of the appeal of Starfield was striking out for a new land, creating a settlement, and harvesting resources, maybe a game like Banished will scratch that itch. Even if not, it’s well worth playing in its own right, because building, maintaining, and managing a town successfully is a fun challenge. I have a longer piece about Banished, and if you’d like to read it you can find it by clicking or tapping here.

TV Series:
The Expanse

Title card for The Expanse.

The Expanse is one of the best sci-fi shows of the past few years without a doubt. In a similar way to Starfield, it shows a near-future level of technology and a solar system populated entirely by humans – without any aliens to be seen. Humanity has splintered into different factions, each of which has its own agenda, but at its core, The Expanse follows a few compelling characters rather than taking a birds-eye view of the political landscape of the solar system.

It’s hard to say too much about The Expanse without spoiling it, but aesthetically there are some similarities to Starfield. The way spaceships are designed in The Expanse feels similar, at least in some respects, to the way they’re presented in Starfield – so if that kind of NASA-inspired look is part of what drew you to Starfield, you’ll see at least some of that in The Expanse.

The spacecraft Rocinante in The Expanse.

Obviously a TV series is completely different from a video game, and I don’t think The Expanse can ever be a like-for-like replacement. But if you haven’t seen it and you’re not sure what to do with yourself after burning out on Starfield, I’d absolutely encourage you to check it out. It’s well worth a watch, and it has at least some points of comparison with Starfield.

I had a great time with the show, and I was pleased to see Amazon pick it up after it was dropped by its original network. The Expanse has now completed its six-season run, and you can binge-watch the entire thing on Amazon Prime Video at time of writing.

So that’s it!

You cannot go that way!

We’ve found a few things to play instead of Starfield. If, like me, you didn’t get on with Starfield, or if you’ve just spent so much time with it that you need a break, I hope this list has given you some inspiration! Some of the titles discussed above can be found at a discount when sales roll around, so it might be worth adding some or all of them to your wishlist ahead of the holiday season.

I really wanted Starfield to be my “game of the season,” carrying me through to Christmas and into the new year. Unfortunately, it didn’t live up to the hype or the expectations I had for it, and after about thirty hours of trying to push through and waiting for it to “get good,” I gave up. Starfield is still installed on my PC at time of writing, but I have no plans to return to the game any time soon.

I hope this has been a bit of fun, and if I gave you an idea or two then I’ve done my job!

All titles discussed above are the copyright of their respective developer, publisher, and/or studio. Some screenshots and promotional artwork used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Video Game Spotlight: Ryse: Son of Rome

On the 22nd of November 2013 – a decade ago today – Ryse: Son of Rome was released. And on that very day, I bought a copy! Ryse: Son of Rome was one of the launch titles for the Xbox One, a console I also picked up on release day. With it being the game’s tenth anniversary, I thought it could be a bit of fun to shine a spotlight on this underappreciated title.

Ryse: Son of Rome was a good game to get started with as a new console generation was landing. For all of its flaws (especially with the original version of the machine), the Xbox One was a beefy system by 2013 standards; a powerhouse built for high-definition screens and great-looking games. Ryse: Son of Rome took full advantage of the Xbox One’s hardware to create characters and environments that still hold up ten years later.

Box art for Ryse: Son of Rome.

I still remember the excitement I felt as I headed into the city on the day the Xbox One launched. I didn’t know what game or games I might be able to afford, but the launch of a new console generation felt like a really exciting moment. At that time I was still working in the games industry so I’d been following the new consoles as their launches approached. The Xbox One had already stumbled, with controversies surrounding its always-online nature, sharing games between accounts, and the mandatory Kinect accessory that bumped the price up to $100 more than a PlayStation 4. But I’d been an Xbox player for more than a decade at that point and had played on both earlier consoles – and I’d even tried out the original Kinect – so I thought I’d stick with what I knew!

The only Xbox One bundles that were available to me included FIFA 14, so I ended up with that game and enough spare cash for one other. After checking out little more than the box art, I settled on Ryse: Son of Rome. It was one of only a handful of Xbox One-exclusive titles in November 2013, along with the likes of Forza Motorsport 5 and a rail-shooter called Crimson Dragon. There were a few other multiplatform titles, but one of the drawbacks to the Xbox One across really its entire lifespan was a lack of solid exclusive titles. Looking back, Ryse: Son of Rome was one of the better offerings.

Ryse: Son of Rome was an Xbox One launch title.

I’m a history buff, having studied the subject at university, and I have a soft spot for historical settings as a result. Even now, a full decade on from Ryse: Son of Rome’s release, there aren’t that many games that visit Ancient Rome. In fact, aside from strategy titles like Civilization VI or Age of Empires, I can’t think of many other games that even mention the Romans – let alone action/adventure titles that take place in that time period. In that sense, Ryse: Son of Rome still represents something a little bit different.

What I remember most about Ryse: Son of Rome was how darn good it looked! There was so much more detail in the faces of characters, in the weapons they wielded, and in the environments they battled through when compared to games I’d been playing on the Xbox 360 and PlayStation 3, and it felt like a new chapter for gaming as a hobby. Though titles like Mass Effect 2 or Grand Theft Auto V had looked decent on those machines, I could definitely feel the Xbox One and Ryse: Son of Rome kicking things into a higher gear.

Ryse: Son of Rome is a good-looking game!

The story of Ryse: Son of Rome was fairly formulaic and nothing exceptional, but it was still entertaining and well worth following to its conclusion. It’s a swashbuckling tale of revenge told through a frame narrative – with echoes of the likes of Gladiator, perhaps. I won’t say too much lest I spoil it for you, but while I’d never rank Ryse: Son of Rome as one of the all-time great gaming narratives, it was solid and enjoyable for what it was.

I was surprised, when I revisited the game earlier this month, at just how well it performs and how new it still manages to feel. If I picked up Ryse: Son of Rome today, on its tenth anniversary, I think I could be led to believe that it was a brand-new game. That says a lot about its art style and graphical fidelity – but also, perhaps, a little about how technology hasn’t advanced as much in the past decade as it had in the previous ten years.

Concept art for Ryse: Son of Rome.

I was a little surprised to see that Ryse: Son of Rome isn’t available on PC Game Pass – though it seems to be available on the console version of Microsoft’s subscription service. If you have an Xbox One or Xbox Series S/X and a Game Pass subscription, it’s an incredibly easy title to recommend to any fan of action/adventure games and single-player narrative experiences. Without the subscription, Ryse: Son of Rome is often on sale, and I think it was one of the titles in a recent Steam sale on PC that was less than £5. For that money, it’s once again an incredibly easy recommendation!

For full-price on launch day in 2013, I was satisfied – and if Trekking with Dennis had existed back then, you’d have seen a positive review. I would’ve mentioned the game’s relatively short length as a caveat (Ryse: Son of Rome clocks in around the six-hour mark), but with relatively few other exclusive titles, it was worth it at the time.

Ryse: Son of Rome was my gateway into the Xbox One generation!

So that was my experience with Ryse: Son of Rome! I think it’s an underappreciated title from the early days of the Xbox One; a hidden gem that a lot of folks aren’t aware of. With holiday sales coming up next month, it’s worth putting it on your wishlist or keeping an eye on it, because it really is a fun, somewhat different, and visually impressive adventure.

I promised I’d do more of these “spotlight” pieces, taking a retrospective look at some older titles that I enjoyed. So far, the only other game to have gotten the spotlight treatment is Banished, a PC town-building game that, again, I thoroughly recommend! You can check out my thoughts on that title by clicking or tapping here, and I hope you’ll stay tuned for more spotlights like this one in the future.

All that remains is to say this: happy tenth anniversary, Ryse: Son of Rome!

Ryse: Son of Rome is out now for Xbox One and PC and is also playable on Xbox Series S/X. Ryse: Son of Rome is the copyright of Crytek and/or Xbox Game Studios. Some screenshots and promotional artwork used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten Gaming “Hot Takes” (Part 2)

A few days ago, I shared the first of my gaming “hot takes,” and today we’re going to finish the job. I’ve got five more “hot takes” to round out this list, and I think we’ve got some spicy ones in the mix!

As I said last time, this isn’t clickbait! These are opinions that I genuinely hold, and I’m not inventing things for the sake of being controversial or to score “internet points.” I’m also keenly aware that I’m in the minority, and that plenty of folks can and will disagree. That’s okay – there should be enough room in the gaming community for differences of opinion and friendly discussion of these topics. This is all subjective, at the end of the day!

So if you missed the first part of the list, you can find it by clicking or tapping here. Otherwise, it’s time to get started!

“Hot Take” #6:
Story matters more than gameplay (in most cases).

Starfield (2023).

When discussing Starfield a few weeks ago, I said something rather telling. I didn’t really appreciate it in the moment, but looking back, I think it sums up my relationship with video games as a hobby quite well: “I’m someone who’ll happily play through some absolutely bog-standard gameplay if I’m enjoying a story or getting lost in a fictional world…” If you want to see the full quote in context, by the way, you can find my piece on Starfield by clicking or tapping here.

That line pretty much sums up how I relate to most games I play – and almost all single-player and action/adventure titles. There are some exceptions: Mario Kart 8 Deluxe springs to mind, as does Fall Guys, and some turn-based strategy games, too. But when I look at the games I’ve enjoyed the most since at least the second half of the ’90s, it’s story more than gameplay that appeals to me.

There are some exceptions!

It was a solid story and great world-building that convinced me to stick with Cyberpunk 2077, even when I felt its gameplay was nothing special. And on the flip side, it was a mediocre story set in a boring, empty world that led to me giving up on Starfield after less than thirty hours. When I fire up a single-player game, I’m looking for a story that grabs me, and a world I can lose myself in.

It doesn’t feel controversial to say “I want a game to have a good story,” but that isn’t really the point I’m trying to make. For me, story almost always trumps gameplay. While there can be exceptions – games with either incredibly innovative gameplay in which the narrative is less relevant or games that are so mechanically poor or bug-riddled that even the best story couldn’t salvage them – for the most part, that’s what I’m looking for in a new release.

I stuck with Cyberpunk 2077 because of its story.

It was Shenmue, around the turn of the millennium, that stands out to me as an example of this. Shenmue was the first game I’d played where the story seemed like it would be right at home on the big screen, and I absolutely adored that. Many games have come along in the years since with compelling characters, wonderful worlds, or magnificent mysteries… and I think that’s part of why I still love playing video games after more than thirty years.

If games had stuck to being glorified toys; story-less arcade boxes where the only objective was either “kill everything on the screen” or “keep walking to the right,” then I think I’d probably have drifted away from the hobby. But I was fortunate enough to play some absolutely phenomenal titles as gaming made that transition and many incredible stories were written.

“Hot Take” #7:
More complexity and additional gameplay elements do not make a game “better.”

Darn young’ins.

Some modern games try to cram in too many features and gameplay mechanics that add nothing to the experience – and in some cases actively detract from it. I know this probably comes across as “old man yells at cloud;” an out-of-touch dinosaur whining about how modern games are too convoluted! And if this was something that only happened in a handful of titles, I guess I’d be okay with it. But it seems to happen all the time!

Strategy and “tycoon” games seem to fall victim to this very easily. I adored Rollercoaster Tycoon when it launched in 1999; it felt like a game that was simple to get started with but difficult to master. In contrast, when I tried 2016’s Planet Coaster… I was hit with such a huge wall of options and features that it was offputting. I didn’t know where to start.

Games used to be simpler…

There’s a balance that games have to find between challenge and complexity, and some titles get it wrong. I don’t have the time (or the energy) to spend tens or hundreds of hours becoming a literal rollercoaster engineer; I want something I can pick up and play, where I’m able to throw down a few theme park attractions without too much complexity. If the game had those more complex engineering sim elements in addition – as optional extras for players who wanted them – that could be okay. But when booting up a new game for the first time, I don’t want to encounter a dense wall of features and content.

This doesn’t just apply to strategy games, either. An increasing number of shooters and action/adventure games are incorporating full-bodied role-playing systems, and again it just feels wholly unnecessary. Look at a game from the early 2000s like Halo: Combat Evolved. It was a shooter – your character had a handful of weapons to choose from, and you blasted away at aliens. There was no need for levelling up, for choosing traits or skills, or anything like that. But more and more modern games, even in the first-person shooter or stealth genres, are going for these kinds of role-playing mechanics.

Skill points and levelling up in Assassin’s Creed: Mirage.

Don’t get me wrong: I love a good role-playing game. But when I boot up something like Assassin’s Creed or Destiny, the last thing I want or expect is to spend ages in menus micromanaging a character who, to be blunt, doesn’t need that level of engagement. Partly this is about balance, and in some cases it can be fun to level up and gain access to new equipment, for instance. But in others it really is a question of simplicity over complexity, and what kind of game I’m playing. Not every game can or should be a role-playing experience with a complex set of stats and skills.

Some titles really emphasise these elements, too, seeking to win praise for including a convoluted levelling-up system and skill tree. And a lot of the time, I find myself rolling my eyes at that. Leave the role-playing to RPGs and leave the overly-complicated systems to simulators and let me pick up and play a fun game!

“Hot Take” #8:
I hate VR.

Promo image of the HTC Vive Pro 2 headset.

Is “hate” too strong a word to use in this context? I’m going to go with “no,” because I genuinely hate VR. I was worried when the first VR headsets started being released that the video games industry in general was going to go all-in on VR, because I felt if that were to happen that I wouldn’t be able to keep up. But thankfully VR remains a relatively niche part of gaming, and even if that were to change, it doesn’t seem like it’s going to replace regular old video games any time soon!

In the ’80s and ’90s, it seemed as if VR was something tech companies were working towards. It was a futuristic goal that was just out of reach… so when VR headsets first started cropping up, I really thought that they were going to be “the next big thing.”

TV shows like VR Troopers hinted at VR being the direction of travel for video games as far back as the ’90s.

But I’ve never found a VR system that I could actually use. I could barely manage playing tennis on the Wii – and even then I had to remain seated! I’m disabled, in case you didn’t know, and the move toward VR headsets and motion-tracking devices felt a bit threatening to me; these technologies seemed like they had the potential to lock me out of gaming.

There haven’t been many VR titles that have interested me, though. One of the only VR titles that did – Star Trek: Bridge Crew – was pretty quickly ported to PC without the VR requirement. While the influence of VR is still clearly present in that title, I think it demonstrates that at least some VR games can work without the expensive equipment.

Star Trek: Bridge Crew was quickly ported to non-VR systems.

There’s plenty of room for innovation in gaming, and for companies to try out different kinds of screens, controllers, and methods of interactivity. But for me personally, VR felt like a step too far. I’m biased, of course, because between vision problems and mobility restrictions I don’t feel capable of using any of the current VR systems – not to anything like their full capabilities, at any rate. But even with that caveat, I just don’t think VR has turned out to be anything more than a gimmick.

It’s possible, I suppose, that a VR system will come along one day that I’ll feel compelled to invest in. But it would have to be something I could use with ease, and none of the VR devices currently on the market fit the bill. So I won’t be jumping on the VR bandwagon any time soon!

“Hot Take” #9:
We need fewer sequels and more original games.

I’ve lost count of the number of entries in the Call of Duty franchise at this point…

Across the world of entertainment in general, we’re firmly in an era of franchises, sequels, spin-offs, and connected “universes.” This trend has been going on for well over a decade at this point… but it’s been to the detriment of a lot of stories. There’s always going to be room for sequels to successful titles… but too many video game publishers have gone all-in on franchises and a handful of ongoing series at the expense of creating anything original.

And unfortunately, some original titles that have come along in recent years haven’t found success. I mentioned Starfield above, which seems to be seeing a precipitous drop in its player count, but we could also point to games like Anthem, Forspoken, or Babylon’s Fall – all of which were new settings featuring new characters that struggled to get off the ground.

Forspoken didn’t exactly light up the board, unfortunately.

The reason why I consider this one to be a “hot take” is simply because of how many players seem content to go back to the same handful of franchises or series over and over again. Some folks have even gotten genuinely angry with developers for sidelining their favourite series in order to work on something new, as if a studio should only ever be allowed to work on a single series in perpetuity. Sequels, prequels, and spin-offs are all more popular and attract more attention than brand-new experiences, and I think that’s short-sighted on the part of publishers and narrow-minded on the part of at least some players.

And I have to hold up my hands here: I can be guilty of this, too. I’ve written articles here on the website looking ahead to the next Mass Effect game, for instance, while it seems clear that at least some of the folks at BioWare wanted to branch out and create something different. And I have to admit that a sequel to a game I enjoyed or a new entry in a franchise I’m invested in is exciting – more so, arguably, than the announcement of a brand-new project.

Lots of people are eagerly anticipating the next Mass Effect game.

Brand-new games are more difficult and more expensive to get people to pay attention to. They’re also comparatively risky propositions from a corporate point of view; a ton of people will turn up for a game with a well-known name attached, even if it’s not all that good. But a brand-new world has to be something truly special to attract players in the first place – let alone retain a huge playerbase and make a profit.

But it’s a shame that that’s the situation we’re in, because when developers are restricted to sequels and the same handful of franchises, creativity is stifled. Where’s the next breakthrough going to come from if the only games a studio is able to make are sequels and spin-offs to earlier titles? And when audiences get tired of the decreasing number of surviving franchises… what will happen?

“Hot Take” #10:
Graphics actually do matter.

Kena: Bridge of Spirits (2021).

This is perhaps the most contentious point on this list! I’ve lost track of the number of times I’ve heard some variant of the expression “graphics don’t matter” when discussing video games. But you know what? If you showed me two similar games in the same genre, with the key difference between them being that one was a ray-tracing Unreal Engine 5 beauty and the other looked like a Nintendo 64 game that had been sneezed on… I know which one I’d choose to play.

When I was really getting into gaming as a hobby in the 1990s, it seemed like the push for better and better graphical fidelity was never-ending. Games used their visuals as a selling-point, and that trend continued into the 2000s with consoles like the Xbox and PlayStation 2. It would’ve seemed wild in those days for a game to not only take a backwards step in graphical terms, but to celebrate doing so.

Grand Theft Auto: Vice City looked great in 2002.

We need to separate “graphics” from “art style,” because they’re really two different things. Some games can do wonderful things with cell-shading, for example, or a deliberately cartoony aesthetic. When I say that “graphics actually do matter,” I don’t mean that photorealism is the be-all and end-all; the only art style that games should pursue. What I mean is that games that prioritise looking great – within their chosen style – are going to grab my attention.

I think an interesting example here is South Park: The Stick of Truth. No one would argue that that game is “realistic” in its art style – but that’s the point. Developers Obsidian Entertainment worked overtime to recreate the look and feel of the South Park cartoon – and what resulted was a genuinely fun and interesting visual presentation. Playing that game really felt like taking part in an extended episode of the show. Compare the way The Stick of Truth and its sequel look to the upcoming South Park: Snow Day. I know which one I’d rather play!

South Park: The Stick of Truth stands out because of its visual style.

When a developer wants to go down the photorealism route, though, it’s great to see just how far they can push modern hardware. There were moments in games like Red Dead Redemption II where the environment felt genuinely real – and that feeling is one that games have been chasing since the inception of the medium. I really can’t wait to see how graphics continue to improve, and how realistic some games might be able to look in fifteen or twenty years from now… if I live that long!

At any rate, visually beautiful games are always going to catch my eye, and games that don’t prioritise graphical fidelity will always have a hurdle to overcome in some ways. Gameplay and story are important, of course, but graphics aren’t irrelevant. The way a game looks really does matter.

So that’s it!

A Sega Dreamcast console. I had one circa 2000.

We’ve come to the end of the list – for now! I’m sure I’ll have more “hot takes” and controversial opinions about video games that I’ll be able to share before too long.

I hope that this has been interesting – and not something to get too worked up over! As I said at the beginning, I know that I’m in the minority and that a lot of folks can and will disagree. Although some people take gaming a bit too seriously sometimes, I like to think that there’s room in the community for polite discussions and disagreements.

Have fun out there – and happy gaming!

All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Some images used above courtesy of IGDB and Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Disney Dreamlight Valley: Buyer Beware?

Although it’s been playable for well over a year, Disney Dreamlight Valley still hasn’t been officially “released.” We should talk more one day about big corporations and publishers abusing the early access model, but that will have to wait. I want to ask an unfortunate question today: has Disney Dreamlight Valley been ruined even before its release day?

For some context, I played and adored Disney Dreamlight Valley last year. The game was my surprise pick for “game of the year” when I dished out my annual awards, it was my most-played game of 2022, and I’ve continued to play it this year as well. So I’m not approaching this subject as any kind of dyed-in-the-wool “hater;” I genuinely wanted to see Disney Dreamlight Valley succeed.

Promotional screenshot of Disney Dreamlight Valley.

I can summarise the fundamental problem with Disney Dreamlight Valley in a single word: greed. Between developer/publisher Gameloft and the Walt Disney Corporation itself, greed has quickly crept into what seemed to be a fun game with a lot of potential. I praised Disney Dreamlight Valley last year for being “Animal Crossing without the downsides;” an adorable life-sim game with many of the Disney characters that long-time fans know and love. It felt as if Gameloft had taken the Animal Crossing formula and honed it to near perfection, adding much-needed features and quality-of-life improvements, and updating that style of gameplay for a new generation of players.

That was the game I sunk over 150 hours into in 2022 – and have continued to play on and off through 2023 as well – and that was the game that gave me some genuinely fun and sweet experiences. As an early adopter of the game, I knew that Disney Dreamlight Valley was going to change as development continued and its official launch approached – but I hoped that those changes would be more positive than negative.

A recent update to Disney Dreamlight Valley added Halloween-themed content.

The original plan for Disney Dreamlight Valley was that the game would be free-to-play when it officially launched. Knowing that that was the plan, the fact that the game sold microtransactions and a “season pass” didn’t seem too bad, although I felt it was questionable to sell Moonstones – Disney Dreamlight Valley’s in-game currency – during its paid early access period. But I could at least understand why it was happening, and I even gave credit to Gameloft early on for rebalancing the rate at which Moonstones were generated in-game to be more generous.

However, Gameloft recently announced that Disney Dreamlight Valley will not be free-to-play, as had been the original intention. The timing of this announcement feels a bit sketchy in and of itself; it seems that Gameloft and Disney came to this decision a long time ago and deliberately kept fans and players in the dark until the last possible moment. But that’s almost beside the point, because what’s far worse – and will be far more noticeable to players – is the free-to-play economy that remains in the game. An in-game currency, a “season pass” for cosmetic items, and microtransactions are all part of Disney Dreamlight Valley, even though the game will no longer be free-to-play.

Different versions of Disney Dreamlight Valley – and their associated price tags.

It seems as if Disney and Gameloft want to have all of the money-making tools that modern games employ. They want to sell the game up-front, they want to sell large DLC packs, and they want the in-game currency and “season pass” that are the hallmarks of free-to-play titles. Most games pick one of those, or two at the very most, but Disney Dreamlight Valley is going all-in on monetisation, taking the total cost of the game easily above £100 – and that’s just to get started.

I guess we shouldn’t be shocked. I mean, this is Disney we’re talking about – a corporation that charges guests to park their cars at its hotels and sells bags of popcorn at Walt Disney World for like $15. And I know that modern games are almost never intended to be complete experiences when they launch, but rather ongoing projects with updates being rolled out over the span of months or years – with a steady stream of income all the while. But even with those caveats and that knowledge… this still feels hugely disappointing, and Disney Dreamlight Valley feels like a particularly egregious example of a greedy corporation trying to wring as much money as possible out of players.

Promo art for the first DLC pack – featuring at least one character who was originally implied to be part of the base game.

If Disney Dreamlight Valley isn’t going to go free-to-play – which is an understandable decision in some ways – then the in-game currency and microtransactions have to be stripped out. It isn’t fair to charge players up-front, charge more for expensive DLC add-ons, and still expect to get away with including all of the microtransactions that come with a free-to-play experience. That just shouldn’t be acceptable to anyone. It’s one business model or the other – not both.

I have no doubt that the content Gameloft and Disney plan to roll out in the months ahead will be enjoyable. Practically every update to the game thus far has added new characters and content that I’ve enjoyed… but the updates so far have come at no additional charge. It already seems as if Gameloft plans to paywall new areas of the map and new characters, and that’s before we get into paywalled “season pass” content and cosmetics. When all’s said and done, the full cost of the Disney Dreamlight Valley experience – to get all of the characters, levels, missions, and cosmetic content – will be massive.

The cost of Moonstones (Disney Dreamlight Valley’s in-game currency) on Steam in November 2023.

When Disney Dreamlight Valley was an early access title with a free-to-play future, I thought I knew what I was getting into. The microtransactions were still irritating in the early access phase, but at least I felt like I understood why they existed and what the plan was. Although it was hard to get enough Moonstones through general play, it was at least possible to acquire a certain amount; enough to get some of the cosmetics on offer. But now? Knowing the game will charge up-front, charge more for DLC, keep its in-game currency, keep its “season pass,” and continue to sell other microtransactions and cosmetic content? It feels excessive.

Gone are the days when a corporation like Disney would develop and release a complete game. Disney Dreamlight Valley has that live service component; it’s intended to be an ongoing experience with content being developed post-launch. But there has got to be a way to balance the cost of that development with an enjoyable and reasonably-priced player experience, and right now, the pendulum has swung way too far in the monetisation direction.

Oh god, there’s even a “roadmap”…

If you’ve been awaiting the release of Disney Dreamlight Valley – and especially if you saw my review last year and are still considering picking it up – it’s worth being aware of this change to how the game will operate. Last year, shortly after launch, the level of in-game monetisation felt acceptable. But with the game’s official launch approaching, it no longer does. That definitely affects my ability to recommend the game – especially to parents considering picking it up for younger kids. At the very least you need to be aware of this in-game currency issue and make sure you have some kind of parental control on in-app purchases on whatever system you’re using.

I still enjoy what Disney Dreamlight Valley has to offer… but that enjoyment is now tainted. It feels as if Disney and Gameloft haven’t been up-front with the game’s biggest supporters about these changes. And the game now feels like it’s going to be overly-monetised when it launches. That’s a real shame, and it takes a lot of the shine off of what has been a fun experience.

My recommendation of Disney Dreamlight Valley now comes with a huge caveat: beware of in-game monetisation and Gameloft’s shifting priorities.

Disney Dreamlight Valley is out now – in early access – for PC, Mac, Xbox One, Xbox Series S/X, PlayStation 4, PlayStation 5, and Nintendo Switch, and will be officially released on the 5th of December 2023. Disney Dreamlight Valley is the copyright of Gameloft and the Walt Disney Company. Some screenshots used above are courtesy of Gameloft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Mario Kart 8 Deluxe Tier List: Part 2

A couple of weeks ago, I put all 48 of Mario Kart 8 Deluxe’s racetracks into an internet-friendly tier list! But the Booster Course Pass has seen the launch of another 48 racetracks over the past couple of years, and now that the sixth and final wave has landed, it’s time to give each one a ranking!

The same rules apply as last time: racetracks will be given one of six rankings from F-tier at the bottom to S-tier at the top, and I’ll be basing their positions on criteria such as track layout, theming, music, and just how much fun I have with each one overall. Racetracks I hate or never choose to play will be at or near the bottom, and the ones I adore will be close to the top.

So what was the state of play when we ranked the first set of racetracks? I’m glad you asked!

  • F-tier: three racetracks,
  • D-tier: five racetracks,
  • C-tier: ten racetracks,
  • B-tier: twelve racetracks,
  • A-tier: twelve racetracks,
  • S-tier: six racetracks.

You can see the first tier list above, complete with all of the racetracks we ranked last time. If you want to check out the full list, including my comments on all of the above tracks, you can find it by clicking or tapping here.

I’ve enjoyed the Booster Course Pass on the whole. The decision to release racetracks in waves was fun, and gave me a reason to keep dipping back into Mario Kart 8 Deluxe. There have also been some wonderful inclusions from past games, as well as some wild new additions to the Mario Kart series. All in all, the Booster Course Pass has been good fun, and feels like good value for the asking price. When you consider you’re doubling the amount of racetracks from the base game, as well as getting a few new characters, the cost definitely seems reasonable to me!

Racetracks will be listed in the order in which they appear in the game, beginning with Wave 1 and ending with Wave 6. Each track will be given a tier ranking of either F, D, C, B, A, or S, and I’ll provide my reason(s) for my decision. Please keep in mind that not only is this just one person’s subjective take on the Booster Course Pass… but also that this is just for fun. If you hate all of my choices, that’s totally fine!

With all of that out of the way, let’s rank some racetracks!

Tour Paris Promenade (Golden Dash Cup)
Tier: A

Paris Promenade is a wonderful encapsulation of everything Paris wants to be, and in that sense it’s the exemplar of what Mario Kart Tour aimed to achieve with these city-themed tracks. Having visited Paris as a tourist (with a friend acting as a local guide) I have to say that the city itself is probably the worst I’ve ever had the misfortune to visit; it’s an absolute dump. But its idealised version makes for a fun racetrack, and hits all of the tourist hotspots that you’d expect, including the iconic Eiffel Tower and the Champs-Élysées.

I also absolutely love the accordion melody that accompanies the track; it feels wonderfully French!

3DS Toad Circuit (Golden Dash Cup)
Tier: B

Toad Circuit gets a lot of stick from people who say it’s “boring,” but I actually don’t mind it. It was a great first track to introduce new players to Mario Kart 7, and it’s been recreated in more or less its original form here. It was a solid track then, and it remains a solid track now. It’s a pretty basic layout set at a modern raceway – much like other tracks from other games with the “Circuit” name. But there’s nothing wrong with it at all, and I’m perfectly content to race through it.

Decent music, decent theming, and a decent layout come together to make a racetrack that’s… well, decent.

N64 Choco Mountain (Golden Dash Cup)
Tier: D

I felt that Choco Mountain stood out on the Nintendo 64… but this recreation feels decidedly mediocre. The all-brown colour palette manages to feel more akin to dirt than the titular chocolate, and I just don’t find much visual interest in the racetrack or its theming. There aren’t any really challenging points that are fun to master, and this is one of those racetracks where there isn’t one glaring flaw… but rather a lot of smaller things all come together to make it unappealing.

Nice bluegrassy music, though.

Wii Coconut Mall (Golden Dash Cup)
Tier: S

Coconut Mall is elevated to S-tier thanks in no small part to an absolutely amazing soundtrack! Honestly, the musical accompaniment to this racetrack is one of the best in the entire Mario Kart series, and I love the upbeat, fun energy that it brings. Coconut Mall is a fun setting in its own right, with a cartoony shopping centre to race through that’s something a bit different from other offerings in the game. There are plenty of twists, turns, and jumps – and the conversion of the final ramp into a glider section was a great way to update this track with newer Mario Kart mechanics.

There are so many positives here that Coconut Mall absolutely deserves its S-tier ranking!

Tour Tokyo Blur (Lucky Cat Cup)
Tier: C

There’s nothing particularly wrong with Tokyo Blur… but there’s not much about it that leaps out at me, either. I’m surprised, in a way, that Nintendo opted to go for Tokyo instead of Kyoto – the city where the company is headquartered. But maybe they’ll do that in Mario Kart 9 or Mario Kart Tour 2… who knows? Truth is that I’m waffling right now to fill some space because I really can’t think of much to say about a decidedly mediocre racetrack. It was nice to visit Tokyo and have a non-Western city included in the Booster Course Pass.

I just wish that Tokyo Blur had been a bit more… memorable.

DS Shroom Ridge (Lucky Cat Cup)
Tier: B

I like Shroom Ridge. It’s essentially a newer version of N64 Toad’s Turnpike; a racetrack with moving vehicles as obstacles, but with a somewhat more complicated layout. There are a few dips, sharp turns, and generally a bit more theming and scenery. Traffic poses a unique challenge, and darting in between different cars and vans manages to feel like good fun.

Races on Shroom Ridge can be chaotic – but the good kind of chaotic!

GBA Sky Garden (Lucky Cat Cup)
Tier: F

I don’t enjoy Sky Garden. Its “racing on clouds” schtick is dull, and the white-blue-and-tan colour palette isn’t the most exciting, either. The layout is pretty basic, and while we could say that’s to be expected for a racetrack that debuted in Super Circuit on the Game Boy Advance… look at what Mario Kart 8 Deluxe and the Booster Course Pass have done with several GBA and even SNES tracks. There was more that could’ve been done here – but even then, the bland theming would have let it down.

There’s a neat shortcut that can be fun to pull off online, though.

Ninja Hideaway (Lucky Cat Cup)
Tier: B

I should endeavour to play Ninja Hideaway more often, because it’s a racetrack with a unique Japanese-inspired theme that’s a lot of fun. It’s great when a racetrack offers branching paths that take more or less the same amount of time to traverse; it keeps things interesting and varied. Ninja Hideaway also has an easily-missed shortcut that involves breaking a wooden barrier, and an exciting glider section where landing on a higher or lower path is possible.

The theming carries this one a long way – but underneath all that, it’s still a great track to race through!

Tour New York Minute (Turnip Cup)
Tier: S

I adore New York Minute. The jazz soundtrack feels perfect for the “city that never sleeps,” and racing around Central Park and through the Rockefeller Center – where Nintendo’s official shop is situated – is an absolute blast. It’s been more than fifteen years since I last set foot in New York City, but several locations felt genuinely familiar to me, showing just how well the Booster Course Pass (and Mario Kart Tour) have recreated famous landmarks.

Could this be the best of the real-world city tracks? Read on to find out!

SNES Mario Circuit 3 (Turnip Cup)
Tier: S

Maybe it’s the nostalgia talking (again), but I absolutely love SNES Mario Circuit 3. As I said in the first part of this list when discussing SNES Donut Plains 3, everything I loved about Super Mario Kart is present here, and although the racetrack is flat and its theming is basic… the wave of nostalgia that washes over me every time I boot it up is more than enough to carry it into S-tier. I had so much fun with Super Mario Kart in the SNES days… to think I’m still racing through some of these tracks more than thirty years later is funny to say the least!

Definitely a blast from the past – but a solid racetrack in its own right, with a couple of fun shortcuts to pull off, too.

N64 Kalimari Desert (Turnip Cup)
Tier: S

Am I giving out S-tier rankings like they were E’s at a rave… or is the Turnip Cup just that good? Kalimari Desert is one of my favourite racetracks from the Nintendo 64, and the adaptations made to it for the Booster Course Pass take it to another level. I adore racing through the train tunnel, and that each lap takes a different path. I love that there are different routes to take, glider options, and a sneaky shortcut. And the musical accompaniment is just fantastic.

Kalimari Desert’s “American Southwest” theming felt wonderful on the Nintendo 64 – and if anything, it feels even better on the Switch!

DS Waluigi Pinball (Turnip Cup)
Tier: A

I’m not sure what Waluigi has to do with pinball… but there’s no denying that this is a great racetrack! I have fond memories of playing pinball – not at an arcade, but at a leisure centre. That pinball machine was a Star Trek: The Next Generation one, and it was an absolute blast! Everything you’d expect to see in a pinball machine is present in this racetrack, and dodging the giant rolling balls can be challenging! Waluigi Pinball is also the longest racetrack in the game, which is neat. Some tracks in Mario Kart 8 Deluxe can feel a tad short… looking at you, N64 Rainbow Road!

A great soundtrack, a fun and unique theme, challenging obstacles, and an exciting layout all come together to make Waluigi Pinball a great racetrack.

Tour Sydney Sprint (Propeller Cup)
Tier: B

Sydney Sprint takes racers through the Sydney Opera House and across Sydney Harbour Bridge. Those are basically the only two landmarks I know of in the city – the latter from seeing it lit up on New Year’s Eve – so from my point of view at least, it’s a racetrack that hits the major highlights of the city it’s recreating! I like the layout of the racetrack, with each lap feeling different from the last and the final lap actually going “backwards” from the direction the race started.

A solid city track.

GBA Snow Land (Propeller Cup)
Tier: B

I love snowy and wintery racetracks, and GBA Snow Land is a perfectly creditable addition to Mario Kart 8 Deluxe’s growing roster of those. The penguins add something a little different midway through, as the track veers off the road and onto a frozen lake. There’s a particularly complicated shortcut that really only works if you have a mushroom and you absolutely nail your drifting alignment… but pulling it off online, in the final lap, and jumping from being in tenth place to first in a matter of seconds? That’s pure racing bliss.

The wintery theming is doing a lot for Snow Land, but it’s a fun racetrack with a cool (get it?) shortcut.

Wii Mushroom Gorge (Propeller Cup)
Tier: A

Mushroom Gorge was great fun on the Wii, great fun on the 3DS, and it’s great fun again here on the Switch. The addition of an optional glider section makes the multi-mushroom jump section different, and perhaps a tad easier for players who find the bouncy mushrooms a bit tricky. I’m not wild about the musical soundtrack, but if that’s my only complaint about this well-laid-out racetrack… that’s not too bad!

A racetrack that’s an absolute blast – and that can lead to some fun and chaotic moments online!

Sky High Sundae (Propeller Cup)
Tier: F

Although it doesn’t officially have the “Tour” prefix, it’s worth pointing out that Sky High Sundae debuted on Mario Kart Tour shortly before it arrived in the Booster Course Pass. Food-themed racetracks are pretty “meh” for me, as I think I said last time, and Sky High Sundae really has nothing going for it. The music is uninteresting, the theming is dull, and the plain oval layout is pretty uninspired, too. Anti-grav does nothing to cover up Sky High Sundae’s flaws.

A racetrack that I almost always avoid.

Tour London Loop (Rock Cup)
Tier: A

I was born in London… and if you’d told me a few years ago that there’d be a Mario Kart track set in that city I don’t think I’d have believed it! London Loop hits most of the landmarks you’d expect: Tower Bridge, Big Ben, the Thames, Buckingham Palace, Marble Arch, and the London Eye being the ones that spring to mind. The soundtrack is fun, each of the three laps takes a different route, and there are many of the London/British staples that tourists and visitors love to see, like phone boxes and double-decker buses.

A fun track that captures the spirit of London.

GBA Boo Lake (Rock Cup)
Tier: D

I appreciate that Boo Lake features an actual lake in this reimagined version… but even a dash of underwater racing can’t salvage what is a pretty bland and uninteresting racetrack. There just isn’t all that much going on here: a fairly minimalist soundtrack, a plain boardwalk to race on, and only one pinch point that offers anything resembling a challenge.

Still, Boo Lake can be a bit of fun at Halloween!

3DS Alpine Pass/Rock Rock Mountain (Rock Cup)
Tier: B

On the 3DS, Alpine Pass (as we know it in the UK) felt like a racetrack that was there to showcase the all-new gliding system. As a result… maybe it wouldn’t be totally unfair to suggest that other parts of the racetrack were less of a priority. Still, there’s a fun soundtrack and some great theming, and I like that the glider sections come with the option to either rush back to the ground or keep sailing through the air. Both approaches feel like they have merit.

A lot of gliding… but most of it is fun!

Wii Maple Treeway (Rock Cup)
Tier: S

Maple Treeway is a beautiful autumnal racetrack that I’m so glad has returned. It looks stunning in 1080p HD on the Switch, and racing up and down a massive tree while the leaves are turning shades of red, orange, and gold… it’s just an incredible experience. The wigglers offer a bit of a challenge, there’s an interesting alternate route if you have a mushroom, and replacing the bouncing net with a short glider section mixes things up a bit.

Oh, and the music! The soundtrack to Maple Treeway is one of the best in the entire Mario Kart series without a doubt!

Tour Berlin Byways (Moon Cup)
Tier: B

Berlin Byways has one of the best musical accompaniments in the Booster Course Pass, and that really helps this city racetrack stand out. It’s been years since I’ve been to Berlin, but a couple of the racetrack’s tourist sites – the Brandenburg Gate and the Berlin Wall – felt familiar. I love the addition of Whomps in the Berlin Wall, too – that was a bit of fun, and a surprisingly bold move from Nintendo given that it might’ve seemed flippant and thus controversial.

All in all, a fun dash through the German capital.

DS Peach Gardens (Moon Cup)
Tier: B

Peach Gardens was always a decent racetrack in both its original form and when it was recreated on the Wii. It’s been shaken up this time around with its final lap now running most of the racetrack in reverse. This is a really fun inclusion, and really transforms Peach Gardens into something a bit more special. Racing through the gardens at Peach’s castle was always a neat idea, and although not much has changed visually from the racetrack’s original version on the DS, the titular garden looks better than ever.

Not many Mario Kart racetracks let you go backwards!

Merry Mountain (Moon Cup)
Tier: S

Although Merry Mountain is another racetrack that, if it was being honest, should come with the “Tour” prefix… I can’t really fault it! I love Christmas, and this racetrack’s “Christmas village” theme is beautiful. Part of why I love snowy and wintery racetracks is because of the association with the holiday season, so having an overtly Christmas-themed racetrack in the game for the first time is just fantastic. The music is great, the theming is fantastic, and there are a few fun twists and turns before the racetrack ends with a long, straight run to the finish line.

Merry Christmas! And no, it’s not too early to say that.

3DS Rainbow Road (Moon Cup)
Tier: A

This might be the best version of Rainbow Road in Mario Kart 8 Deluxe – even though it isn’t my all-time favourite Rainbow Road! This racetrack was a blast on the 3DS, and its recreated version takes all the beauty and wonder of racing through outer space to a whole new level. I love the soundtrack, which brings back the N64 Rainbow Road theme as part of a new, longer musical track, and hopping from the titular rainbow road to planetary rings and the surface of the moon will always be loads of fun.

3DS Rainbow Road really nails that feeling of wonder and magic that the racetrack should have.

Tour Amsterdam Drift (Fruit Cup)
Tier: F

Amsterdam Drift fails at the only real task it had: it doesn’t feel like Amsterdam. The racetrack spends far too long underwater in empty, featureless concrete ditches with crystal-clear water that don’t resemble Amsterdam’s world-famous canals in any way. And the rest of the track isn’t much better, either. The musical accompaniment isn’t noteworthy – nor does it have any features reminiscent of the Netherlands or Amsterdam – and the city sections feel bland and uninteresting. The tulip garden was a nice touch – but can’t salvage this racetrack.

Amsterdam is a beautiful city, and it deserves better than this!

GBA Riverside Park (Fruit Cup)
Tier: B

Riverside Park is fun – if a tad short! Jumping through a waterfall will always feel great, and the walking piranha plants are a different take on a familiar obstacle. There are a couple of turns that are fun to drift around, and because Riverside Park isn’t too long, when racing online you’re usually never too far off the pace – making it easy to catch up if you fall behind.

A good example of how to upgrade a classic track without completely changing it into something new.

Wii DK’s Snowboard Cross/DK Summit (Fruit Cup)
Tier: A

I don’t like comparing racetracks from different games to one another… but I can’t help it here because comparisons with Mount Wario are inescapable! DK’s Snowboard Cross might’ve cracked its way into S-tier were it not for Mount Wario taking the same concept and doing it far better. DK’s Snowboard Cross was outstanding on the Wii – and has been recreated in more or less its original form here. But having seen Mario Kart 8′s take on the same idea… it doesn’t seem quite as impressive as it once did.

I love racing through the half-pipe near the finish line – and there’s no denying that this is still a great racetrack.

Yoshi’s Island (Fruit Cup)
Tier: D

Yoshi’s Island is one of only two racetracks to make its debut in the Booster Course Pass. And it’s a shame it’s so disappointing! The theming here is on point, and I will absolutely give credit to Nintendo for recreating the look and feel of Yoshi’s Island. But the racetrack’s layout is dull and it comes with a glaring flaw: that awful flying button that unlocks a slightly shorter elevated path near the end of the lap. There are times when the button is literally unreachable; it’s drifted too far such that it becomes completely impossible to hit it no matter what angle you take from the glider ramp.

That’s poor design, in my view, and drags Yoshi’s Island down a peg.

Tour Bangkok Rush (Boomerang Cup)
Tier: D

I’ve never been to Bangkok, so I’m hardly a good tour guide to the Thai capital. But even with that caveat, I cannot believe that one of the most interesting, important, and noteworthy features of Bangkok is a multi-storey car park. It’s mind-boggling to me that this was included in the racetrack given that there must’ve been other touristy sights worth racing past. Beyond that weird inclusion, though, Bangkok Rush doesn’t do anything to stand out from a growing roster of city tracks.

It’s great to get another city outside of Europe and North America, though.

DS Mario Circuit (Boomerang Cup)
Tier: C

I’m not convinced that Mario Kart 8 Deluxe needed yet another “Circuit” track. Nintendo has made a significant alteration to DS Mario Circuit, adding a forested section with a sleeping Wiggler that wasn’t part of the original version. The inclusion of a couple of tight turns that are relatively fun to drift around just before the finish line help drag DS Mario Circuit out of D-tier… but only just.

A racetrack that just feels… unnecessary.

GCN Waluigi Stadium (Boomerang Cup)
Tier: D

Waluigi Stadium was near the bottom of the list in both Double Dash and Wii, and this revised version doesn’t do enough to make it feel any better or more interesting. The generic “motorsport stadium” theme is bland, the halfpipe sections are functionally useless, and there just isn’t much going on to elevate Waluigi Stadium into being anything better than the sum of its parts. It was a disappointment in both of its earlier appearances, and it is again here.

Waaagh!

Tour Singapore Speedway (Boomerang Cup)
Tier: B

Singapore Speedway is a lot of fun. It feels almost futuristic in places; a reflection, no doubt, of the city-state’s renowned infrastructure and technological prowess. Being set after dark makes the city and its buildings pop, and racing through Chinatown is a change of scenery from the high-rises and neon-lit skyscrapers of the rest of the racetrack.

Maybe it isn’t the best city track… but it’s far from the worst!

Tour Athens Dash (Feather Cup)
Tier: D

Athens Dash is another like Amsterdam Drift where I just don’t feel like its theming has been handled well. Athens – modern Athens, that is – has more to offer than the ruins of Ancient Greece, yet this racetrack ignores all of that and sticks only to the ruins of the Parthenon and the rest of the Acropolis. Including at least one modern building or attraction should’ve been possible, even if the racetrack were to keep its focus on the ruins. Athens Dash leaves me conflicted, because as enjoyable as parts of it are, I feel like it’s missing the point. Some of the buildings in the background are incredibly low-poly, even for a Tour track.

There are also a couple of genuinely confusing points in the racetrack that aren’t well-signposted.

GCN Daisy Cruiser (Feather Cup)
Tier: B

Daisy Cruiser is just… nice. It’s a pleasant track to race around with a sweet musical accompaniment and a fun theme. This version of the racetrack hasn’t really been enhanced beyond where it was in Mario Kart 7 (when it was recreated for the first time), but there’s nothing wrong with that. The underwater section had already added a lot, and it’s hard to see where else to take Daisy Cruiser without losing some of what makes the racetrack as fun to play as it is.

I like the sliding tables in the dining room, those always win a chuckle!

Wii Moonview Highway (Feather Cup)
Tier: A

Yes! Moonview Highway is back! I’d been hoping to see this racetrack make a return, as I’ve long felt it was underappreciated on the Wii. One of the more difficult racetracks in the game thanks to a combination of road traffic and some tight turns, Moonview Highway is a blast. It hasn’t been changed too much from its original incarnation, which is great – but I do lament the loss of Mii characters staffing the toll booths!

A fun, challenging racetrack that I’m happy to play over and over again.

Squeaky Clean Sprint (Feather Cup)
Tier: A

I didn’t think I was going to like Squeaky Clean Sprint when it was first announced. It just seemed, from those clips, like a pretty generic and uninteresting racetrack… but I was so very wrong about that! Ribbon Road proved that shrinking down Mario and the gang for a race was a great concept, and Squeaky Clean Sprint makes such good use of its “toy-sized racers” idea. Racing down the plug hole of a bathtub – past accumulated grime and dirt – felt genuinely icky the first few times I did it, and there’s something about the bathroom setting that’s just comical and fun. The design of the track itself is great, too, with alternate routes opening up in the second and third laps.

A surprise, to be sure… but a welcome one!

Los Angeles Laps (Cherry Cup)
Tier: F

What’s the one landmark that comes to mind when you think about LA? The Hollywood sign! Not only does Los Angeles Laps not race past the most famous landmark on the entire American Pacific coast, but it doesn’t even appear on the hills in the background. Instead, Los Angeles Laps worms its way through the most bland and generic city, with only the brief beach section near the start feeling like anything vaguely inspired by LA or California. And what was going on with that diversion through an oil field?

A boring, generic racetrack that ignores the most iconic emblem of the city it’s meant to represent.

GBA Sunset Wilds (Cherry Cup)
Tier: C

Sunset Wilds came within a hair’s breadth of a B-tier ranking… but then Nintendo opted to rip out its most unique feature! One of the best tracks from Super Circuit – and, I’d venture, one of the best desert racetracks in the entire Mario Kart series – Sunset Wilds lived up to its name in both its original incarnation and when it returned in Mario Kart Tour. The sun would actually set – with the final lap of the race taking place after the sun had gone down. For some reason, this version removes that iconic feature.

The racetrack left behind is still enjoyable… but it’s missing a key element of what made the original so much fun.

Wii Koopa Cape (Cherry Cup)
Tier: B

Koopa Cape was a blast on the Wii, and this version is almost as good. I don’t like the changes made to the warp pipe section; removing the obstacles and rushing water changed things a bit too much. But despite that minor downgrade, Koopa Cape is still fun to race through, and the river section in particular can lead to some fast-paced and hectic fun.

A solid addition to the lineup, all things considered.

Tour Vancouver Velocity (Cherry Cup)
Tier: B

Vancouver Velocity has some cute autumn and winter theming that I appreciate, and racing through both a park and an ice rink adds a bit of visual diversity to what could’ve easily been yet another city track. The anti-gravity section shakes things up, too. There’s also a pleasant soundtrack along with a night time setting that, again, adds something a little different to help Vancouver Velocity stand out a little.

The ice skating Shy Guys are cute, and I love seeing the aurora in the sky.

Tour Rome Avanti (Acorn Cup)
Tier: C

There’s nothing especially wrong with Rome Avanti, and it balances its historical and modern sites far better than Athens Dash. But there’s not a lot about it that leaps out at me, either, and along with a fairly convoluted criss-crossing layout, I just don’t find it a ton of fun to drive. I like the Chain Chomps in the Colosseum, and again the night time look gives Rome Avanti something to help it keep its head above water. But I guess I just don’t see much else about it that’s all that special or memorable.

Still, the standard of driving is far higher than anything ever seen in the real Rome!

GCN DK Mountain (Acorn Cup)
Tier: B

DK Mountain is fun, and it comes with a great musical accompaniment! The cannon section can feel painfully long, but once that’s out of the way, the race down the mountain/volcano feels fast-paced and exciting. The angry face on the volcano looks better than ever in this version of the racetrack, too, which is fantastic, and the return of the dangerous bridge just before the finish line was a much-needed inclusion! There’s a lot to love here.

Oh, and this version retains the shortcut from Double Dash and Wii (that I’ve never been able to successfully pull off!)

Wii Daisy Circuit (Acorn Cup)
Tier: A

Daisy Circuit always felt like an underappreciated racetrack on the Wii, and I’m glad to see it make a return. It’s not got an especially complicated layout, but the inclusion of the original shortcut – now with an added glider ramp – does provide an option if you have a mushroom to use. I like the aesthetic and music of Daisy Circuit, and racing around a sweet little seaside town at sunset will always feel like a ton of fun.

Probably one of the best racetracks to have the “Circuit” name!

Piranha Plant Cove (Acorn Cup)
Tier: A

Piranha Plant Cove is another track that should come with the “Tour” prefix, but we can forgive it because of how much fun it is! The use of the word “Cove” conjures up images of pirates, and this racetrack’s underwater ruins theme kind of plays into that. I like the night time setting, and it’s fun to get a racetrack that’s almost entirely underwater – only the second in the game after Dolphin Shoals to really lean into the underwater racing idea.

A fun concept that has been executed well – and a racetrack that looks outstanding on the Switch.

Tour Madrid Drive (Spiny Cup)
Tier: B

The best part of Madrid Drive is also the shortest: driving through the football stadium! But this short section definitely elevates a racetrack that can feel, in parts, a bit samey in a game with so many other European city tracks from Tour. In a way, Madrid Drive drew the short straw by being the final city track in the game; it’s easy to feel bored of the concept by this point. But its art gallery is fun, the Wiggler in the city square is just plain random, and the aforementioned football stadium – complete with ball-kicking Goombas – gives the track a unique element to help it stand out.

Not the best city track, perhaps… but definitely not the worst!

3DS Rosalina’s Ice World (Spiny Cup)
Tier: A

I love icy and wintery racetracks, and Rosalina’s Ice World really leans into the magic and wonder that snow and ice can provide. Heavily inspired by Super Mario Galaxy, the racetrack has a lot of those magical, mystical elements that really compliment its ice road setting. It was great fun on the 3DS, and this recreation feels faithful to the original while bringing much more visual detail.

As the final icy track in the game, Rosalina’s Ice World delivered!

SNES Bowser Castle 3 (Spiny Cup)
Tier: B

I adore the way in which the original Bowser Castle music from Super Mario Kart has been adapted here. The heavy metal cover brings it in line with the music for Mario Kart 8′s Bowser’s Castle – which is great! Overall, though… I can’t help but feel that this version of SNES Bowser Castle 3 is a little too different from its original appearance. Heck, it’s basically a brand-new racetrack altogether. It’s a good track, don’t get me wrong… I guess it just doesn’t give me the same nostalgic vibes as other SNES racetracks have.

It’s great to get another Bowser’s Castle track in the game, though!

Wii Rainbow Road (Spiny Cup)
Tier: A

I feel a little sorry for Wii Rainbow Road, because it would have almost certainly made S-tier were it not for Mario Kart 8 Deluxe having so many other versions of this iconic racetrack. By the time I reached Wii Rainbow Road at the end of the Booster Course Pass, I couldn’t help but feel it was just a little too samey. That’s not its fault at all, and the way it’s been recreated here is still wonderful. But it gets a little lost amongst other versions of the racetrack – including the 3DS one discussed above.

A solid end to the Booster Course Pass, though.

So that’s it!

We’ve put all 96 Mario Kart 8 Deluxe and Booster Course Pass racetracks into our tier list. Let’s take a look at the final standings, shall we?

  • F-tier: seven racetracks,
  • D-tier: eleven racetracks,
  • C-tier: fourteen racetracks,
  • B-tier: twenty-eight racetracks,
  • A-tier: twenty-four racetracks,
  • S-tier: twelve racetracks.

Let me just add those up on my calculator… yep, that’s all ninety-six racetracks officially ranked! Check out how the tier list looks:

As I said at the beginning, all of this has just been the wholly subjective (and occasionally arbitrary) take of one person. I’m a huge fan of Mario Kart – and I have been since the very beginning. I think you can see that there are far more racetracks in the upper half of the list than the lower half, and even those racetracks that I don’t enjoy every aspect of can still be fun to race through from time to time.

This has been a fun experiment. I’ve never made a tier list before, but the format is surprisingly good fun. I can already think of a few more ideas for tier lists… so this might become an occasional part of the website going forward!

I hope you’ve enjoyed this look at the different Mario Kart 8 Deluxe and Booster Course Pass racetracks. I’ve certainly had fun racing through all of them – though I was clever this time and took my time instead of trying to rush through all of them in quick succession! Now that the final wave of the Booster Course Pass has landed, I think it’s an easy recommendation for any Mario Kart player. Doubling the number of racetracks in the game really does expand it and give it a boost – and with Mario Kart 9 potentially still a ways off, that’s a good thing in my book!

I have more than 200 unused screenshots of Dry Bones (my favourite Mario Kart driver, if you couldn’t tell) racing around practically all of the racetracks in the game, so maybe I’ll put together some kind of gallery of those in the days or weeks ahead. And be sure to stay tuned for more Mario Kart and Nintendo content here on the website in future! If we start to get news about a new Nintendo console, Mario Kart 9, or anything else in that vein, I’ll do my best to cover it and share my thoughts.

Until next time!

Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe, the Booster Course Pass, and the Super Mario series are the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten Gaming “Hot Takes” (Part 1)

Today I thought we could have a bit of fun and talk about some of my more controversial gaming opinions! This is the first part of a two-part list, so be sure to stay tuned in the days ahead for five more gaming “hot takes.” There were too many to fit into a single piece this time around!

Although this is intended to be lighthearted and somewhat tongue-in-cheek, these are opinions that I genuinely hold; I’m not making things up for the sake of clickbait. I’ll always give the caveat that I’m a fan of video games and an advocate for gaming as a hobby… but that doesn’t mean that there aren’t things to criticise from time to time!

A Sega Mega Drive console.
Let’s share some controversial gaming opinions!

Gaming has changed a lot since I first picked up a joystick at a kids’ club in the ’80s, and I’ve seen the games industry and games themselves evolve dramatically! Most of those changes have been for the better… but perhaps not every last one.

As I always say when we talk about potentially controversial topics: these are my wholly subjective opinions! I’m not trying to claim that I’m right and that’s the end of the affair – on the contrary: I’m acutely aware that I’m in the minority here! I share these “hot takes” in the spirit of thought-provoking fun, and you are free to disagree wholeheartedly.

With all of that out of the way, let’s take a look at some “hot takes!”

“Hot Take” #1:
An open world isn’t the right choice for a lot of games.

A screenshot of Jedi: Survivor showing protagonist Cal Kestis outside of a saloon.
Jedi: Survivor is a recent game that employed an open world style.

Open worlds became a gaming trend sometime in the early 2010s, and too many publishers nowadays insist on forcing the formula onto titles that are entirely unsuited to it. Some open worlds are great… but I’d argue that relatively few manage to hit the golden combo of being both a well-constructed open world and one that suits the game in question. There have been some fantastic open worlds in which stories were told that didn’t fit, and some games that could’ve been wonderful that were undone by the fetishisation of the open world formula in some corporate boardrooms.

In many, many cases, having distinct levels or separate sections of a larger map just… works. It allows for the game’s narrative to create an often-necessary sense of physical distance in between locations – something that even the best open world maps are usually unable to manage. And for an awful lot of stories – even in games that we might consider to be masterpieces – that can be important to the immersion.

Ryo Hazuki, protagonist of Shenmue, encounters a man dressed as Santa Claus.
An early open world pioneer was Shenmue on the Dreamcast.

Take Red Dead Redemption II as an example. That game is one of the very best that I’ve ever played… but there were several points in its single-player story where the open world formula came close to being a problem. After escaping the town of Blackwater by the skin of their teeth in the game’s prologue, Arthur Morgan and the gang roam around in the mountains for a while, before eventually finding a new place to make camp… literally five minutes away from Blackwater. And this would happen again later in the game, when the gang would escape the town of Valentine only to settle at a new campsite just up the road.

The game’s narrative presented these locations as if they were far apart, but the open world of Red Dead Redemption II, for all of the content that it was filled with, didn’t always gel with that. It’s a scaled-down representation of part of the United States, and I get that. But narratively, it might’ve worked even better if the game’s main acts took place in separate, smaller open maps instead of merging them all into one larger open world.

Arthur Morgan, the protagonist of Red Dead Redemption II.
Red Dead Redemption II is a masterpiece.

Red Dead Redemption II is, without a doubt, one of the best games that I’ve ever played. So if the open world could be a problem there… well, you don’t need to think too hard to find examples of the open world formula tripping up worse and far less enjoyable titles! There’s absolutely nothing wrong with creating separate levels for a game – as has been done really since the beginning of narrative video games. Doing so often allows for more diversity in locations, environments, and terrain – and it’s something more titles need to consider taking advantage of.

I could probably count on my fingers the number of games that have genuinely made good use of an open world formula, and that have used that style of map properly. And when I think about modern games that I’ve really enjoyed such as The Last of Us, Jedi: Fallen Order, or the Mass Effect trilogy, they don’t use open worlds – and they’re much better for it.

“Hot Take” #2:
Every game should have a robust easy mode – it’s an accessibility feature.

The Skyrim options menu with difficulty settings highlighted.
Difficulty options in Skyrim.

I’m a big believer in making games accessible to as many players as possible. That can mean including accessibility features like colourblindness settings, disabling quick-time events, or ensuring that subtitles are available. But it also means that players need to be able to tone down the difficulty – yes, even in your precious Dark Souls!

I suffer from arthritis, including in my hands and fingers. I don’t have the ability to pull off complicated multi-button combos any more – if I ever possessed such an ability! And as with any skill or set of skills, gaming abilities vary from person to person; even someone who isn’t suffering from a health condition may simply not be blessed with the reflexes or hand-eye coordination necessary to progress through some of the industry’s more punishing titles. Not to mention that many folks don’t have the free time to dedicate to learning precise button combos or the intricate details of specific boss battles.

A promotional screenshot of Kingdom Come: Deliverance.
Kingdom Come: Deliverance was a title I found too difficult to play, despite wanting to enjoy it.

And that’s a real shame – because there are some outstanding games that everyone should be able to experience. Stories in some games are truly awe-inspiring, and can be better in some cases than films or television shows. For those stories to be denied to people with disabilities or people who may not have the time to repeat the same boss fight or level over and over again is just… sad.

I absolutely detest the expression “not every game is made for every player” when this debate rolls around. It’s absolutely true that people like different things, so if I’m not into online multiplayer shooters then I’m probably not going to enjoy the next Call of Duty title. But that doesn’t apply to difficulty, or to making a game that millions of potential players are locked out of because of a skill mismatch or health condition. That kind of gatekeeping is honestly just pathetic.

A toddler or young child playing a racing game.
Gaming should be accessible to as many people as possible.

I’d also add that the reverse is true here: certain games can be too easy for some players, and including the option to increase the difficulty in that case is likewise a good thing and something that developers should seek to include.

Difficulty settings have been a part of games going back decades, and they aren’t all that difficult to implement. At the very least, giving players the option to skip a level or boss battle after failing it multiple times should be achievable for every developer – and I can’t think of a good reason why a studio that cares about its audience wouldn’t want to implement something so incredibly basic. It doesn’t “hurt” the game to include an easy mode, nor does it damage the developers’ “artistic vision.” An easy mode only impacts players who choose to turn it on – and in a single-player game, why should anyone be judgemental about that?

“Hot Take” #3:
Artificial intelligence isn’t “coming soon,” it’s already here – and the games industry will have to adapt.

Still frame from the film Terminator (1984).
Are you ready for the “rise of the machines?”

One of the hottest topics of 2023 has been the arrival of easily-accessible generative AI software. It seems that anyone can now create an article like this one, a photorealistic image of just about anything, an audio recording of a celebrity… or even code for a video game. This technology has well and truly landed, and I don’t see any practical way to prohibit or ban it – so the games industry is going to have to adapt to that reality.

I can see a lot of potential positives to AI. Modding, for instance, can now get a lot more creative, and we’ve seen already mods featuring AI voices that are basically seamless and can add a lot to a character or story. For smaller developers and indie studios, too, AI has the potential to be a massively useful tool – doing things that a single developer or small team wouldn’t be able to achieve.

"Matrix code" from the 2021 film The Matrix: Resurrections.
AI is already here – and could prove incredibly useful to game developers.

But there are unquestionably massive downsides. The games industry has seen significant layoffs this year – despite most of the big corporations making record profits. Corporations in all kinds of industries are looking to replace as many real humans as possible with AI software… and for an all-digital product like a video game, the potential for divisions or even entire studios being shut down is firmly on the table.

The arrival of generative AI is going to shake things up, and because of the way it works, I can absolutely see there being less creativity in the games industry if too many big corporations go down that road. Because of the way these AI programmes work, they aren’t capable of truly creating – only reworking things that already exist and generating something with the same parameters. If major video games start using AI in a big way, you can say goodbye to innovation and creativity.

An example of AI-generated art.
An example of AI-generated art that was created (in less than ten seconds) from a prompt I entered.
Image Credit: Hotpot Art Generator

Whichever company cracks AI first is, in all likelihood, going to be rewarded – so there may even be a kind of “AI arms race” within the games industry, as some of the biggest corporations duke it out to be the first one to strike the right balance between AI and human-created content. What that might mean for games in the short-to-medium term… I can’t really say.

Generative AI is here to stay, though, and I don’t see a way around that. Some folks have suggested boycotting AI-heavy titles, but these consumer boycotts seldom succeed. If a new game that relied on AI during its creation ends up being fun to play, I daresay it’ll get played. Most players don’t follow the ins and outs of the industry, and may never even know the extent to which their favourite game was created using AI. I hope you’re ready for AI… because I’m not sure that I am!

“Hot Take” #4:
Sonic the Hedgehog doesn’t work in 3D.

Promotional screenshot from 2014's Sonic Boom: Rise of Lyric.
3D Sonic.

We’re going franchise-specific for this one! I adored the first Sonic the Hedgehog games on the Sega Mega Drive. I didn’t have a Mega Drive at the time, but a friend of mine did and we played a lot of Sonic in the early ’90s! Along with Super Mario, Sonic was one of the characters who scaled the mountain and was at the absolute peak of gaming… for a time.

But Sonic’s sole gimmick meant that the character struggled to successfully make the transition from 2D side-scrolling games to fully 3D titles. Extreme speed is something that works well in a 2D title, but it’s hard to code and even harder to play in a 3D environment.

Cropped box art for the re-release of Sonic the Hedgehog.
Sonic’s “gotta go fast” gimmick works in 2D games… but not in 3D.

The most successful Sonic game this side of the millennium has been Sonic Mania… a 2017 title that was originally created by fans of the series before Sega got involved. Sonic Mania is an old-school 2D platformer in the style of the original Mega Drive games. It’s great fun, and a real return to form for Sega’s mascot after years of mediocrity.

Sonic’s fundamental problem begins with his sole superpower: speed. Extreme speed was something that felt wonderful in 2D… and not to mention incredibly innovative! But in 3D, it’s just so much more difficult to build worlds suited to moving so quickly – not to mention that it’s tricky for players to control a character moving at such speed.

Promotional screenshot for 2017's Sonic Mania.
Sonic Mania has been the most successful Sonic game in decades.

There have been 3D Sonic games that tried to innovate, but even the best of them feel like they’re missing something. I remember playing Sonic Adventure on the Dreamcast and barely having to push any buttons; in order to make Sonic work in 3D, much of the interactivity had to be stripped out. That made for a far less enjoyable gaming experience.

When Sonic shows up in other titles – such as alongside Mario for an arcadey sports game, or in Sega’s Mario Kart competitor – then the character can be made to work. But those games almost always rob Sonic of his one defining trait: his speed. I’ve never played a 3D Sonic game that felt anywhere near as good as those original 2D titles.

“Hot Take” #5:
Google Stadia was a good idea (in more ways than one).

Promo image featuring the Stadia control pad.
Promo image of the Stadia control pad (right) next to a laptop.

The history of video gaming is littered with failed consoles and devices; machines that didn’t quite make it for one reason or another. 2019’s Stadia – Google’s attempt to break into the games industry – has become the latest example, being fully shut down after only a couple of years. There were myriad problems with Stadia, and Google has a track record of not backing up its projects and investments nor giving them enough time to deliver. So in that sense its failure is understandable. But I think I’m out on a limb when I say that it’s disappointing – and potentially even bad for the games industry as a whole.

Stadia offered a relatively inexpensive way to get started with gaming by relying on streaming. Gone was the need for an expensive console or PC; players could jump in using only their existing screen and a Stadia controller. Lowering the cost of entry to gaming is a good thing, and we should be looking around for more ways to do that!

Promo screenshot of Stadia-exclusive title Gylt.
Gylt was one of the only Stadia-exclusive games.

Secondly, Stadia represented the first potential shake-up of a pretty stagnant industry in nigh-on twenty years. Since Microsoft entered the video game market and Sega dropped out, there have been three major hardware manufacturers and three main gaming platforms. Disrupting that status quo is, again, not a bad thing in theory. Stadia, with Google’s support and financial resources, seemed well-positioned to be the kind of disruptive force that often leads to positive change.

Stadia won’t be remembered – except as the answer to an obscure pub quiz question in a few years’ time, perhaps. But it had potential when it was announced, both in terms of the way it could have brought console-quality games to people who couldn’t necessarily pay for a current-generation machine up-front, and in the way Google could’ve disrupted the industry, leading to competition and innovation.

A Google Chromecast device.
Stadia was designed to be compatible with Google’s Chromecast devices – as well as other platforms.

I didn’t buy into Stadia on day one. As someone who has a gaming PC, I didn’t really feel it was necessary. And there were limitations to Stadia: a lack of exclusive games, no subscription option, and Google’s well-known history of prematurely shutting down underperforming products and services. All of these things put me off – and undoubtedly put off a lot of other folks, too.

But in a way, I regret the demise of Stadia. Its short, unsuccessful life will surely be a warning to any other company that might’ve considered launching a new console or a comparable streaming device, and if there’s one thing I think we can all agree on it’s this: the games industry needs a shake-up from time to time! Stadia couldn’t do it, unfortunately… but I hope that another device will.

So that’s it… for now!

Screenshot of Starfield.
Starfield (2023).

Stay tuned, because I have five more “hot takes” that I’m currently in the process of writing up.

As I said at the beginning, none of these things should be taken too seriously – this is just intended to be a bit of thought-provoking fun, at the end of the day.

There’s a lot to love about gaming as a hobby, and the quality of video games in general is way higher today than I could’ve imagined even just a few years ago. There are some incredible games out there; masterpieces in every sense of the word that have given me some of the best entertainment experiences I’ve ever had. And there are some games that I didn’t enjoy, too! I hope this look at a few of my “hot takes” hasn’t gotten anyone too upset!

All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Some images used above courtesy of IGDB and Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Twelve Mario Kart racetracks that can stay in the dustbin

Yesterday, Nintendo announced which eight racetracks have made the cut and will be included in the final wave of the Booster Course Pass for Mario Kart 8 Deluxe. And spoiler alert, but there are some incredibly fun ones! Returning to SNES Bowser Castle 3 – in its upgraded form – is perhaps the one I’m most excited about, but there were several others that look like an absolute blast.

But that got me thinking: which racetracks haven’t been included in Mario Kart 8 Deluxe or the Booster Course Pass? Nintendo has obviously been saving some real classics for Mario Kart 9, including some highly-requested fan-favourites. And with the Switch’s successor console potentially only a year or so away from launch… that seems absolutely fair enough! One of my only real concerns with the Booster Course Pass has been that Nintendo has used up a lot of good, solid racetracks – potentially leaving fewer to be remade next time around.

While there are some racetracks whose omissions from the Booster Course Pass will undoubtedly have upset fans, those aren’t the ones we’re going to look at today! Instead, we’re going to focus on a handful of racetracks from across the Mario Kart series that I’m perfectly happy to consign to the dustbin – permanently! These are racetracks that I didn’t enjoy either in their original games or when they returned as retro tracks in later games.

It goes without saying that all of this is the entirely subjective opinion of one person! If you love any or all of these racetracks, please don’t take it personally! We all like different things, and this list is supposed to be tongue-in-cheek fun. I’m a huge fan of Mario Kart, and the fact that I’ve found a handful of racetracks to dislike doesn’t change that.

Racetracks will be put into one of three “cups” (which have been given dustbin-appropriate names) just like they would be in any other Mario Kart game. And any racetrack that has appeared in a Mario Kart title is fair game. I’ve tried not to select too many tracks from the same entry in the series.

With all of that out of the way, let’s jump into the list!

Empty Baked Bean Tin Cup

Wario Stadium
Mario Kart 64

Wario Stadium’s unforgivable flaw is that it’s just… boring. There’s nothing interesting or exciting about the titular stadium or the dirt track set there, and while it has a decently twisty layout, all that manages to do is drag out the racetrack too much. There are a couple of turns that can be challenging to take, but even those aren’t anything to write home about. The musical accompaniment isn’t spectacular, either.

Probably Mario Kart 64′s least enjoyable offering.

Baby Park
Mario Kart: Double Dash

As you’ll know if you’ve already checked out my Mario Kart 8 Deluxe tier list, I detest Baby Park. The racetrack’s plain oval layout is bad enough, but what’s worse is how random it is. If you hit a run of bad luck you can end up in last place not because of any skill issue, but by sheer chance. That might keep things “interesting” in some online races… but it doesn’t feel like a lot of fun most of the time.

An admirable attempt to try something different… but one that did not succeed.

Desert Hills
Mario Kart DS

I’m not the biggest fan of desert racetracks. One or two per game might be okay, depending on what else they bring to the table apart from sand. But DS Desert Hills really only has sand. There just isn’t much else going on here that’s any different, and the racetrack has an incredibly bland colour palette that doesn’t offer much by way of visual interest either. Mario Kart can do better desert racetracks than DS Desert Hills – and it has done so on multiple occasions.

With that in mind, what place could there be for a racetrack like this one?

Sweet Sweet Canyon
Mario Kart 8
Mario Kart 8 Deluxe

I’m not wild about food-themed racetracks in Mario Kart, and nothing about Sweet Sweet Canyon jumps out at me as being especially fun or memorable. The bland colour palette drowns in tan, brown, and yellow tones, and the inclusion of an underwater section doesn’t seem like it adds much. There are no fun secret routes or shortcuts to learn, and Sweet Sweet Canyon tends to end up as a racetrack I skip every time I play Mario Kart 8 Deluxe.

Those massive donuts look delicious, though!

Dirty Nappy Cup

Toad’s Factory
Mario Kart Wii

There was speculation that Toad’s Factory might’ve been one of the racetracks to join the Booster Course Pass, but you know what? I’m glad that it didn’t! This is probably my least-favourite track from Mario Kart Wii, and one I’d seldom choose to play. The idea of a racetrack set at an operational factory is a fun one… and there were moments in Toad’s Factory that came close to living up to the promise. But there were also annoying pinch points, a pretty basic layout, and one of the worst pieces of music in Mario Kart Wii to drag it down.

I’m all but certain that Toad’s Factory will be back in the next Mario Kart, though!

Yoshi Desert
Mario Kart Super Circuit

Most of what I said above about DS Desert Hills also applies to GBA Yoshi Desert. Desert tracks too easily fall into the trap of being one-note and uninteresting, and while Yoshi Desert gets some credit for being one of the first desert racetracks in the Mario Kart series… even that’s not enough to save it. Also included in Super Circuit was the wonderful Sunset Wilds – a racetrack that took the desert theme in a completely different direction. Yoshi Desert is nothing in comparison!

Yoshi Desert returned in Tour, though… so maybe it’ll be back in a future Mario Kart game, too.

Koopa Beach 2
Super Mario Kart

I adore Super Mario Kart, and I’m not sure that it’s always fair to compare unenhanced SNES tracks with the best that modern Mario Kart has to offer. But that being said, Koopa Beach 2 is a pretty basic track even by Super Mario Kart standards, consisting of a fairly plain oval on a beach. There isn’t much else to say; at least Koopa Beach 1 had some moments of island-hopping to mix things up. This track just… doesn’t have a lot to offer.

Compared with other beach-themed racetracks, Koopa Beach 2 just comes up short.

Amsterdam Drift
Mario Kart Tour

I have a particular criticism of Amsterdam Drift: it doesn’t really feel like Amsterdam. The main reason for that is how much time is spent racing underwater. Now I know that Amsterdam’s canals are famous… but it just felt to me like too much of this racetrack was taken up with underwater racing in these deep ditches that had no points of interest within them. If the racetrack had been called “Canal Crunch” or something, and wasn’t meant to be a representation of Amsterdam, maybe that would’ve been okay.

But the racetrack fails at its one and only objective as far as I’m concerned.

Cigarette Butt Cup

Daisy Hills
Mario Kart 7

To be honest, it was a toss-up whether to include Daisy Hills or Mario Circuit from the 3DS… but Daisy Hills claims the “win” on this occasion. While there are some moments of visual interest and a soundtrack that’s at least okay, Daisy Hills is one of those easily-overlooked racetracks that just feels bland and generic. The brown dirt track, green grass, and blue sky combo has been seen on so many different racetracks with better layouts or more memorable musical accompaniments that it doesn’t feel interesting in the slightest here.

I’d almost forgotten that Daisy Hills existed.

Hyrule Circuit
The Legend of Zelda x Mario Kart 8 DLC
Mario Kart 8 Deluxe

You may disagree with this pick if you’re a big fan of The Legend of Zelda… but as someone who never played any of those games, I just don’t feel any connection to Hyrule Circuit. The nicest thing I can say about it is that it’s neat to race through a castle that isn’t filled with molten lava, but in every other way this track just feels bland and generic. I don’t think its gimmick of a hidden path that could be opened by hitting switches was particularly well-implemented, either.

Plenty of Zelda theming (I assume, anyway) but I just don’t care about that in the least.

Yoshi Falls
Mario Kart DS

Yoshi Falls is a plain oval with a few boost panels. Its brief waterfall sections are so short that they’re easily overlooked, and there just isn’t much else that’s exciting or even memorable about such a plain racetrack. The giant Yoshi egg gives it a small amount of visual interest, I guess, but even that’s not enough to salvage this one.

Yoshi has indeed fallen.

Rainbow Road
Super Mario Kart

SNES Rainbow Road is a great track, an all-time classic, and a nostalgic punch in the face for those of us who loved Super Mario Kart! So why on earth is it on this list? Simple: it’s been recreated in the last four Mario Kart titles (7, 8, 8 Deluxe, and Tour)… so it needs a break. Bringing it back again in Mario Kart 9 would be repetitive, and transforming the racetrack in the way some other retro tracks have been would take away from its unique charm.

Give SNES Rainbow Road the day off and bring back other racetracks instead!

So that’s it!

I hope your favourite wasn’t on the list… but if it was, sorry! Actually no, I’m not sorry… because this is just one person’s entirely subjective take, and we’re all entitled to our views on this wonderful kart racing series.

There’s only a few days left until the sixth and final wave of racetracks arrives for the Booster Course Pass… and with the development of new tracks for Tour seemingly coming to an end as well, does that mean production is shifting toward Mario Kart 9?! It’s been almost a decade since Mario Kart 8 debuted on the Wii U, so it’s about time for a new entry in the series! I hope that Nintendo doesn’t include the racetracks listed above in the next game… but if they’re present I daresay I’ll get over it! Not every track can be an absolute favourite, but I think every Mario Kart game so far has managed to have far more good ones than bad.

So I hope this was a bit of fun! Stay tuned, because the second part of my Mario Kart 8 Deluxe tier list is in the works! You can find the first part, in which I ranked all 48 racetracks from the base version of Mario Kart 8 Deluxe, by clicking or tapping here. And you can find my dedicated Mario Kart webpage by clicking or tapping here.

See you on the track!

Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe, the Booster Course Pass, and the Super Mario series are the copyright of Nintendo. Images of GBA Yoshi Desert, SNES Koopa Beach 2, and 3DS Daisy Hills courtesy of the Super Mario Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Forza Motorsport’s Biggest Problem…

This piece was going to be my first impressions of Forza Motorsport – the latest big racing simulation game developed by Turn 10 Studios for Xbox. But the longer I’ve sat with Forza Motorsport, the more the game feels overshadowed by one single problem, and this is getting in the way of what should be an exciting racing experience.

Forza Motorsport is a good game with a single glaring flaw. It has a great selection of cars, it’s visually stunning, it runs well on my PC, and it landed on Game Pass on launch day. Even though I’m not any kind of motoring enthusiast and I don’t know the first thing about how or what to tune to get two extra brake horsepower or more torque (what even is torque, by the way?) Forza’s cars feel like a ton of fun to drive. I’ll leave most of the tinkering to folks who know what they’re doing – but the fact that there’s such a huge array of tuning options is fantastic.

Forza has a problem…

But Forza Motorsport is lacking in one key department – and it’s one that feels like it should be an incredibly obvious thing for any racing game to get right. Forza Motorsport just doesn’t have enough racetracks.

At time of writing in October 2023, shortly after the game’s launch, there are a mere twenty racetracks. That’s compared with 32 racetracks in its (confusingly-named) predecessor, Forza Motorsport 7 from 2017. I can’t think of another recent racing game that launched with so few racetracks – not a serious racer, at any rate. Gran Turismo 7, which is Xbox and Forza’s big PlayStation 5 competitor, launched with almost twice as many tracks for players to race on.

There are plenty of cars, but not enough tracks to race them around.

When I owned a SNES console in the early 1990s, I had a game called Nigel Mansell’s World Championship. That game, which is now more than thirty years old, had sixteen racetracks – only four fewer than Forza Motorsport. Is that okay? Are players in 2023 willing to accept that the latest edition of one of the racing genre’s big beasts has only four more racetracks than a thirty-one-year-old SNES/Amiga game that hardly anyone remembers?

Let’s get the obvious out of the way: Turn 10 and Xbox Game Studios clearly plan to add more racetracks as paid-for DLC. The fact that the game launched on day one with purchasable car packs as add-ons says a lot about the state of monetisation in Forza Motorsport. But at least the base game came with a solid lineup of cars to choose from. The amount of racetracks, in comparison, feels incredibly lacklustre and downright stingy.

Nigel Mansell’s World Championship offered players a choice of sixteen racetracks in 1992.

For me, this lack of diversity in racing environments has crippled Forza Motorsport, cutting the game off at the knees and utterly annihilating any potential longevity it might’ve had. And I’m sure I won’t be the only one in that position. The game, in its current form, feels almost akin to a demo or beta version; an incomplete experience with promises of additional development to come at some nebulous future date. In a game that’s priced at £65/$70 – for the base version – I don’t consider that to be acceptable.

If Turn 10 wanted to add more racetracks but didn’t have time, why not delay the launch of Forza Motorsport? From Xbox’s point of view, the game isn’t essential at the present moment – sure, it’s great to get it out in time for Christmas, but with titles like Starfield doing big numbers and a relatively successful 2023 already under its belt, it’s not like the success or failure of Game Pass or the Series X was somehow riding on an early launch of Forza Motorsport. There was time to push things back if some racetracks weren’t ready.

Couldn’t Forza Motorsport have been delayed?

But I really don’t believe that’s the issue. It seems obvious to me that Turn 10 and Xbox are planning to release racetracks either as standalone pieces or in bundles – and charge players extra for them. That’s a pretty big disappointment considering how few tracks there are in the “standard edition” of the game. There are promises of free updates… but watch this space. I’d bet on at least some of these racetracks only being available to people willing to fork over some extra cash.

More and more games are going down this “live-service” route, and it’s disappointing. While Forza Motorsport runs well and seems to be free of major bugs and performance issues, it still feels like a game that doesn’t have enough content to justify its price tag… or, frankly, its early release. There’s a lot here that could be great… but when there aren’t many racetracks to sink your teeth into, the game feels like it gets old pretty fast.

A lack of racetracks is disappointing in a racing game!

I’d rather have seen 300 cars and 30 tracks instead of 500 cars and 20 tracks. Maybe that’s just me, but that would’ve been my preference if there were limited development resources. Or, alternatively, I’d have delayed Forza Motorsport until more racetracks were fully-developed and ready to be included as part of the base game.

I will caveat all of this by saying that I’m not a “car guy” or really any kind of racing sim expert. And if the general consensus from players is that they’d rather have more cars to toy with and that the number of racetracks and the diversity of racing environments don’t matter so much… then fair enough! This is all just one player’s subjective take, after all.

But I confess that I feel disappointed in Forza Motorsport as things stand. The game just doesn’t have as much to offer as I feel it should – and that seriously cuts into the enjoyment for me. I’ve put down the control pad for now… and I’m honestly not sure if I’ll bother to pick it back up.

Forza Motorsport is out now for PC and Xbox Series S/X. The game is also available as part of a Game Pass subscription. Forza Motorsport is the copyright of Turn 10 Studios, Xbox Game Studios, and Microsoft. Some promotional images courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Mario Kart 8 Deluxe Tier List: Part 1

As promised, I’m going to put all of the Mario Kart 8 Deluxe racetracks into an internet-friendly tier list! In this first part, we’re going to look at all 48 of the racetracks that come with the base version of Mario Kart 8 Deluxe. Next time, when I’ve had a chance to fully play through all of the Booster Course Pass additions, I’ll put those 48 racetracks into a tier list as well – so stay tuned for that around the holidays or in the new year.

So… what’s a tier list? Well, I’m glad you asked!

Rather than ranking every racetrack from 1-48 – which would be pretty difficult, especially with tracks in the middle – each track is going to be given a rating. There are six possible ratings based on the “tier list” formula that you may have seen elsewhere online.

F-tier racetracks will be at the bottom; these are the worst or least-enjoyable tracks that I’d almost never choose. Next is D-tier: a step up from the worst of the worst, but still racetracks I either generally dislike or hate a particular aspect of. C-tier racetracks are right in the middle and have no major flaws… but relatively few impressive elements. B-tier is a step up from average; these are racetracks that are fun, but not quite perfect. A-tier is where we start to see the best that Mario Kart 8 Deluxe has to offer! And finally, S-tier racetracks are the absolute cream of the crop.

Why is “S” the uppermost tier? Why not A or A-star? Truth is… I have absolutely no idea. But that’s how other people have made their tier lists, so I’m sticking with the same basic formula and nomenclature. I guess I could Google it… but there’s no time for that now. We’ve got racetracks to rank!

It goes without saying that this tier list is the wholly subjective opinion of one person! I have my own criteria for determining what I like and what I dislike… and if you disagree or hate all of my rankings, that’s okay! There’s plenty of room for differences of opinion, and I’m in no way trying to say that this is the “objective,” definitive way that everyone should rate the racetracks in Mario Kart 8 Deluxe. This is just my opinion, and I share it in the spirit of light-hearted fun.

I’ll be going through the racetracks in the order in which they appear in the game and assigning each one a tier. With all of that out of the way, let’s get started!

Mario Kart Stadium (Mushroom Cup)
Tier: B

Mario Kart Stadium is a great introduction to the game. It’s not an especially complex racetrack – but it shouldn’t be, as it’s the first one that players will try out. The theming is fine, being set at a modern speedway at night, and Mario Kart Stadium introduces players to gliding and anti-gravity. The anti-grav section is pretty basic, but again, this is the first track in the game.

All in all, a solid start.

Water Park (Mushroom Cup)
Tier: C

Water Park is a racetrack I’ll occasionally choose. I like the theme park vibe that it gives off; it reminds me somewhat of the likes of Disneyland or Sea World. But nothing about Water Park screams “Mario Kart” to me. There isn’t much to firmly place the racetrack – which is only the second in the game – in the Mushroom Kingdom or the Mario franchise, and if I had to sum it up in one word it would be “generic.”

The very definition of a C-tier racetrack, I suppose!

Sweet Sweet Canyon (Mushroom Cup)
Tier: D

Another racetrack that just feels incredibly generic, Sweet Sweet Canyon is one I’d rarely choose to play. It has a very uninteresting colour palette, with lots of yellow, brown, and tan tones that all sort of blend into one, and a musical score that isn’t particularly memorable. The food theme is just kind of “meh” for me, and I know that Mario Kart can do better. It’s not the worst track in the game or anything… just not a particularly fun one.

And that’s coming from a fatso who loves sweets and doughnuts!

Thwomp Ruins (Mushroom Cup)
Tier: B

Thwomp Ruins has some fun theming, being set in an ancient temple that feels like something you might expect to see in the Tomb Raider series! The titular Thwomps are present at several key points along the racetrack, providing an extra challenge, and there are a couple of alternate paths to race along, as well as anti-gravity and underwater sections. There’s also a couple of excellent shortcuts if you have a mushroom (and the skill to use it right!)

This is definitely one to choose if you want a frantic race online!

Mario Circuit (Flower Cup)
Tier: C

There are several great racetracks where anti-gravity feels crazy and exciting… but Mario Circuit isn’t one of them. It’s only if you look into the background and see upside down or sideways trees and other detritus that you’ll even realise you’re racing in anti-gravity… and I just think that’s not great. Mario Circuit isn’t bad; it has a great soundtrack and I’ll always appreciate seeing Peach’s castle.

The layout just feels uninspired, and while there are long anti-gravity sections, they don’t feel all that special.

Toad Harbour (Flower Cup)
Tier: S

In 2013, I was lucky enough to play a preview build of Mario Kart 8 at a press event – and Toad Harbour was the racetrack I got to try out. It was the ideal track for such a demo, as it’s damn near perfect! Taking inspiration from both New York City and San Fransisco, this harbourside racetrack is incredible. Its theming is on point, it has a great soundtrack, and the addition of trolleybuses as moving obstacles keeps each lap feeling different and fun.

Definitely one of the best that Mario Kart 8 Deluxe has to offer – and no, I’m not just saying that because I got to play it before anyone else!

Twisted Mansion (Flower Cup)
Tier: B

Twisted Mansion is hands-down the best ghost-themed racetrack in the Mario Kart series to date. It brings together the ghostly Boos – mainstays of the Mario franchise – with elements from the Luigi’s Mansion games, and its haunted house aesthetic sticks the landing. The layout of the track itself is perhaps Twisted Mansion’s weakest element, because aside from the anti-grav section near the start, it doesn’t feel especially innovative. There’s a neat shortcut and an underwater-into-glider section… but other than that, the theming and music are doing most of the heavy lifting here.

Still, that’s more than enough to make Twisted Mansion a fun racetrack!

Shy Guy Falls (Flower Cup)
Tier: C

I love the idea of Shy Guy Falls way more than the execution. This is another track where Mario Kart 8′s signature anti-gravity mechanic just feels lacklustre. I never really manage to get the sense of racing up and down a waterfall; the racetrack’s waterfall sections feel like driving through a river. There’s nothing in the distance or surrounding the waterfall to really evoke the wonder of this setting – not until the very last second. The rest of the theming also feels pretty bland, but I’ll give Shy Guy Falls points for being decently pretty to look at.

There’s a tricky shortcut toward the end that’s a pain to learn… but it can be fun to pull off when racing online or with friends!

Sunshine Airport (Star Cup)
Tier: A

Sunshine Airport is a blast. There are so many little details in the theming that tie this racetrack into other parts of the world of Super Mario, including destinations on the departures and arrivals boards in the airport lobby. Racing along an active runway with a plane coming right at you is also an incredibly tense and exciting moment. I love the way that the track twists and turns, offering multiple paths around an aircraft or across its wings.

Sunshine Airport also has a great musical accompaniment!

Dolphin Shoals (Star Cup)
Tier: B

A racetrack that’s almost entirely underwater could’ve come across as being a bit too gimmicky, but Dolphin Shoals pulls it off well enough. I like tropical beach racetracks, and the crystal clear waters of Dolphin Shoals definitely play into that. The titular dolphins are only present for a brief moment, which is a bit of a shame – but the return of the giant eel from Super Mario 64 as an actual part of the racetrack was a masterstroke!

I’ll definitely give Dolphin Shoals extra points for being something a bit different.

Electrodrome (Star Cup)
Tier: S

Electrodrome is amazing. It’s one of the few tracks where two alternate anti-gravity routes are close enough that you can see other racers – and seeing people racing upside down (from your perspective, at least) is an absolute blast. The music here is fantastic, and the nightclub/discotheque theme is absolutely unique. This is the kind of racetrack that could only work in Mario Kart!

Oh, and the dancing piranha plants bopping in time to the beat? Adorable.

Mount Wario (Star Cup)
Tier: S

Two S-tiers in a row? Wow, the Star Cup is really doing some incredible things! I love snowy, wintery racetracks – when done well – and Mount Wario represents a fun twist on the standard snowy circuit that has been present throughout the Mario Kart series. Racing down a mountain (after jumping out of a plane) is a ton of fun, and the slalom skiing section toward the end is one of the most exciting in the game. There are so many twists and turns and changes in the scenery as you descend the mountain.

Mount Wario is one of the best snowy tracks in the entire Mario Kart series without a doubt.

Cloudtop Cruise (Special Cup)
Tier: D

Cloudtop Cruise has a long cannon section that I’m not wild about, a lot of plain white clouds at the beginning and end, and… not much else. The music isn’t great, the theming isn’t anything special, its one shortcut is a little too easy to pull off, and because the cannon takes such a long time it leaves you incredibly vulnerable to shells and other items.

This just isn’t a racetrack I’m all that bothered about, and I almost never choose to play it.

Bone Dry Dunes (Special Cup)
Tier: C

Argh, this is painful! I adore Dry Bones (if you haven’t figured that out by now), so to rank his first-ever track so low isn’t where I’d have wanted to be. But to tell the truth, I’m being generous giving this one a C-tier ranking, and it’s only Dry Bones’ presence that carries an otherwise bland and uninteresting desert racetrack over the line. I don’t care for the music, the track layout is pretty boring, and there are a couple of pinch points where I always seem to run off the track or into a fence.

There were so many ways to create a Dry Bones-themed racetrack… why go for such a boring desert?

Bowser’s Castle (Special Cup)
Tier: A

Mario Kart 64′s version of Bowser’s Castle is probably the best of the bunch, but this version of the iconic Mario Kart racetrack has to be a close second. There’s everything you’d expect to find in King Koopa’s castle – lava, giant statues, and even lasers! The heavy metal soundtrack is the perfect accompaniment to this difficult racetrack, too. There are plenty of obstacles to dodge, from lava plumes and fireballs to punching statues and rolling rocks, making this one of the most challenging racetracks in the game.

Definitely not the first racetrack to show to a beginner – but a ton of fun nonetheless!

Rainbow Road (Special Cup)
Tier: C

I don’t hate this version of Rainbow Road, but when I compare it to other absolutely iconic racetracks bearing the name… I find it comes up short. The space station idea could’ve worked well for another track with a different name, but I feel it gets in the way here and detracts from the whimsical magic of Rainbow Road. The music isn’t quite up to par with other versions of the racetrack, either.

The twisting anti-gravity paths (with no guard rails) do pose a challenge, though – and I can appreciate that, at least.

Wii Moo Moo Meadows (Shell Cup)
Tier: A

Moo Moo Meadows has always been a fun, relatively gentle racetrack – as was its predecessor, Moo Moo Farm. I like the American setting of this cattle farm; it reminds me of several farms that I saw while living in the United States. The soundtrack is just pitch-perfect for that kind of locale, too, and the overall theming carries Moo Moo Meadows a long way!

The cows on the farm are too cute! Extra points for adorableness!

GBA Mario Circuit (Shell Cup)
Tier: C

GBA Mario Circuit, in this modified form, feels like a less-exciting version of Mario Kart Stadium. The layout of both racetracks is similar, even down to the anti-gravity section with a tight turn. I will give points for adapting a fairly plain racetrack in a novel way, and for finding a way to shoehorn anti-grav racing into a retro track that never had it in its original form. But as with most tracks with the “Circuit” monicker, GBA Mario Circuit is nothing special.

I don’t hate it, but it’s not one I’m going to choose very often.

DS Cheep Cheep Beach (Shell Cup)
Tier: A

The tropical beach theme carries Cheep Cheep Beach a long way – but I like the adaptations made for underwater racing in this version of the racetrack, too. The tropical musical accompaniment is great, the sunshine, sand, and clear waters are beautiful in 1080p HD, and there are a couple of places where different routes open up. There’s a lot to love here!

Cheep Cheep Beach is definitely one of the better retro courses.

N64 Toad’s Turnpike (Shell Cup)
Tier: B

I detested this racetrack on the Nintendo 64, but the updated version has definitely improved things. Maybe I’m misremembering, but I feel that the N64 version was a lot less forgiving, with either more road traffic or less space in between the vehicles causing more frequent collisions – and after spinning out in Mario Kart 64, it took longer to get going again than it does in Mario Kart 8 Deluxe. Updating this racetrack has been good, then – but the anti-gravity path is utterly useless, and the occasional glider moments don’t really add much, either.

Still, a solid reworking of one of my least-favourite racetracks from Mario Kart 64.

GCN Dry Dry Desert (Banana Cup)
Tier: D

A boring desert track without much going for it… Dry Dry Desert scrapes its way above the dreaded F-tier because it has a brief underwater section themed around an oasis that breaks up the otherwise drudging monotony of this bland, uninteresting racetrack. Were there really no better options from Mario Kart Double Dash to recreate?

Aside from the oasis section – which you’ll race through in a matter of seconds – it’s hard to find another redeeming feature in this one.

SNES Donut Plains 3 (Banana Cup)
Tier: S

Maybe it’s the nostalgia talking, but I adore Donut Plains 3. The track has had less done to it than something like GBA Mario Circuit, but the subtle new additions really elevate it and make it something special. Underwater racing is now present, and I love how one of the bridges has fallen into the lake. The music hits all of the nostalgic notes for me, as someone who played and loved Super Mario Kart in the ’90s, and although it’s a relatively short and flat racetrack… I can’t fault it.

Donut Plains 3 brings back incredibly fond memories.

N64 Royal Raceway (Banana Cup)
Tier: A

If we were ranking the original versions of these racetracks, Royal Raceway would be in the S-tier without a doubt. But this updated version took away one of its most iconic and defining elements: the off-road area in front of Peach’s castle. This part of the racetrack was a little “Easter Egg,” allowing players to stop racing for a moment and enjoy driving in front of the iconic setting of Super Mario 64. Stripping it out feels unforgivable… but I still love Royal Raceway in spite of this shameful omission!

Great music, a fun, twisty layout that’s perfect for drifting, and another nostalgic punch definitely justify Royal Raceway’s A-tier ranking.

3DS DK Jungle (Banana Cup)
Tier: B

DK Jungle is a lot of fun. I love the Donkey Kong Country theme, as the first entry in that series is one of my all-time favourites from the SNES era, and this racetrack adapts it well. Or rather, it adapts the newer Donkey Kong Country Returns! The jungle feels dense and almost claustrophobic, and the banana temple is weird but totally on theme. The soundtrack is another absolute bopper, too!

The only thing I’d have added is some kind of DK-themed coin to replace the standard coins.

DS Wario Stadium (Leaf Cup)
Tier: F

I’m just flat-out not interested in anything Wario Stadium brings to the table. I don’t care for the music, the layout, or the generic “motorsport stadium” theming, and as a result it’s got to be one of my least-used racetracks. As a dirt track in a crowded stadium with jumps, at a couple of points I get almost a Motorcross Madness vibe from Wario Stadium… but even that can’t salvage what is a generally unenjoyable track.

Not sure what else to add, really.

GCN Sherbet Land (Leaf Cup)
Tier: C

Although I’m a big fan of snowy and wintery racetracks in general, GCN Sherbet Land feels decidedly average. I like the ice-skating Shy Guys, and I appreciate the addition of an underwater section in this adaptation. But nothing else about Sherbet Land really jumps out at me, and compared to other winter tracks, it comes up short. It’s not atrocious, and if I’m in the mood I’ll definitely play through it along with its wintery cousins. But most of the time, this is one I tend to skip over to get to more enjoyable racetracks.

The winter theme is definitely doing a lot of work to keep Sherbet Land out of D-tier status!

3DS Melody Motorway/Music Park (Leaf Cup)
Tier: A

Melody Motorway (as we know it in the UK) is fantastic. I love that driving across the various instruments actually changes the racetrack’s musical accompaniment – and hitting a “wrong” note leads to an off-key note being played! This feature alone adds a lot to Melody Motorway – but the racetrack also has a fun optional glider section, the ability to perform tricks in time with the beat, and a twisty layout that keeps things interesting.

Melody Motorway did for the 3DS what Electrodrome did for Mario Kart 8 – and this updated version is pitch-perfect!

N64 Yoshi Valley (Leaf Cup)
Tier: C

Yoshi Valley was a blast on the Nintendo 64. You couldn’t tell at a glance whether you were in first place or fifth, and the whole racetrack had a uniquely chaotic energy as a result. However, upon returning to Yoshi Valley… I think it’s one of those tracks where the concept is let down somewhat by the execution. A multitude of winding, maze-like paths that frequently cross over and intersect one another is a really fun idea, but the way it’s implemented in Yoshi Valley means there’s one “optimal” path and a bunch of others that you’d be almost silly to choose.

I do like the big Yoshi egg, though, and this is another one that hits me with the nostalgic feels.

DS Tick-Tock Clock (Lightning Cup)
Tier: B

I tend to overlook Tick-Tock Clock, but it’s undeniably a fun racetrack. The name and design harken back to the level of the same name in Super Mario 64, but the racetrack puts its own spin on the “clock mechanism” idea. The use of rotating platforms is neat, and the changing clock hands that can provide a shortcut is a clever concept, too. And once again, there’s some great music to bring it all together.

A fun racetrack… and one I should endeavour to use more often!

3DS Piranha Plant Pipeway/Piranha Plant Slide (Lightning Cup)
Tier: A

Piranha Plant Pipeway feels like a creative and fun take on the warp pipes that have been featured in every Mario game going all the way back to the ’80s. The underground sections of the racetrack really nail the feel of some of those early Super Mario Bros. underground levels, and there’s a fun underwater section to boot. It’s not the easiest racetrack to get the hang of, and there are several points where it’s easy to topple off the track or oversteer. But the challenge is part of what makes it great!

Who knew going down a warp pipe could be so much fun?

Wii Grumble Volcano (Lightning Cup)
Tier: D

Grumble Volcano’s gimmick of having pieces of the track fall away is interesting – and one I’d like to see reproduced on a better racetrack! I’m just not sold on the theming here, and the colour palette of the track doesn’t help it stand out. We’ve already got lava in racetracks like Bowser’s Castle… and even on the Wii, I didn’t really see what Grumble Volcano had to offer beyond its gimmick.

Not a racetrack I choose very often.

N64 Rainbow Road (Lightning Cup)
Tier: B

I’m so conflicted about this one. Rainbow Road – as it appeared on the Nintendo 64 – is one of my all-time favourite Mario Kart racetracks… but this version feels much less enjoyable than it ought to be. I think the key to the success of that original version was its relative simplicity: the neon characters in the background, the occasional Chain Chomps on the road… and that was all. Mario Kart 8 filled in too much of the background, created an entire city underneath the racetrack, turned the neon signs into bursts of fireworks, and added a flying train. But the real unforgivable mistake was making it last for only a single lap! In its original form, maybe Rainbow Road was slightly too long. But this one-lap version is too short.

Cracking music, though!

GCN Yoshi Circuit (Egg Cup)
Tier: B

Here’s an embarrassing admission: it took me way too long to realise that Yoshi Circuit is in the shape of Yoshi’s sprite! That layout provides for some surprisingly tight turns and fun twists, which elevate a racetrack that’s visually quite plain into something a bit more special. I love pulling off the waterfall shortcut – even though I’m not good enough to nail it every time – and when racing online, this is another track that can become quite frenzied.

This racetrack was a pleasant surprise when I bought the DLC for the original version of Mario Kart 8.

Excitebike Arena (Egg Cup)
Tier: A

A plain oval sounds like it should be boring as all hell to race around, but Excitebike Arena’s unique randomisation aspect really keeps it feeling fresh and fun every single time. Obstacles and ramps are randomly placed on the track, and there are more than 200 possible variations depending on where they end up. I also like the callback to Excitebike, a game I remember playing on a friend’s Nintendo console in the late ’80s or early ’90s. Excitebike was a fun game for its time… and it’s nice to see that Nintendo hasn’t forgotten some of these old classics!

The randomisation definitely lifts this track up… but the theming is great, too.

Dragon Driftway (Egg Cup)
Tier: C

I don’t hate Dragon Driftway… but I just can’t think of anything about it that’s in any way noteworthy other than its vaguely Chinese aesthetic. The dragon-themed track is fun enough, I suppose, but unless you’re driving slowly enough to admire the scenery that’s not really good enough to take Dragon Driftway into a higher tier. There are a couple of decent turns and good use of anti-gravity, but again… none of that really stands out to me all that much.

A fairly forgettable racetrack, but one where the theming helps it keep its head above water.

Mute City (Egg Cup)
Tier: S

I was a huge fan of F-Zero on the SNES (along with its sequel, F-Zero X, on the Nintendo 64), and it’s a colossal disappointment that Nintendo continues to sit on the series and do nothing with it! But I suppose an F-Zero Mario Kart track is a nice addition. Mute City is a blast, and as a racetrack it really manages to nail the F-Zero feel. The speed, the boost panels, and the futuristic cityscape all bring back wonderful memories of a series of old-school racers that Nintendo has all but forgotten.

The F-Zero sound effects were a nice touch, too!

Wii Wario’s Gold Mine (Triforce Cup)
Tier: C

Wario’s Gold Mine was decent on the Wii, but changing the minecarts from obstacles into moving boost panels really nerfed a significant portion of the racetrack. The overall mine theme isn’t spectacular, either, but I will give credit for the rollercoaster-like dip at the beginning and a fun piece of music. These two elements carry Wario’s Gold Mine a long way!

When I downloaded Mario Kart 8′s DLC on the Wii U, this wasn’t one of the tracks I was most excited to see.

SNES Rainbow Road (Triforce Cup)
Tier: B

SNES Rainbow Road is a classic, don’t get me wrong. And it makes sense to add it to the Mario Kart game that’s been around for the longest amount of time. But at the same time… SNES Rainbow Road had already been recreated several times, including in Mario Kart 7. This version doesn’t do much that 7′s hadn’t already, and I’d rather have seen SNES racetracks like Bowser Castle or Vanilla Lake brought back for the first time than play Rainbow Road again.

All that being said, it’s a challenging racetrack that looks great on the Switch – and it’s another one that brings back those nostalgic SNES memories!

Ice Ice Outpost (Triforce Cup)
Tier: B

I wasn’t sold on Ice Ice Outpost at first. It didn’t feel particularly special the first few times I tried it out, but it’s a racetrack that’s definitely grown on me since the DLC for Mario Kart 8 landed. I like that the iceberg/glacier theme takes the typical wintery track to a slightly different place, and while understated, Ice Ice Outpost’s musical accompaniment is solid.

The dual path design – complete with easily-missed shortcuts – is also something a bit different.

Hyrule Circuit (Triforce Cup)
Tier: D

Having never played any of the Zelda games, I have no connection to the land of Hyrule nor any frame of reference for the inclusions made in Hyrule Circuit. And it’s for that reason that this racetrack doesn’t do much for me. It’s neat to race through a castle that isn’t filled with molten lava for once… but that’s really all that Hyrule Circuit has to offer. For fans of Zelda, I can absolutely see this being a B- or even A-tier track, though. I liked the idea of hitting switches to unlock a hidden path… but the execution was poor and this feels too difficult to achieve consistently. Or maybe I’m just bad at video games!

All things considered, this racetrack just isn’t for me… and I’m okay with that.

GCN Baby Park (Crossing Cup)
Tier: F

This absolute abomination should be nowhere near Mario Kart! Okay, maybe that was too harsh. But Baby Park might be my least-favourite racetrack in the entire game. It’s boring as all hell, consisting of a single, short, unembellished oval. If this was Nascar, maybe that would be okay! Races on Baby Park also feel horribly unbalanced, as it’s too easy to hit a run of bad luck (or good luck, conversely), meaning that races end up feeling less about skill and more about random chance.

If this gets picked online, I might actually disconnect from the lobby rather than play through it!

GBA Cheese Land (Crossing Cup)
Tier: F

Oof, the Crossing Cup is off to a rough start. Cheese Land on the Game Boy Advance had a lot more personality than this bland, uninspired desert track. The titular cheese is all but absent, replaced by the most generic-looking sandy dirt that not only fails to live up to the racetrack’s name, but also feels incredibly boring and too similar to other desert tracks.

I appreciate the attempt to add anti-gravity, but that doesn’t do anything to salvage this thoroughly disappointing racetrack.

Wild Woods (Crossing Cup)
Tier: A

Wild Woods is a surprisingly fun addition to Mario Kart 8 – and the first step toward saving the reputation of the Crossing Cup! Its theming reminds me of books like The Faraway Tree, and the whole racetrack gives off a kind of “enchanted forest” vibe that’s really gentle and sweet. This stands in contrast to a very fast-paced racetrack with a rushing water section, lots of anti-gravity, and some tricky corners!

Races on Wild Woods can take unexpected turns, and the pacing of the racetrack overall feels fantastic.

Animal Crossing (Crossing Cup)
Tier: S

I’m a huge fan of the Animal Crossing series, and this racetrack is absolutely incredible. I love the “four seasons” idea, and the autumn and winter variants in particular are beautiful. Animal Crossing includes practically all of the major buildings, characters, and locales from New Leaf (the game upon which it was based), and racing through this wonderful setting feels absolutely amazing. The music is also inspired by the soundtrack to New Leaf – and has different variants for the four seasons.

Until Merry Mountain was released as part of the Booster Course Pass, Animal Crossing was the only track with any Christmas theming!

3DS Koopa City/Neo Bowser City (Bell Cup)
Tier: A

When I first played Mario Kart 7, I found Koopa City to be too difficult. I’m not sure if that’s been toned down very much in this revision or whether I’ve just gotten a little better at it, but in Mario Kart 8 Deluxe I’ve definitely come to appreciate the racetrack a lot more. I no longer quiver in fear when I see it pop up! The environment is a ton of fun, and something completely different from other Bowser-themed racetracks. In fact, Koopa City feels closer, in some respects, to an F-Zero racetrack than it does to Mario Kart. And yes, I mean that as a compliment!

A rain-soaked futuristic city with some sharp turns makes for a fun and challenging racetrack.

GBA Ribbon Road (Bell Cup)
Tier: B

Ribbon Road reminds me of a Dreamcast game called Toy Racer that I had a bit of fun with around the turn of the millennium. Shrinking down the racers and placing them in a bedroom surrounded by toys is a really fun idea, and I think Ribbon Road executes it quite well. If you pay attention to the background, there are a lot of references to other Mario and Nintendo games, which is fun, and reimagining some of the typical enemies and obstacles to be toys was neat.

Oh, and the rippling section of the track is a ton of fun to land tricks on!

Super Bell Subway (Bell Cup)
Tier: A

I like trains, so Super Bell Subway’s theme definitely sits right with me! I also love the subtle additions of things like graffiti to the titular subway, as it implies that graffiti and vandalism are a thing in the Mushroom Kingdom! There’s a fun shortcut to pull off if you have a mushroom, the moving trains take up a lot of real estate on the racetrack to pose a unique challenge, and there’s a great soundtrack to boot.

All in all, a solid addition to the lineup.

Big Blue (Bell Cup)
Tier: A

Rounding out this first set of racetracks is Big Blue, the second track based on F-Zero. And it’s another fun one! I like the rushing water section, the boost panels, and the incredibly fast-paced final third of the racetrack. Seeing jets (or spacecraft?) performing acrobatic feats in the background is a ton of fun, and Big Blue also manages to really recapture the F-Zero feel.

A fun and exciting way to wrap up the first 48 Mario Kart 8 Deluxe racetracks!

So that’s it… for now!

When I’ve had time to play through the final wave of Booster Course Pass racetracks – which aren’t out yet, but will be released before Christmas – I’ll put together the second part of this tier list. So we’re really only at the halfway point! I feel pretty confident about many of the Booster Course Pass tracks that have been released so far, but there are a few I’d like to spend a bit more time with before settling on an “official” ranking.

Speaking of rankings, let’s take a look at the tier list as things stand after the first 48 racetracks!

Here’s the breakdown:

  • F-tier: three racetracks,
  • D-tier: five racetracks,
  • C-tier: ten racetracks,
  • B-tier: twelve racetracks,
  • A-tier: twelve racetracks,
  • S-tier: six racetracks.

After going back to Mario Kart 8 Deluxe and replaying all 48 of these racetracks to capture screenshots for this piece, my poor arthritic thumbs need a break! I haven’t played Mario Kart quite so intensively for some time, and I’m definitely feeling the effects.

So I hope this was a bit of fun. I have a bunch of extra screenshots of Dry Bones racing around almost all of these racetracks, so I might put together a gallery of those sometime in the new year. And please don’t forget to come back after the final wave of the Booster Course Pass lands to see the second part of this list!

Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe, the Booster Course Pass, and the Super Mario series are the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Eight Ideas for the Next Mario Kart

With the Booster Course Pass dumping new racetracks, characters, and content onto Mario Kart 8 Deluxe, it’s been a while since we looked ahead to what might come next for Nintendo’s flagship racing series. Although it seems pretty clear that the opportunity for Nintendo to launch a brand-new Mario Kart game on the Switch has come and gone, a new Nintendo console might be right around the corner. That can only mean one thing: Mario Kart 9 is on the way!

Okay, maybe I’m getting a little too excited. But with Mario Kart 8 Deluxe being the Switch’s top-selling game, and the Booster Course Pass giving it a bit of a refresh, I’m absolutely convinced that Nintendo will want to get a new title in the series onto the Switch’s successor console as quickly as possible – perhaps in time for the new machine’s first holiday season. If, as has been rumoured, a new Nintendo console might launch next year… we could be a mere twelve months away from Mario Kart 9!

A screenshot from Mario Kart DS.
Can you spot the mistake in this beta version of Mario Kart DS?

Or not. But either way, today we’re celebrating my dedicated Mario Kart webpage going live by considering five ideas that I think could make for neat inclusions in the next Mario Kart game – or in any game after that, if Nintendo doesn’t see fit to include them this time! If you missed the Mario Kart page, you can find it using the drop-down menu above… or just click or tap here to head there directly! All of my Mario Kart content will be available there – including my tier lists of all the racetracks in Mario Kart 8 Deluxe, which is something I’m currently working on! So check back for that at some point soon.

Before we go any further, I’ll give my usual caveat: I have no “insider information.” I’m not claiming that Nintendo is planning to include anything we’re going to discuss today in Mario Kart 9 – and I don’t even know for certain that Mario Kart 9 even exists or is in development! Also, everything we’re going to consider today is the entirely subjective opinion of one person – so if you hate all of my ideas or I don’t include something that seems obvious to you, that’s okay! We’re all entitled to our opinions on this wonderful racing series.

With all of that out of the way, let’s take a look at my ideas!

Idea #1:
A first-person mode.

A screenshot of Mario Kart 7's first-person perspective.
First-person racing in Mario Kart 7.

The first and only time that the Mario Kart series has offered a first-person view came in Mario Kart 7. In that game, it was possible to see the race from a first-person perspective – but only when also using the 3DS’ gyroscope to steer. It was a bit of a gimmick on the 3DS, and I didn’t use it extensively – but there’s something about racing in first-person that’s just fun.

I’d love to see Mario Kart 9 bring this back, using the more powerful hardware of Nintendo’s next console to allow us to get up close and personal with some great-looking karts and bikes. It would be a blast to be able to race in first-person mode using a standard control pad, without having to be tied to a gyroscope or motion controls, too.

A screenshot of Forza Motorsport (2023).
First-person racing in Forza Motorsport.

A first-person perspective is something offered by many racing games on other platforms, and is something most driving and racing titles have done for a long time. The Mario Kart series has long stood apart from racers that take themselves more seriously… but that doesn’t mean Nintendo can’t take inspiration from other titles in the racing space!

Racing in first-person puts you in the middle of the action, and it would also be a great excuse for Nintendo to design different steering wheels, handlebars, and kart interiors. There’s a lot of fun to be had here – and I hope Nintendo’s sole experience with a first-person mode in Mario Kart 7 won’t shoot down this idea.

Idea #2:
A logo maker (like in Mario Kart DS).

Recreating the website’s logo in Mario Kart DS!

Mario Kart DS allowed players to draw their own custom logos using a pretty basic in-game logo maker. Making a personal icon instead of using the generic ones made for each character adds a bit of customisation and personality to the game – and that’s always something fun to see!

Again, with more powerful hardware on the way, there’s the potential to expand this feature far beyond the capabilities of the Nintendo DS. Players could even get the option to give karts and bikes custom liveries – something seen in games like Forza Horizon 5, for example. But even if that’s not practical, making custom logos and taking them online would be a ton of fun.

The logo as it appears on a standard kart.

There’s obviously the potential for abuse here, unfortunately. And as we’ve seen in the past, some players will draw rude, offensive, or just plain silly things. But as we’ve seen with custom designs in the Animal Crossing series, for instance, it’s possible to give players these options in a way that’s safe and appropriate for sensitive eyes. Nintendo wouldn’t need to have a whole team of content monitors checking everyone’s logos… just make sure that it’s easy to report anyone with an inappropriate logo so they can be sanctioned.

I’m a big fan of customisation in games – even though I have the imagination of a sleep-deprived pigeon and the artistic skills to match. This could be a whole mini-game in itself… and I’d love to see some of the wonderful and creative ideas that other racers come up with!

Idea #3:
Identical stats for every racer and vehicle.

Let’s rebalance Mario Kart!

This is a subject I’ve covered already – and you can find that article by clicking or tapping here. But to summarise: Mario Kart is unbalanced. What that has meant is that there’s one “ideal” combination of driver + kart that, in many races, everyone online is using. It’s not a lot of fun to race online against eleven Waluigis all riding the same Wiggler kart!

Recent tweaks to Mario Kart 8 Deluxe haven’t actually helped this issue – they’ve just shifted the ideal combo to another character and another kart. So my proposal is simple: dump the stats and make every racer and vehicle behave the same way. This would completely negate the problem and open up the next Mario Kart game to allow players to choose who they want to race with and how they want to race.

Complicated stats in Mario Kart 8 Deluxe.

I find it disheartening, sometimes, to join an online race only to see almost everyone has picked the same kart and driver. Part of the fun of Mario Kart is mixing it up and trying out different combos. With such cosmetic variety, it seems a shame that, in order to remain competitive online or in time trials, there’s really only one (or at the most two) options that are viable.

Mario Kart isn’t a racing simulation, so things like tinkering with stats to get more horsepower… it just seems unnecessary. It would simplify Mario Kart in one way, but it would also open it up and diversify it in another.

Idea #4:
Racetracks with different variants.

The Booster Course Pass version of Kalimari Desert has different routes for each lap.

Mario Kart Tour introduced racetracks with different layouts and variants – and I think this is something that could be carried into the next main Mario Kart title. In the Booster Course Pass, several racetracks have different layouts for each lap, which is neat – but I’m thinking of racetracks with completely different layouts that could either be chosen or selected at random.

This could be a relatively easy way to add variety to the next game’s roster of tracks without having to create wholly new tracks with new assets. One variant of a track could be a simple loop, but a second could add additional twists and turns, for example. Both variants could use the same background, textures, and even some parts of the racetrack – like the start/finish line – as well as music. But there’d be something different for players to get stuck into each time.

It would be nice to get some varied tracks in the next game.

Mario Kart 8 launched in 2014 – and it looks set to reach its tenth anniversary before a brand-new mainline Mario Kart game will be ready. If Nintendo hopes to keep Mario Kart 9 around for even half as long, finding ways to keep the game varied and interesting to players will be essential. If the game came with 32 racetracks, but some of those had two, three, or even four different variants, that would go some way to accomplishing that objective.

I expect that the next Mario Kart title will be a kind of live-service experience, with Nintendo making changes and updates on the fly. Some of these updates could add new racetrack variants, which is something Nintendo has already done in Tour. That would be a possibility, too.

Idea #5:
Character costumes and outfits!

Mario in swimwear from Mario Kart Tour.

It would be great if every character could have different costumes to choose from. In Mario Kart 8 Deluxe, for example, there are different colours for Yoshi – but I’d love to extend this to every character in the game. And not just different colours, either, but costumes and hats that transform the look of our favourite drivers.

This could also be a way to simplify the roster. Mario variants (like Metal Mario or Tanooki Mario) could be merged into one, with those outfits being available to players who choose Mario. That doesn’t have to happen, but it could open up the driver list to new and exciting characters!

Princess Peach in a blue dress in The Super Mario Bros. Movie.

For other characters, different colour variants, costumes, and hats could all be included. I think Tour has done something like this, so clearly it’s something Nintendo has already been toying with. I think there’s a ton of potential to really mix it up – and it would be great fun to see what outfits people would choose when racing online!

At the end of the day, this is another point about customisation and personalisation. Without having to create entirely new character models, Nintendo could add a whole lot of variety to Mario Kart 9 and allow us to really get a tailored, personal experience from the game.

Idea #6:
Designs from The Super Mario Bros. Movie.

Kart racing in The Super Mario Bros. Movie.

After spending a lot of money on it, I’m surprised that Nintendo has made no effort so far to cash in on the wild success of The Super Mario Bros. Movie. There’s a ton of potential in bringing elements from the film into the next Mario and Mario Kart games… and the sooner the better!

The Super Mario Bros. Movie included a kart-racing sequence, and it was one of the most exciting and entertaining in the entire film! The sequence included several designs based on vehicles from the Mario Kart series – but also some brand-new designs, too. It would be great to see even one of these make its way to the next Mario Kart game.

The main characters.

There were also characters from the movie who could be included. Mario’s parents, for instance, or the penguin king from the opening act. Even including some of these designs as alternate costumes for characters like Luigi, Peach, and Donkey Kong would be a great way to connect with the success of the film.

Creating a racetrack – or better yet, four racetracks in the “Movie Cup” – would also be a fantastic idea. New tracks could draw on the film’s locations in both the real world and the Mushroom Kingdom, taking advantage of the new designs and adaptations that were created. Obviously a game will never be able to completely recreate the art style of a big-budget animated picture… but it could certainly take those designs as a starting point.

Idea #7:
Crossover characters from other franchises and properties.

Detective Pikachu!

“More characters” is always going to be a request when we’re talking about a new Mario Kart game – but that’s not really what I’m suggesting here! I think it’s a given that Mario Kart 9 will have an expanded driver roster, bringing in old favourites like Diddy Kong and newcomers to the Mario universe like Cappy.

Instead, what I’m hoping to see are licensed characters from other games and franchises. We’ve already seen Link from the Zelda games, characters from Splatoon, and Isabelle from Animal Crossing… but Nintendo can do better than that, surely!

Mario and Sonic.

Although it seemed unfathomable in the ’90s, when Sega and Nintendo were fierce competitors, we’ve seen Mario and Sonic the Hedgehog team up on several occasions over the past few years. Sonic is absolutely the kind of character I’m thinking of – but it needn’t stop there! Characters from games that have been popular on the Switch, like Minecraft or Fall Guys, could be great inclusions, too.

If Nintendo could strike deals with some of the gaming world’s big studios and publishers, there’s almost no limit to the character possibilities for the next Mario Kart game. Even just within the Nintendo extended family, though, there are literally dozens if not hundreds of possibilities.

Idea #8:
More real-world vehicles.

Mario with a Mercedes GLA.

Mario Kart 8 launched in 2014 with a surprising merchandising tie-in: Mercedes! Three Mercedes cars were reimagined as karts in Mario Kart 8, and have been retained in the Switch version, too. Although it was definitely a bit of a surprise to see the likes of Dry Bones and Wario driving scaled-down versions of real-life cars… it was a ton of fun, too!

I don’t pretend to be an expert on merchandising and product placement, so I have no idea how easy or difficult it might be for Nintendo to license real-world vehicles. But the success of the Mercedes tie-in surely makes it something worth considering!

A Koenigsegg CC850.

Car manufacturers are clearly open to this idea – otherwise why would they license their vehicles for games like Forza Motorsport? I’m not saying that Nintendo could necessarily get the likes of Lamborghini or Koenigsegg to sign on… but then again, why not? Scaled-down supercars could be an absolute blast… and maybe there could be something like a Tesla or other electric vehicle, too.

The possibilities are limitless, really – there could be classic cars, modern racing cars, and more. If we really branch out, we could look at monster trucks, lorries… even trains!

So that’s it!

Box art for Mario Kart 64.

We’ve considered eight possibilities for the next Mario Kart game. I’d love to see everything we’ve discussed above when the next game launches… but I’m not sure how likely all of these things are! Still, it was a bit of fun to speculate and fantasise about what Mario Kart 9 might look like.

So I hope this has been an interesting look ahead. As I said at the beginning, I have no “insider information,” and it’s likely that none of the things we’ve been talking about today will make it into any future Mario Kart game. But that doesn’t mean it isn’t fun to consider what the next Mario Kart game might look like! With the series being a mainstay of Nintendo consoles, and a new console potentially launching in the next eighteen months… we might be closer to a new Mario Kart game than it seems!

Remember to check out my dedicated Mario Kart webpage for more speculation and discussion. You can find it by clicking or tapping here.

Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe, the Booster Course Pass, and the Super Mario series are the copyright of Nintendo. Some images used above courtesy of the Super Mario Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: Further Thoughts

Spoiler Warning: There are spoilers ahead for Starfield’s main quest, including its ending.

I have to confess that I haven’t played a lot more of Starfield since I last shared my thoughts on the game, its flaws, and how Bethesda might want to respond to some of the biggest points of criticism. But as I’ve sat with the game in the month since it released, I’ve found a few more things to say that I didn’t get to mention in either of my two big post-launch pieces about Starfield. It’s these points that we’re going to talk about today – and if you ignored the spoiler warning above, please know that we’re going to discuss the ending of the main quest and Starfield’s New Game Plus mode.

I feel that Skyrim’s unprecedented success changed something at Bethesda. The company ceased viewing its games as individual stories to be created, completed, and published, and instead began seeing all of its projects as ongoing, long-running experiences. Because Skyrim remained popular for years after its release, Bethesda seems to have internalised that and expected it to become the “new normal,” deliberately taking steps to build all future games with that goal in mind. We saw that most obviously with Fallout 76, but I’d argue very strongly that it happened with Starfield as well.

Starfield has landed…

In a recent interview with Insomniac Games (creators of Marvel’s Spider-Man, among other successful projects), Bethesda executive producer Todd Howard said that Starfield was “a good base of a game to build upon,” referencing the company’s plans for future DLC and additional development for years to come. This isn’t the first time we’ve heard of talk of years-long plans for Starfield. In fact, it seems that building a kind of single-player live-service title was one of Bethesda’s main objectives when developing the game.

My question is this: was Starfield screwed over by this idea?

Find me a recent game that billed itself as having a “ten-year plan” or a “five-year roadmap” that actually went the distance. Whether we’re talking about the likes of Anthem, Marvel’s Avengers, or Halo Infinite, many titles have come along promising something like this – only to fail to deliver. Games that genuinely last a decade or more are seldom planned that way; titles like Fortnite, Grand Theft Auto V, or Skyrim are lightning in a bottle. These one-off games succeed for almost unquantifiable reasons – and a massive amount of luck. Corporate planning to replicate that kind of once-in-a-generation level of success has almost never worked. Massive developers like Rockstar have faltered, and even some of the biggest brands and properties on the planet, like Marvel, have been unable to make a “five-year experience” work.

Anthem’s “roadmap” of content that was supposed to be added to the game.

And I can’t help but feel echoes of the likes of Anthem in Starfield. Parts of the game feel barebones and incomplete, as if waiting for future “content drops” and updates to round things out. There are plenty of missions and quests to get stuck into in Starfield, for example, but where are the cosmetics and skins? Why are there so few weapon styles, outfits, skins, and the like? I said when I wrote up my first impressions of Starfield that I was pleased to see the game wasn’t being excessively monetised… but looking at the lack of cosmetic variety and skins, it seems pretty clear that Bethesda plans to add these as paid-for DLC.

The corporation is no stranger to this. In fact, I’d argue that Bethesda is actually one of the guiltiest parties in the entire games industry when it comes to microtransactions – especially in the single-player space. Oblivion’s infamous horse armour DLC in 2006 was one of the most notorious examples of bad value cosmetic DLC in a single-player game, and one of the first to attract mainstream attention. Other companies saw Bethesda essentially getting away with it, and a truly unfortunate trend accelerated.

Oblivion’s horse armour DLC was released in 2006.

At time of writing in October 2023, the only skins available in the game come from expensive pre-order or premium editions of Starfield. That’s already a red flag, in my opinion, and it seems all but certain that future skins will also only be available as paid add-ons.

Starfield could look very different in six months or a year from now, with in-game purchases that could easily push the cost of the complete game closer to £200. Remember that in order to get the currently available skins, and pre-order Shattered Space, players are already having to fork over £100 to Bethesda for Starfield’s premium edition, so £200 when additional skins and cosmetics have been released doesn’t even seem like a stretch. By the time Bethesda finally stops working on Starfield altogether in the years ahead, the full price of the game plus all of its DLC and additional content could run to far more than that.

Skins are currently available as pre-order and special edition bonuses only.

So I’m rescinding my “doesn’t feel excessively monetised” statement from my earlier piece. Starfield feels like a game that’s being primed for additional monetisation – and rumours of paid mods have not escaped my notice, either. Paid mods will have to be the subject of a longer piece one day – but suffice to say for now that I’m not a supporter of them in any way, shape, or form.

Bethesda took a risk by turning Starfield into a single-player live-service title, and while I will say that the “base” version of the game still has a lot on offer – for people who are still interested in Bethesda games and the way they design their quests – I’m not sure it was the right decision. Building a good game with fun gameplay and an engaging story should have been priority number one – but it feels like both of these things took a back seat. Planning for a decade’s worth of add-ons and extra content became Bethesda’s main ambition. I’m not convinced all of these planned pieces of DLC will see the light of day.

This is where skins will appear – when Bethesda is ready to begin selling them.

When I really dig down, Starfield’s biggest issue for me personally isn’t actually that its gameplay feels outdated and uninspired. It’s that the game’s story just didn’t grab me and the worldbuilding was so bland and uninteresting that I didn’t care to spend any more time in it. The world of Starfield feels small, flat, and boring – and when the gameplay backing it up was lacklustre too, I couldn’t find a way to make progress. I’m someone who’ll happily play through some absolutely bog-standard gameplay if I’m enjoying a story or getting lost in a fictional world, but with Starfield offering neither an entertaining story nor an engaging world… sticking with the game lost its appeal.

I looked up spoilers online to see what happens further along Starfield’s main quest. I was bored to tears playing it, but if it picked up later on I thought I might be able to push through to get to the promised moment where the game would finally “get good.” But what I read actually surprised me – and I ended up feeling glad that I didn’t waste any more hours of my life playing through the story.

One of the artefacts at the heart of the game’s story.

What is one of the most basic pillars of storytelling? Any narrative needs a beginning, a middle, and an end. If a story revolves around a big mystery, solving that mystery is absolutely key to making it feel complete. Starfield’s writers chose to ignore this absolutely fundamental rule of narrative construction, and the result is that the game’s main story seems like it comes to a deeply unsatisfying “end.”

Starfield began by setting up a mystery: what is this artefact? What does it do? And who made it? Then the game introduces us to a team of people dedicated to figuring it all out. There are major structural weaknesses on this side of the story – like what anyone involved in Constellation actually does or has been doing for the past thirty years prior to the player character showing up – but that’s somewhat beside the point. After a series of glorified fetch quests that see us chasing different artefacts across the galaxy, Starfield introduces two antagonists and magical powers that we can learn… but then the story ends without explaining anything about what the artefacts were or who created them.

Starfield’s main story has a deeply unsatisfying ending – and the journey to get there isn’t much fun either.

Failing to solve the key mystery at the heart of the narrative, and refusing to even answer the most basic of questions about that mystery, ignores one of the fundamental tenets of storytelling. It makes the whole story – which then begins again in a weird kind of cyclical manner – feel incomplete and frustrating.

It seems to me that this aspect of the game – starting over by “travelling to an alternate reality” – is nothing more than a narrative gimmick to allow Bethesda to put a New Game Plus mode into Starfield.

And why would Bethesda want to add such a feature? None of the company’s previous titles included New Game Plus, after all. Oh, that’s right: because Starfield was built to be a “ten-year experience” rather than a complete game, and New Game Plus feels like an easy way to keep players engaged for longer.

I couldn’t even get through the game once

So we come full-circle, and I think we can reasonably make the case that Starfield has been harmed in more ways than one by Bethesda’s insistence on planning for the long-term at the expense of the short-term. Maybe Shattered Space, or some additional piece of DLC in the future, will resolve Starfield’s big mystery. And maybe, if that happens, the main story of the game will feel complete and worth experiencing. But if the best possible spin I can put on Starfield is that it’s an incomplete experience that needs additional content to actually feel like its story has a proper ending… that’s not great. It makes it feel no different from dozens of other incomplete live-service games.

I usually avoid live-service titles, and I do so for one basic reason: I don’t like to play an incomplete game. If a film or season of TV ends on a cliffhanger, with promises of a resolution to come next time, that’s one thing. But Starfield isn’t a film or a TV show, it’s a single-player game that shouldn’t depend on future DLC or updates to actually complete its main story.

Ready for boarding?

The longer I’ve sat with Starfield, the further the game has slipped down in my estimation. There are unfavourable comparisons with other recent releases that can’t be avoided, but at its core we’re stuck with a game that feels fundamentally incomplete. As Todd Howard himself admitted, Bethesda made a “base experience” that they intend to build on over the next few years – and that they also expect modders to help with. That might’ve been okay were it not for the outdated and buggy gameplay combined with an uninteresting and bland setting.

So like with other live-service titles, maybe Starfield will be worth revisiting after those promised updates, content drops, and DLC packs have been created. Maybe the “ultra deluxe anniversary edition” will be worth playing in 2030 – so if I live that long, maybe I’ll check it out. But I’ve been wasting my time on a game that, for all of its lofty promises, just isn’t what I’d been expecting. As I said last time: part of that is on me for internalising too much of the hype and excitement that built up in the months before Starfield’s launch. But a lot of the blame lies with Bethesda for creating an uninspiring setting, a bland, incomplete story, and for building a game that feels a decade out of date.

You cannot go that way.

Forget about Starfield becoming a “ten-year experience.” Bethesda needed to catch up on at least ten years worth of improvements and changes in game design and development. Those are the ten years that Bethesda should have been focused on. The company should have been looking at what comparable games in the open-world, action-adventure, and role-playing spaces have been doing since Skyrim launched and worked to incorporate some of those elements into Starfield. Instead, Bethesda took the Skyrim formula, cut out content to introduce later by way of paid DLC and add-ons, and planned for a decade’s worth of content for a game that already feels at least ten years out of date.

I wanted to love Starfield. The game’s overall aesthetic and many of its creative choices looked to create exactly the kind of sci-fi setting that appeals most to me. Blending real-world design elements with some of the sci-fi properties that I remember fondly from years past should have been exactly what I was looking for. I was worried that I was too harsh on Starfield and that I’d been treating the game unfairly or unkindly… but the longer I’ve sat with it the more I’ve seen its “ten-year plan” laid bare. I don’t care for live-services, for incomplete experiences, or for badly-written stories with cheap endings. I think I’m done with Starfield for now – though I will give the caveat that the game could be worth picking up again once its planned add-ons have been released.

Starfield is out now for PC and Xbox Series S & X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Xbox Game Pass: The DLC Problem

If you’re a regular reader, you might know that I’m an Xbox Game Pass subscriber. I play on PC, not on an Xbox console, but Microsoft’s “Netflix of games” has felt like a good value proposition to me over the past couple of years. I’ve been able to play several big games without having to buy them outright, and in addition Game Pass has introduced me to several titles that I’d never have thought to try for myself. Even though I’m not someone who plays video games every day, I still feel that I get good value for money from Game Pass.

You know there’s a “but” coming, though.

But Game Pass has a problem, and it’s one that might prove tricky to unstick. Although the service includes a good range of titles across different genres, and many brand-new ones join the Game Pass lineup on release day, a lot of these games are incomplete. To use a games industry euphemism: these versions are the “base game” – without any DLC being included.

Game Pass includes a lot of games – but many are incomplete.

There are exceptions to this, such as “game of the year” bundles of titles like Skyrim and Fallout 3 that come packaged with their DLC – but these games, when they exist, tend to be older titles, not brand-new ones. And in the case of Skyrim, while the Game Pass version does include DLC, it’s not the most recent “anniversary edition” that comes with additional content and visual improvements. Figuring out which version of a game is which and what add-ons and DLC come with which one can feel like navigating a maze at times!

This recently came up for me with two games: Starfield and Age of Empires II. I was a huge Age of Empires II fan around the turn of the millennium, and I’ve been thrilled with the Definitive Edition remake that was released a couple of years ago. When developers Forgotten Empires and Xbox Game Studios announced that there was going to be a new piece of DLC for Age of Empires II – one that would bring the original civilisations from the first Age of Empires into the new game – I thought it was something worth checking out.

Promo banner for the Return of Rome DLC.

But on Game Pass, the Return of Rome DLC isn’t included along with Age of Empires II. The only way to play it is to buy it – for the not-so-low price of £10. Even with a Game Pass subscription, it would cost a whopping £80 to buy the Age of Empires Collection – a bundle that includes all four games plus their various DLC packs. If I’m paying a subscription fee every month to access this service and these first-party games, that seems ridiculous and excessive.

Starfield, too, has irked me when it comes to DLC on Game Pass. Bethesda’s space-RPG launched on Game Pass not on “day one,” as was promised, but five days later – with those first five days gated off behind a paywall. Five days of so-called “early” access was only available to players who forked over an additional £35 – and I don’t think that should be acceptable. Too many companies have started charging extra to play their games as soon as they become available, using shady manipulative tricks to convince folks to cough up even more money. But paid “early” access will have to be the subject of a longer article in future.

The only way to get access to Starfield’s “story expansion” on Game Pass is to pay extra.

Also included in Starfield’s expensive £35 add-on on Game Pass was the first piece of planned DLC: Shattered Space. This DLC pack isn’t out yet and most likely won’t arrive until sometime next year, but even for Game Pass subscribers, the only way to get it will be to pay up. Shattered Space is described as a “story expansion” for Starfield; a piece of DLC that will add to the story present in the “base” version of the game. I’m beginning to get tired of this – being charged extra on top of a subscription.

The basic problem is this: we all know that most games in 2023 aren’t complete experiences. With a few exceptions, like Baldur’s Gate 3, most games nowadays are deliberately constructed to be incomplete, and to require DLC and “content packs” to make up for these inbuilt, deliberate deficiencies. When Game Pass only allows players access to the “base game,” what that really means is that it’s a service made up entirely of incomplete experiences.

Baldur’s Gate 3 feels like a rare gem in 2023: a game that’s actually complete without expensive add-ons.

Baldur’s Gate 3 is a great game, and I firmly believe it would still be lauded and held in high esteem even if the games industry wasn’t plagued with these problems. But one factor among many in its success, and one of the reasons why it’s being celebrated by players, is that it’s so rare nowadays to see a fully-complete game that doesn’t require expensive DLC or that doesn’t come bundled with an in-game shop and microtransactions. In a broken, greedy, money-grubbing marketplace, games like that stand out.

Incomplete games have become normalised, and that’s been the case for at least a decade. In 2012, Mass Effect 3 was released – and the “base game” had a whole chunk carved out that was sold as day-one DLC: From Ashes. This content, which was developed alongside the “base game” and perfectly integrated into it, was sold separately by EA for an additional fee. Although it remains a particularly egregious example of this phenomenon, it’s far from the only one. Day-one DLC and cut content are everywhere nowadays.

Mass Effect 3 was a pioneer of cutting out content to sell as DLC.

So if it’s increasingly rare that a “base game” can be considered anywhere close to a complete, well-rounded experience, what does that say about a service like Game Pass? To me, Game Pass feels increasingly like those demo discs that used to come stuck to the front of magazines or in cereal boxes in the ’90s. There’s some great stuff there – but if you want to play more than just the “base” version, you’d better be prepared to fork over some additional cash. Maybe £10 for Age of Empires II DLC seems reasonable to you, but £35 for Starfield DLC that might not be released for another twelve months feels like highway robbery.

Microsoft wants Game Pass to be “the Netflix of games,” and to transform the way players engage with playing games on its platforms. So let’s take the Netflix analogy as a starting point and consider this question: does Netflix charge extra for additional content?

Microsoft wants to make Game Pass the “Netflix of video games.”

Can you imagine logging into Netflix, excited to watch the second season of your favourite show, only to be told that you need to pay an additional fee? For many games, DLC is the equivalent of “Season 2,” continuing the story, rounding out the experience, and even patching out issues with the game in some cases. No video streaming service could get away with only making Season 1 of a TV series or the first film in a trilogy available to watch, with the rest only accessible for an extra fee. That would be ridiculous.

Having said that, I hope I haven’t given the penny-pinchers at Netflix any ideas!

But you see my point, right? It wouldn’t be possible for a video streaming service to only include some films and episodes in its “base version” and expect to get away with charging extra fees to watch the rest. Customers wouldn’t stand for that – so why does Microsoft think it can get away with doing that on Game Pass?

Imagine if Netflix tried to get away with charging extra to watch the second or third season of a series.

I suppose we should make a distinction between different kinds of DLC, in the interest of fairness. Single-use items in online games, in-game currencies, and maybe even some cosmetic items are the kind of things that could still be charged for separately. I’m not suggesting that Game Pass players should get infinite amounts of these things, especially in competitive online multiplayer games.

But for titles like Starfield with its single-player DLC, and even for Age of Empires II with its new story campaign and factions, I really do believe that these should be included in the cost of Game Pass. What are we paying Microsoft for if all we’re getting are incomplete experiences; games that will become less and less complete over time? The price of Game Pass should go toward the cost of developing DLC for these titles, especially since it’s taken as a monthly charge. There’s no better definition of a “recurring revenue stream” than that.

This is all about money, at the end of the day.

So this was a bit of a rant, but it’s something I’ve been meaning to bring up for some time now. While I don’t think it’s fair to ask for every single title to include all purchasable items as part of Game Pass, I absolutely believe that single-player titles and big expansion packs should be covered. The “base game” hasn’t felt like a full or complete experience for a long time, so when Game Pass only offers that, it feels less like a subscription service and more like an expensive demo disc.

At the very least, I’d like to see Microsoft’s first-party releases bring their major expansion packs and DLC to Game Pass. If I were to fantasize, I’d say that cosmetic items in single-player games, small content packs like cars in racing games or new guns in shooters should also be included as well.

This is something Microsoft will have to deal with sooner or later, because players aren’t going to be pleased if they have to keep forking over additional fees on top of their Game Pass subscription. If I have to pay £35 to get Starfield’s unreleased DLC, why even bother subscribing at that point? I might as well buy the “base game” right now and wait for the DLC to go on sale.

The Game Pass subscription service is available now for players on PC and Xbox game consoles. All titles discussed above are the copyright of their respective developer, publisher, and/or studio. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Questions that Mass Effect 4 will almost certainly need to answer

Spoiler Warning: There are spoilers ahead for the Mass Effect trilogy (including Legendary Edition).

It’s been a while since we last talked about the next entry in the Mass Effect series, but to celebrate my dedicated Mass Effect webpage finally going live here on the website, I thought it could be interesting to consider a handful of big questions that the team at BioWare will need to answer before a new story can be written. If you missed it, I now have a brand-new webpage dedicated to the Mass Effect series, and you can find all of my Mass Effect commentary, theories, and articles there. You can find this page by using the drop-down menu at the top of every page or post here on the website – or you can click or tap here to head there directly!

There hasn’t been much by way of news about the next Mass Effect game for a couple of years. BioWare released a brief CGI teaser all the way back in December 2020 confirming that the game is in pre-production, but since then, updates have been few and far between. BioWare provided a brief update in November 2022, saying that pre-production is “proceeding very well,” which sounded positive. In August 2023, however, BioWare announced that there were going to be job losses at the company. With production currently focused on Dragon Age: Dreadwolf, and with these cuts taking place, the next Mass Effect game is unlikely to see the light of day before 2026 or 2027 at the earliest.

Commander Shepard in the Normandy’s cockpit.

But that doesn’t mean there aren’t things to talk about! We may not see the game I’m tentatively calling Mass Effect 4 for a long time, but the studio will have already taken a number of big decisions about the game, its setting, its characters, and its key storylines. Today, I’m giving my two cents on what some of those decisions may be – and there are some absolutely massive ones that have serious implications for the state of the Mass Effect galaxy.

As I’ve said before, there are questions about the Mass Effect galaxy that BioWare simply can’t ignore forever. Maybe a single game with a focused story could sidestep one or two of these questions, but if Mass Effect is to survive long-term with new games (and perhaps even a TV series) being produced… sooner or later answers will have to come. What that means is that some of the biggest decisions open to players in the original Mass Effect trilogy will need to be given a canon outcome, one that Mass Effect 4 can build upon. To players who were adamantly opposed to playing the game a certain way, that could lead to hurt feelings and disappointment – but I see no way around it. Some of these points are too big, and the implications too diverse, for a new story to be written that could take so many different outcomes into account.

Bypassing a locked door in Mass Effect 3.

Some Commander Shepards died at the end of Mass Effect 2. That game’s suicide mission could, under the right (or should that be wrong?) circumstances lead to Shepard’s death, and that meant that players had to either restart from an earlier save or start a new campaign in order to play Mass Effect 3. The third entry in the trilogy was able to take into account a lot of decisions from earlier games – but Shepard’s death was a bridge too far.

I bring this up because the Mass Effect series has taken big decisions like this in the past. Mass Effect 3 couldn’t happen without Shepard being alive, meaning players whose characters died at the end of Mass Effect 2 didn’t get to see their decisions carried forward. The same will have to happen in Mass Effect 4 – albeit on a grander scale.

So let’s try to look ahead to Mass Effect 4, and – assuming the game will be the sequel we’re all hoping for – pick out some of the biggest questions that will need to be answered.

Question #1:
What colour were the explosions?

An exploding Mass Relay.

This is a deliberately facetious way of asking the biggest question that any sequel to Mass Effect 3 cannot ignore: which ending was chosen? It simply isn’t going to be possible for the game to try to account for all three possibilities; the differences between them are too vast for a single story to encompass wildly divergent states of the galaxy. So one ending will have to be declared “official” – and if I had to place a bet, I’d say that the “destroy” ending is going to be the one that’s picked.

All of the endings of Mass Effect 3 have points in their favour from a narrative standpoint, but “destroy” was the one that Shepard had been working towards across the entire trilogy. Not only that, but it’s the only ending in which it’s even remotely possible – based on what we saw on screen – that Shepard could have survived. “Destroy” is, according to stats about Mass Effect: Legendary Edition that were released by BioWare, also the most popular choice that players made. So there are a lot of points in favour of making “destroy” the canonical ending to Mass Effect 3.

The damaged Citadel in orbit of Earth.

The state of the galaxy is going to be profoundly altered by whichever ending to Mass Effect 3 was chosen, and I just don’t see how a new game could possibly take that diversity and variety into account. Mass Effect 4 would essentially need to be three games in one in order to accomplish that – and that just doesn’t seem likely. If Mass Effect 4 is to continue the series, perhaps laying the groundwork for a new trilogy or series of games, that divergence will only grow over the course of its story. So there has to be a single starting point chosen – even if that means disappointing some players who were particularly attached to one of the other ending variants.

I felt that Mass Effect 3′s final chapter was trying to present “synthesis” as the better option. That was the one that was hardest to unlock, and in the epilogue, EDI seems to suggest that “synthesis” led to a kind of technological paradise, with the galaxy’s races living in harmony… but I always took umbrage with that idea. Not only was it literally the goal of the Reapers as stated by the AI that controls them, it was a completely different outcome to what Shepard had been fighting for. It was also not Shepard’s place to inflict such a radical change on the entire galaxy without anyone’s consent – and without even listening to a single other opinion on the matter! But more than that, “synthesis” doesn’t seem like it would lead to an interesting or relatable narrative. With human characters merged with AI, and with everyone living in a utopia… how could we as the audience get invested in the people or the world?

Question #2:
Did Shepard side with the Geth or the Quarians – or find a route to make peace?

Tali, Shepard, and Legion in Mass Effect 2.

The Geth-Quarian conflict was one of the most interesting in Mass Effect, and the way in which it came to a head in the final chapter was incredible. It was disappointing, however, that after the mission to Rannoch, the Geth and Quarians weren’t really mentioned much, and that all of the hard work involved in getting one or both of them to join the war effort was relegated to a couple of JPEG images in the war assets menu! But enough about the rushed end to Mass Effect 3!

There are galactic repercussions that will reverberate from the Geth-Quarian conflict, and how it was resolved will have a huge impact on the state of the galaxy in Mass Effect 4. If Shepard chose to side with the Geth, then chose the “destroy” ending… both races could be extinct. Or if Shepard found the pathway to peace and then chose either “synthesis” or “control,” both races could still be around and working together. Whichever outcome it is, whether the Geth, Quarians, or both are present in the galaxy is going to be a big deal.

Quarians in the Mass Effect 3 epilogue.

Here’s my pet theory: one way or another, BioWare will include both the Geth and Quarians in Mass Effect 4 – even if that means ignoring one of the consequences of the “destroy” ending. Depending on how much time may have passed in-universe, the new game could claim that the Quarians rebuilt the Geth after they were destroyed – or perhaps the Catalyst either lied about the Crucible destroying all synthetic life or simply got it wrong.

I think that given the popularity of both the Quarians and Geth – thanks in large part to their squadmate representatives, Tali and Legion – BioWare won’t want to throw either away. If we stick to a literal interpretation of the Catalyst’s warning in Mass Effect 3 and assume that “destroy” will be chosen as the canon ending, then perhaps the Geth will be absent. But I wouldn’t bet on that, and I think a technobabble explanation for their survival or resurrection is plausible and could be made to fit.

Question #3:
Did Shepard survive?

Does this moment represent Shepard’s survival?

This is the big one! While not as galaxy-altering as the way in which the Crucible was used or the literal survival of entire races… from a character point of view, Commander Shepard is the player’s avatar in the Mass Effect world. If there’s even a slim chance that they might’ve survived, at the very least we should find out!

I can’t decide right now whether Mass Effect 4 will go down the route of making Shepard the player character once again. After the disappointment of Andromeda, there will surely be a temptation to “stick with what works” in the Mass Effect universe – and Shepard is clearly a big part of that. That being said, I think there’s absolutely scope to create a new player character and to expand Mass Effect beyond Shepard and the crew of the Normandy. If the franchise is to continue long-term, that will have to happen sooner or later.

A male Commander Shepard aboard the Normandy.

But regardless, news of Shepard’s fate should reach us at some point during the game – even if it’s only to confirm that they died centuries earlier. One thing that a lot of folks found frustrating about Andromeda was that the outcome of the Reaper War was left entirely unresolved, and I don’t think that the next Mass Effect game could get away with repeating that mistake.

After everything Shepard went through to defeat the Reapers, they have definitely earned their retirement! But if the galaxy is in danger once more – and surely, somehow, it will be – they could be the person that has to step up once again and lead a new fight.

Question #4:
What became of the Rachni?

The Rachni in one possible epilogue scene.

Depending on choices made in both Mass Effect 1 and Mass Effect 3, it’s possible that the Rachni may have survived. The Rachni were an insectoid race that threatened to overwhelm the galaxy centuries before the events of the games – and were believed to be extinct. Shepard was given the option to save the last known Rachni queen on two occasions – and the presence or absence of the Rachni could have wider implications for the state of the galaxy.

If the Rachni queen was saved, Rachni workers join up with Admiral Hackett’s fleet and contribute to the Crucible project. Given the scale of the Crucible, I don’t think the Rachni’s survival could be hidden in the aftermath of the war, so any hope for a return to hiding away on an obscure planet seems to be out of the question.

The last surviving Rachni queen.

But not everyone would be thrilled about the Rachni’s return. The Krogan still view the Rachni as a kind of ancient ancestral enemy, and there may be Krogan and Asari who still remember the aftermath of the Rachni Wars. Even if the Rachni’s contribution to the success of the Crucible was public knowledge, there are many in the galaxy who would be wary – and some who might view them as a threat. Could an attack on the Rachni be the first sign of the Reaper War alliances breaking down?

Alternatively, it’s possible that the Rachni were never saved by Shepard and thus went extinct with the defeat of the Reapers. This would preclude their presence in the story as either a friend or foe – unless they could be revived, once again, by technobabble!

Question #5:
Did the Leviathans join the war effort?

The Leviathans were eventually tracked to their base.

Another pet theory of mine is that the Leviathans – who were originally DLC for Mass Effect 3 – will return as the “big bad” in a new story, seeking to reclaim a galaxy that they view as “theirs.” You can read more on that by clicking or tapping here, by the way. But for our purposes today, the question is whether they joined the war at all – or whether they were able to remain hidden.

Following the Leviathan story to its conclusion is not an essential part of Mass Effect 3, but it’s one that has far-reaching implications. The discovery of the Leviathans explains the origin of the Reapers, but it also introduces us to a very alien race – one that ruled the galaxy and enthralled other races aeons ago. Despite their defeat at the hands of the Reapers and the passage of tens of millions of years, the Leviathans seem to have lost none of their arrogant sense of superiority – so how they could possibly be integrated into a multi-racial galaxy is an open question.

Commander Shepard inspecting a Leviathan cave painting.

Regardless of whether they end up as the new game’s villains, though, I don’t think Mass Effect 4 could just ignore the Leviathans. Their numbers may be small, but with the Reaper threat gone it’s not inconceivable that the Leviathans would want to expand, leaving behind their watery planet. The consequences of this for the rest of the galaxy could be extreme – or not! But either way, the Leviathans will be a presence.

Players will want to know what happened after the Reaper War – and realistically Mass Effect 4 will have to at least pay lip service to all of the races and factions that were involved, telling us what became of them… or where they were last spotted. The Leviathans also have a lot to answer for, in a way, as the original creators of the Reapers!

Question #6:
Which of Shepard’s companions survived?

Concept art featuring Shepard’s crew from Mass Effect 2.

Across the Mass Effect trilogy, Shepard teamed up with nineteen main crewmates – and there were also a handful of others who served in that role on a temporary basis. Even if Mass Effect 4 doesn’t feature all of them, it would still be nice to get news of their fates. During the final battle of the Reaper War, it’s possible that not all of them would have survived, and Shepard had the opportunity to say goodbye to many of them before the final act of Mass Effect 3 got underway.

As of right now, we can safely assume that Liara survived! She was shown in the CGI teaser for Mass Effect 4 back in 2020, so it seems all but certain that she’ll make an appearance – somehow – in the new game. That doesn’t mean she’ll be a squadmate or playable character, but she could play a significant role. She could even be a kind of narrator for the game.

Liara as glimpsed in the 2020 teaser trailer.

Characters who were aboard the Normandy at the end of Mass Effect 3 seem to survive the end of the game – or at least most of them do, depending on the choices players made and how strong their war assets were going into the final clash. We can safely assume that the likes of Joker, Garrus, and Javik survived the immediate aftermath of the war, at least.

But that still leaves us with most of the folks from Mass Effect 2 – characters like Miranda, Samara, and Jack. All of them could have died before the endgame, but assuming they were alive going into the final fight… we don’t know what happened to them. If Mass Effect 4 is set many years later, discovering their fates could be spread across the game, and players could learn what happened to them without necessarily having them all make an appearance.

Question #7:
Was the Genophage cured?

A vision of Tuchanka if the Genophage cure was sabotaged.

Commander Shepard has the opportunity in Mass Effect 3 to cure the Genophage – or sabotage the cure. The Genophage was an artificial sterility plague that had been inflicted upon the Krogan by the Turians and Salarians, and there will be galactic-scale consequences depending on Shepard’s actions here.

One day we’ll have to talk about this storyline in more detail – because I find it one of the most interesting and morally dubious storylines in the entire Mass Effect trilogy! But for today, suffice to say that curing the Genophage, or refusing to cure it, will have major ramifications for the whole galaxy.

Happy Krogan families – if the Genophage was cured.

If the Genophage was cured, there will be a lot more Krogan around – but they should be friendly, right? I mean, Shepard cured the Krogan people, and if Wrex and Eve survived to lead the Krogan, that knowledge will be passed down and celebrated. But there are some potential issues here! Even Wrex seemed to suggest that Krogan expansion was on the agenda – and centuries ago, Krogan expansionism led to war.

On the other hand, if the Genophage cure was sabotaged, the remaining Krogan will likely feel betrayed and could launch a new rebellion. At the very least, Krogan will be hostile and unfriendly if the Genophage wasn’t cured. Having spent a lot of time with Krogan characters across the trilogy, I think it would be hard to pull off turning them into villains next time around, even if there’s a narrative pathway that makes sense in-universe. But a story could be crafted in which, no matter what decision Shepard made, the cure was ultimately sabotaged and doomed to failure.

Question #8:
Who gets to be on the Council?

The Council in Mass Effect 1.

More broadly, we can even ask whether there’s a Council at all in the aftermath of the Reaper War – but somehow, I suspect there will be. In the Mass Effect trilogy, humanity’s rapid ascent from newly-encountered species to full Council membership was a contentious issue with some of the other races, and after everything that happened with the Reapers, a shake-up of the galactic order could be on the agenda.

From our own history, we can point to how World War II led to the creation of the United Nations, and how the pre-war order was transformed in the aftermath of the conflict. Something similar could happen in the Mass Effect galaxy, with races like the Krogan, Quarians, Batarians, or even the Rachni and Geth all being potential members of a broader, more diverse and democratic Council.

A Vorcha, Salarian, and Volus served on the Council… in the movie Blasto!

If several races were invited to join, those who were snubbed might feel particularly stung! And others, like the Leviathans, for example, may not wish to join a power-sharing arrangement – they might prefer to seek conquest and total power for themselves. But there are many who’d happily join the Council.

The pre-war order of the Salarians, Turians, and Asari being the dominant forces in galactic politics could be at an end – but will they be okay with that? Will the Salarians genuinely listen to Krogan input, and will the Asari really be willing to see the Quarians as equals? Will there be arguments about how to direct the resources necessary to rebuild? There could be a lot of points of tension!

So that’s it!

Shepard, Javik, and Tali.

We’ve looked at a few questions that the next Mass Effect game – or a future sequel to Mass Effect 3 if that game turns out to be something different – will have to address. Some of these points could be bigger and more important than others depending on what kind of story the new game aims to tell, but sooner or later there are big questions about the state of the galaxy that will have to be tackled.

Andromeda tried to sidestep these questions and do its own thing – which was probably not a bad idea in 2017, coming so soon after the trilogy had wrapped up. But there were other problems with Andromeda that meant the game didn’t stick the landing – and when it was already feeling like an overblown side-quest, some fans were left disappointed when it didn’t address any of the big questions facing the Mass Effect galaxy.

Take cover!

There’s an opportunity for the next game in the series to not only answer some of these big questions, but to use the answers to set the stage for a brand-new adventure. Taking what happened with the Leviathans, for example, and expanding on that story to create a new villain is one possibility that I think is worth keeping an eye on!

So I hope this has been a bit of fun, or at least interesting. There are definitely other story points that a new game could address that I didn’t include here; it’s by no means an exhaustive list. And we may return to some of these questions and ideas in the future to talk more about them or give them a longer write-up. I had fun thinking about where the next Mass Effect game could go, at any rate!

Earlier this summer I replayed the Mass Effect trilogy, and that was part of what prompted me to create a proper webpage for the franchise here on the website. Although I don’t talk about Mass Effect all the time, it’s a series I’ve enjoyed and I am certainly looking forward to seeing what comes next.

Don’t forget to swing by my new Mass Effect webpage. You can find it by clicking or tapping here.

The next Mass Effect game is in early development and most likely won’t be released for several years. Mass Effect: Legendary Edition is out now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. The Mass Effect series – including all properties mentioned above – is the copyright of BioWare and Electronic Arts. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Wars Jedi: Survivor – A Review

Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor. Minor spoilers may also be present for parts of the Star Wars franchise.

It’s been a while since I shared my first impressions of Jedi: Survivor here on the website. I’ve since returned to the game, despite its performance issues, and beaten the main story, so I’m now in a position where I can put metaphorical pen to paper and share my full thoughts with you. Sorry that it took so long!

For some context, I adored Jedi: Fallen Order. I documented my first playthrough of that game here on the website back in 2020, and I was thrilled to see Lucasfilm and Electronic Arts recognising the strength of feeling in the Star Wars fan community for a linear single-player game. Jedi: Fallen Order had a high budget, but it proved definitively – as if any such proof were really needed – that single-player games can still be profitable, and that players still long for those kinds of experiences. Moreover, at a time when both The Rise of Skywalker and The Mandalorian had been disappointing, Jedi: Fallen Order came along and showed me that I hadn’t entirely fallen out of love with Star Wars.

I definitely felt optimistic about Jedi: Survivor.

I was genuinely thrilled at the prospect of a sequel to one of my favourite Star Wars games of all-time, and to see what would come next for Cal Kestis and the crew of the Stinger Mantis – and that was how I felt in the weeks leading up to the launch of Jedi: Survivor. If things went well, I believed that it might’ve been in contention for my “game of the year” award come December.

But things did not go well.

The Jedi: Survivor story is an all-too-familiar one: Electronic Arts forced the game to be released too early, despite knowing that there were serious technical issues. The game is a “release now, fix later” title, replete with bugs, performance issues, and other such problems. Although these issues afflicted the game and harmed players’ enjoyment across all platforms, as is often the case it seems that the PC version of the game was in the worst shape. Unfortunately, as I don’t own a PlayStation 5 or Xbox Series console, PC was where I played Jedi: Survivor.

One of many bugs that I encountered. Nightsister Merrin crouching in an out-of-bounds area.

I actually thought I’d been smart. Having read the reviews of the game when it launched and having seen performance reports from players and professional critics, I shelved my plans to buy Jedi: Survivor. I waited a couple of months and kept my eye on the game as patches were rolled out, and mistakenly believed that six patches later, things would have improved. Spurred on by having inadvertently come across a couple of story spoilers, I picked up the game at the end of June.

Unfortunately, however, the performance issues hadn’t been fixed – and in spite of another patch having been rolled out since then, those issues are still present on PC at time of writing. I described Jedi: Survivor as a “release now, fix later” game… but the fix still hasn’t been made, and the game remains in a poor state even five months after its troubled launch. In fact, having returned to the game to grab a few screenshots, I felt that its performance was worse in September than it had been in June and July.

A levitating Stormtrooper.

The blame for this lies with Electronic Arts, and the company has transformed what should have been a guaranteed hit into a game surrounded by controversy thanks to pathetically poor decision-making at the highest levels. Developers Respawn Entertainment were placed in an impossible position, and while I have no doubt that talented, passionate folks did their absolute best to get Jedi: Survivor as ready for launch as possible, they were screwed over by EA. It’s a tale as old as time in the games industry: a greedy publisher shits all over the hard work of talented developers, then seeks to blame them for the game’s poor condition and lower-than-expected sales.

My first few hours with Jedi: Survivor were spent messing about with settings rather than actually playing the game. Every time I thought I’d improved things, the stuttering and frame-drops would inevitably return – and they were far from the only problems. I encountered dozens of bugs across my playthrough, with Cal and other characters getting stuck in the environment or clipping through solid objects, as well as items not rendering properly or even disappearing. These issues didn’t just affect gameplay, but were also prevalent during cut-scenes – something I hadn’t seen in a supposedly “complete” game in a very long time.

And I have no doubt that Jedi: Survivor’s performance problems have tainted my view of the game as a whole.

Clipping through and getting stuck in the environment was a recurring problem throughout Jedi: Survivor.

When I sit down to play a game like Jedi: Survivor, it’s because I want to be immersed in a story. I want the game to transport me to a galaxy far, far away, and lose myself for a few hours in the life of a Jedi Knight on the run from the Empire. The occasional bug or glitch would be tolerable, but when a game is in such shockingly poor shape, dogged by performance issues, stuttering, broken animations, and bugs galore… it rips the immersion away. I struggled to really get into Jedi: Survivor and its story, and even its better moments were spoiled or diminished by the unacceptable state that it was released in.

But that’s enough about bugs for now, because there are other issues with the game that we need to talk about.

I have two major gripes with Jedi: Survivor aside from the bugs. One is mechanical; a choice that was made in terms of the way the game was designed and its levels were crafted. And the second is with parts of the story itself, as well as with the way in which certain new and returning characters were handled. We’ll look at each of these points in turn.

Optimising game files and compiling shaders appears to make fuck all difference.

Firstly, an open world (or semi-open world) did not suit Jedi: Survivor. The game’s story was hamstrung by this decision, and crafting a couple of open stages that actually felt condensed and small really damaged that sense of immersion that I was talking about. On the main planet of Koboh, the village of Rambler’s Reach was a few dozen metres away from the base of a massive gang of pirate-raiders and also a few dozen metres away from two Imperial outposts. Hardly the out-of-sight hiding place that it was presented as in-game.

One day we’ll have to talk more about the open-world trend, and how it simply isn’t the right choice for every game. Jedi: Survivor, to me, stands as perhaps one of the best recent examples of that. The design of both Koboh and Jedha was hampered by this attempt to move in an open-world direction, and the game would have benefitted from tighter, more curated levels, as well as areas of the map that had more distance between them. By all means, have raiders and Imperials on Koboh if that’s necessary for the story – but why not have Cal travel to the other side of the planet in a cut-scene before encountering them? The design of those parts of the map could have been similar, but breaking them off from the Rambler’s Reach hub would have improved the game from a narrative and immersion standpoint.

The saloon in Rambler’s Reach.

I also felt that the move to broader, more expansive levels should have been accompanied by more cosmetic items and loot. It became frustrating to explore a whole area, climbing onto hidden ledges, wading through rivers, and so on only to find… absolutely fuck all. There are more cosmetics in Jedi: Survivor than there were in Jedi: Fallen Order – and that’s great. I had fun customising Cal and unlocking some of these options. But this was something that felt unbalanced.

I’d explore a whole section of the map, kill dozens of enemies, and find nothing. No in-game currency, no cosmetics, no chest with an item… just nothing at all. And to me, that reinforces what we were talking about with Jedi: Survivor’s open-world style: it just doesn’t fit the game. It didn’t fit the story and it didn’t fit the amount of content that had been created, either. A good game strikes a balance, making exploration feel fun and worthwhile. There were moments of that in Jedi: Survivor, but they were too few and far between.

Battling battle droids.

Jedi: Survivor bills itself as a “souls-like” game; i.e. a “difficult-for-the-sake-of-it” title. But to its credit, the game offers an easier mode to play on – something I took full advantage of. However, even on the easiest difficulty there were some particularly finicky and challenging moments. While I found the game’s combat to be okay, there were some moments where Jedi: Survivor required frame-perfect button presses that I found near-impossible. Because I suffer from arthritis that affects my hands and fingers, some rapid button combos are nigh-on impossible for me to perform. At several points in the game, I was almost entirely locked out from progressing because I couldn’t complete a particularly intensive button combo.

On one occasion it took me almost forty tries to navigate just a single section of the map on Jedha – a particularly convoluted wall-run, jump, and swing combination that my hands and fingers just couldn’t manage. The game offered no help with these things, no accessibility options, and no way to skip ahead to bypass these moments. This is poor, and while I will give Jedi: Survivor some well-earned praise for offering a story mode, more accessibility features need to be present, and developers need to be aware that easier combat isn’t the only thing that players are looking for. Many games offer the option to skip ahead if players can’t make it past a certain puzzle or area of the map; these things are not that difficult to implement.

Cal on Jedha.

Stories are incredibly subjective. What works for you might not work for me, and vice versa, so everything I’m going to say about Jedi: Survivor’s narrative choices have to be taken in that way. Nothing about this is “objective” at all!

Where I’d felt gripped by Jedi: Fallen Order’s story, Jedi: Survivor came up short. Cal felt listless, rushing from place to place at the behest of the plot but not in a particularly understandable way, and there were moments of sheer randomness in the story – particularly at the beginning – that really detracted from the adventure.

A customised Cal.

In Jedi: Fallen Order, Cal was being hunted by the Imperial Inquisition after he used his Force powers, but was rescued by Cere. She already had a mission of her own: to open the holocron. Cal slotted into that story perfectly, and at every stage it felt like it unfolded naturally as Cal visited different worlds to unlock the holocron’s mysteries.

Jedi: Survivor begins with Cal falling into a hole that leads to a random cave – entirely by accident. It just so happened that Greez built his Cantina on top of some ancient Jedi ruins, and Cal stumbled into those ruins completely by mistake. That mistake kicked off a convoluted plot about a planet lost in an impenetrable nebula, a fallen Jedi who’d been sealed in a bacta tank for hundreds of years, and an Imperial spy who was so obvious that he might as well have had the words “secret bad guy” tattooed across his forehead.

Yup.

I admit that the performance issues and bugs in Jedi: Survivor made it harder to fully get into the story, as did the open-world mechanics described above. And those two things have undoubtedly impacted the way I view certain character decisions and the game’s narrative path. But even keeping that in mind, and doing my best to separate my thoughts about the state of the game and its design choices from its narrative… I still find it to be a weaker and less engaging story than its predecessor.

Any Star Wars story set during the reign of the Empire has a tightrope to walk – and for me, Jedi: Survivor created narrative issues for itself as a result of a couple of key decisions. Bringing back Master Eno Cordova for what was, unfortunately, an underwhelming and unimpressive role seriously challenges the idea of Cal as the game’s protagonist and leading figure in any kind of Jedi restoration. Cere had appointed herself as a kind of librarian or preserver of Jedi knowledge, but Cordova – a Jedi Master, lest we forget – should have been in a strong position to play a leading role in the preservation and restoration of the Jedi Order.

Master Cordova’s role was unimpressive.

Instead, Cordova’s role was a disappointment. He hand-waved away Cal’s destruction of the holocron that he’d gone to such extreme lengths to protect in the first game, then just stood around doing fuck all. He didn’t help, he didn’t offer guidance, he didn’t do… well, anything. And then he died remarkably easily at the climax of the game’s “twist” – a twist so thoroughly telegraphed that it might as well have been lit up in neon. Ever since the “no, I am your father” moment back in 1980, Star Wars has been obsessed with putting these kinds of twists into its stories. As I said once, recapturing that magic moment isn’t gonna happen, and Jedi: Survivor was made worse by trying to pull off something like this – and doing it so unsuccessfully.

When the dust settled, I also felt that Bode’s reason for his betrayal of Cal was paper-thin and didn’t make a lot of sense. Did Bode really plan to take his child to an uninhabited, uncharted planet and stay there – completely alone? What were they gonna eat? Without access to technology, what were they gonna do? Sure, they’d be “safe” from the Empire, and Bode would be wiped off the Empire’s list, but there doesn’t seem to have been any real planning on his part for the long-term.

Bode didn’t make for a particularly compelling villain.

In a “linear, story-driven” game – tags that Jedi: Survivor’s publishers love to draw attention to – the story is more important, in many ways, than the gameplay. Jedi: Survivor’s third-person exploration, parkour, and lightsaber combat could be fantastic… but if they’re let down by a poor story or one that feels convoluted, there’s no salvaging the game. And while I wouldn’t say anything in Jedi: Survivor was as bad, narratively speaking, as something like The Rise of Skywalker… that’s an incredibly low bar.

There were some genuinely tense, thrilling, or otherwise fun moments scattered throughout the story, as well as callbacks to the first game and references to other parts of the Star Wars franchise that I appreciated. So it wasn’t a total narrative collapse or anything like that; Cal’s story, while built on weak foundations, was still worth following to its conclusion. Even though I saw Bode’s betrayal coming from a mile away, Cal’s raw emotional reaction to it definitely hit the notes it was aiming for. While Master Cordova’s death felt like a waste, Cere’s demise at the hands of Darth Vader not only took her story full-circle after the events of Jedi: Fallen Order, but it was a heartbreaking moment that was handled well.

Cere was hunted down by Darth Vader.

The weakest part of the story of Jedi: Fallen Order was one that I hoped its sequel might address. The Haxion Brood storyline – in which Greez and Cal were pursued by a gaggle of unimpressive bounty hunters – was left unresolved by the time the credits rolled on the first game, and I had hoped to see a resolution in Jedi: Survivor. There was a bounty hunter side-story in the game, with several different bounty hunters to defeat that served as kind of mini-bosses. The ending of this questline was neat, but here’s my gripe: it didn’t resolve the Haxion Brood storyline!

As of the end of the game, Cal and Greez are still wanted by the bounty hunters, and the faction’s leader, who we met in the first game and who seemed like the kind of arrogant dick that it would be so satisfying to kill, wasn’t even mentioned this time. Again, this storyline just feels half-baked, and I had hoped that Respawn might’ve taken that feedback on board after the way the bounty hunter story just fizzled out in the first game.

Bounty hunter Caij Vanda offered what amounted to side-missions.

I liked that there were more cosmetic options in Jedi: Survivor, and I had fun playing with Cal’s appearance, BD-1’s appearance, and Cal’s lightsaber. I wasn’t wild about the way these cosmetics were unlocked, however, as I felt the game was particularly stingy with its currencies and lootable containers. That being said, I was able to unlock most of the items that I had my eye on, and by the time I was halfway through the campaign (or thereabouts) I’d got Cal, BD-1, and Cal’s weapons looking the way I wanted them to.

The expansion of lightsaber styles from Jedi: Fallen Order was nice – but these felt a little restrictive. I loved the way the crossguard lightsaber looked, but the incredibly slow and cumbersome fighting style that accompanied it basically rendered it non-viable for me. It would have been nice if there were options to mix and match fighting stances with cosmetics – in my case allowing Cal to use a crossguard lightsaber in a different way, but this could also open up double-bladed and dual-wielding stances to other styles of play.

Cal with a crossguard lightsaber.

Jedi: Survivor retains the Dark Souls-inspired “checkpoint” save system, instead of allowing players to freely save. This is a particularly irritating trend that many “souls-like” games (or should that be “souls-wannabes?”) implement, and it just feels annoying and outdated in 2023. Having to re-do chunks of a level because of the lack of a proper save system is just silly, it doesn’t increase the difficulty nor add anything to a game, and with Jedi: Survivor’s meditation spots not exactly being ubiquitous, I felt this choice got in the way of the fun.

One thing I did appreciate was that Cal’s Force powers carried over from Jedi: Fallen Order. Given the way in which that game weaved Cal’s connection to the Force into its narrative, it would have felt strange if he’d begun the sequel having to re-learn those same skills, and I will give credit to the writers for keeping Cal’s growth going instead of going for the typical video game sequel “reset” of his powers.

Customising BD-1.

I expected better from Jedi: Survivor, at the end of the day. The follow-up to one of my favourite games of the last few years was a title that I genuinely expected to compete for the coveted “game of the year” title come December, but instead it’s going to go down as one of the biggest disappointments of 2023 for me personally. The unacceptably poor state that Jedi: Survivor was in at launch – and remains in more than five months later – is a big part of that. But even if those performance issues and bugs had been kept to a minimum, the game itself feels like a poor relation to its illustrious predecessor.

Narratively, Jedi: Survivor built a weak, convoluted, and random story that split up the first game’s crew and saw Cal team up with an incredibly obvious turncoat. And mechanically, the game was forced into an open-world mould that simply didn’t suit it. It was hard enough to get invested in the story because of the poor shape that the game was in, but every time I got close, either the bland open-world formula would trip it up or I’d find myself annoyed by a story that was so much weaker than that of the first game.

Improperly rendered low-res textures.

So that was my experience with Jedi: Survivor. It’s hard to recommend it right now, given the performance issues and bugs that remain present. Electronic Arts and Respawn Entertainment have massively slowed the rollout of patches and fixes since the game launched, and I fear that Jedi: Survivor is being quietly abandoned and may never reach the level of basic playability and mechanical competence that should have been present at launch. This is already a huge disappointment and should be enough to put off all but the most ardent Star Wars fans.

Your mileage may vary when it comes to the game’s story, though, and my take is clearly not shared by all players. I’ve seen plenty of comments hailing the story as one of the best that the Star Wars franchise has to offer, and while that’s certainly not my opinion, it’s worth keeping in mind that these things are subjective. As I said earlier, I have no doubt that my overall impressions of Jedi: Survivor have been coloured by its bugs and performance issues.

I have no plans to return to Jedi: Survivor right now, and having stepped back into the game to capture a few screenshots for this piece, I’ll probably be uninstalling it. If a huge patch is released, or the game receives significant DLC that could add to its story, I might consider going around again. But unfortunately I must report that Jedi: Survivor was not the fun and engaging Star Wars adventure that I wanted it to be.

Star Wars Jedi: Survivor is out now for PC, PlayStation 5, and Xbox Series S/X. Jedi: Survivor is the copyright of Electronic Arts, Lucasfilm Games, and Respawn Entertainment. The Star Wars franchise is the copyright of Lucasfilm and The Walt Disney Company. Some promo artwork and images used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Where does Bethesda go from here?

Spoiler Warning: Minor spoilers are present for some early missions in Starfield.

A strange feeling hit me yesterday. I’d taken a break from Starfield for a few days after writing up my first impressions of the game, but I booted it up again to give it another shot at getting me immersed in its sci-fi world. This was, after all, a game I’d been excited to play and had been looking forward to. But while I was playing Starfield and feeling underwhelmed by some of its basic quests and unimpressive exploration… I realised that I’d rather be playing Baldur’s Gate 3. I was planning out character ideas in my head, thinking about how to approach some early-game quests and encounters that I was unprepared for the first time around, and I even found myself more interested in writing about that game than I was in actually playing Starfield.

This got me thinking about Bethesda, and in particular the way in which the company’s game design and creation feels… well, stagnant. Starfield, while an impressive technical achievement in many ways, also feels like a game whose core mechanics and systems haven’t really improved or moved on in more than two decades – and while that’s clearly sitting right with a lot of Bethesda fans and giving them a ton of enjoyment, it feels disappointing to me.

An empty captain’s chair.

Starfield is a Bethesda game. It’s “Skyrim in space.” And those two expressions simultaneously encompass everything Starfield fans love about the game… and everything that critics dislike about it. For the first time since I played Morrowind more than twenty years ago, I find myself wrangling with a difficult question: do I actually like Bethesda games? Or to be more accurate: are Bethesda games still enjoyable twenty years later when the formula, designs, and core gameplay mechanics haven’t really changed?

See, Starfield isn’t just “Skyrim in space.” It’s also “Oblivion in space,” “Fallout 3 in space,” and even “Morrowind in space.” Although more than twenty years have passed since we were first sitting down to play Morrowind, not a lot has changed in terms of the way a Bethesda game feels. And that’s a double-edged sword, because that familiarity is clearly something that fans adore. That style of gameplay has its audience – and it’s a big one. How else do we explain Skyrim still being popular almost twelve years later?

Morrowind was released on PC and Xbox in 2002.

But that familiarity is, at least for me, the beginning of Starfield’s undoing. The structure of a Bethesda game – with an optional main quest and plenty of side-missions to get stuck into – felt incredibly innovative in 2002, but doesn’t any more. And when many of those quests are incredibly basic, offering little if any choice of how to approach them, again it feels like Bethesda’s game design has become stagnant. Quests in Starfield operate in functionally the same way as quests did in Morrowind – and every other mainline Bethesda game since. You have two basic variants: go to place, press button to collect/interact with item, the end. Or: go to place full of enemies, kill enemies, the end.

During an early-game mission in Starfield, I found myself at a facility teeming with nameless “spacers.” This base felt no different from the dozen or so other bases I’d cleared out earlier in my playthrough, and even though it was a named quest location, it felt incredibly samey in terms of its design and its loot. Stealth was an option – but not an especially good one, as taking down one enemy would alert all the others in the vicinity. There were no real puzzles to solve, aside from picking a couple of locks, and after exploring the entire place, listening to a couple of audio logs, and talking to one NPC, I’d claimed my prize and was blasting off to the next place.

Fighting pirates in Starfield.

As I explored the facility that I was infiltrating (alright, attacking) I kept encountering interesting-looking items that I just couldn’t interact with at all. Computers that couldn’t be powered on. Gauges and switches that couldn’t be spun or flicked. Buttons that couldn’t be pressed. There was no environmental storytelling nor any way to use the environment to my advantage. I couldn’t, for example, hack into the base’s computers and set turrets to target the spacers. I couldn’t vent toxic gas into a room to knock them out. There wasn’t an alternate route to the clearly-marked destination that I could have used to sneak past the guards. In short: it was a Bethesda quest from a Bethesda game.

And I remember this exact criticism from the Morrowind days. “You’ll come across a fishing rod that you can’t use to fish,” said one reviewer at the time, using that example as a way to call out the superficial world that Morrowind offered. Because I got so hooked in by the story, the characters, the lore, and the world-building… I always felt such criticisms were silly. The world was rich and deep in story terms, even if mechanically and in terms of gameplay it wasn’t. That was good enough for me in 2002 – but it doesn’t feel good enough any more in 2023.

This computer setup (which is duplicated in many bases and locations across Starfield’s galaxy) is set dressing. It can’t be touched or interacted with in any way.

A lot of folks are playing and loving Starfield. A friend of mine, who was even more hyped for the game than I was, seems to be having a whale of a time – and I’m genuinely thrilled for them and for everyone else who’s enjoying it. But I feel like I’m watching a New Year’s Eve party through the window while standing on the cold street outside; everyone else is having fun, but I’m not.

I keep waiting for Starfield to “click.” I keep waiting for that moment where I’ll think “oh, I get it now,” and the fun can actually begin. But almost twenty-five hours in, it hasn’t. There are whole games that are shorter than that, games that get going from the very first moment and tell a wonderful story in a relatively short span of time. My pick for 2021’s game of the year was Kena: Bridge of Spirits, an indie title that was visually beautiful, emotional, and a ton of fun to play. But my playthrough of that game lasted barely twelve hours, and in that time I explored the game world, fell in love with its characters, and dragged it out as much as possible because I just didn’t want the experience to end.

Kena: Bridge of Spirits was 2021’s game of the year.

I’ve heard other critics and commentators say that Starfield doesn’t “get good” until around the six-hour mark, the twelve-hour mark, or even beyond that. But… if it takes that long for the game to get going, I don’t really consider that to be a selling-point. It’s often true that a game gets more interesting to play as the campaign goes on; your character levels up and gains more skills and abilities, giving you more options in some cases. But the basic gameplay still has to be balanced and enjoyable during those first few hours! That’s crucial to player retention. If the reason I’m not enjoying Starfield after twenty-five hours and bringing my character up to level 18 is because the game “doesn’t get good” until later… well, how much longer am I going to have to wait to have a good time?

I don’t really think that’s the issue, though. Levelling up my character and doing those basic looting and fetching activities just don’t hold the appeal they once did. The real reason for that, I fear, is that game design has moved beyond what Bethesda and its Creation Engine are capable of.

Standing on a random planet with a spaceship landing to my left and an enemy base to my right.

The world of Starfield feels regressive and, to me, more akin to Morrowind than Fallout 4 or Skyrim. Shops never close, even when it’s the middle of the night, and their NPC proprietors stand or sit behind their counters 24/7. When I aim the first-person camera down to the ground, I can’t see my character’s feet or body; I’m just a floating camera orb. Enemies and NPCs don’t feel reactive – you can run away from them and they’ll just forget you existed two minutes later, even if you’ve murdered all their companions and shot them in the face.

And the bugs. Oh god, the bugs. Starfield probably is Bethesda’s “least-buggy release ever,” as has been repeatedly claimed. But “least-buggy” doesn’t mean “there are zero bugs,” and claiming to be the least-buggy Bethesda game is like claiming to be the sewer with the fewest turds. I’ve seen dozens of bugs across my playthrough, including enemies able to shoot through doors and walls, NPCs clipping through solid objects, characters levitating, and items disappearing through the environment or floating away. There’s one particularly annoying bug where I’ll be piloting my spaceship but every crew member on board will repeatedly spout the same handful of lines of dialogue – as if the game thinks I just walked up to them.

Just one of many bugs I’ve encountered. Not game-breaking, but certainly immersion-breaking.

Every time Starfield has a chance at getting me to feel a crumb of immersion in its sci-fi future, something comes along that rips it away again. Maybe it’s walking into a cabin on my ship to see one of my crew members clipping through a box. Maybe it’s realising that a shopkeeper doesn’t have a life outside of the few seconds I spend in his always-open shop. Maybe it’s landing on a supposedly “unexplored” planet or moon only to find two spacer bases, a mining outpost, and another spaceship landing right next to me. But I can’t go more than a few minutes without something in Starfield reminding me that I’m playing a video game – and a video game that feels years out of date.

After taking part in yet another quest that didn’t seem to be any different from any of the others I’ve tried, I kind of felt myself hit the wall. Should I keep pressing on, following one uninspiring story after another in an empty world that I couldn’t give a shit about? Should I keep trying to pretend that these last-gen, waxy-skinned Madame Tussauds rejects are “people,” even as their dead eyes and ridiculous faces break what little immersion I can find? Should I keep waiting for Starfield to “get good?”

A pair of NPCs.

Setting my own feelings aside, I wonder what lessons can be learned from Starfield from Bethesda’s point of view. As the company begins to develop new entries in The Elder Scrolls and Fallout series, as well as potential DLC for Starfield, what should the key takeaways be? As I asked at the beginning: where does Bethesda go from here?

Despite how I feel – and how you may feel, too, if you happen to agree with me – Starfield has been well-received by Bethesda fans. The game had six million players shortly after launch, making it the biggest Bethesda release ever. And it’s racked up decent reviews on platforms like Steam and Metacritic, with the positive reviews outweighing the negative ones from both professional critics and players alike. There’s a market for this kind of game, then… so Bethesda doesn’t need to change anything. Right?

Starfield’s ratings on Metacritic as of mid-September 2023.

I look at Starfield – and by extension, Bethesda games in general – the same way I’ve looked at Nintendo games since the mid-2000s. Nintendo threw in the towel and gave up on trying to compete with PlayStation and Xbox on power and graphics, focusing instead on carving out its own niche. Nintendo games rarely if ever compete with other studios in terms of things like visuals or scale, and yet it’s found success with 2D games, retro games, kids’ games, smaller and more simplistic games, and so on. The company has gone from strength to strength with the Wii and the Switch – with a bit of a blip during the short-lived Wii U era!

Bethesda may just be going down a similar path. Instead of trying to keep up with open-world developers like Rockstar or role-playing studios like Larian, Bethesda is sticking to what’s worked in the past. Instead of developing new technologies and innovating, the company is doubling- and tripling-down on its existing technology, knowing that its fanbase will forgive a degree of bugginess and jankiness. Instead of learning from what other companies have done with tech like procedural generation, Bethesda is content to muddle through and do things its own way.

Shops in Starfield never close, and shopkeepers never leave their posts.

And who am I to say that’s a bad thing? I don’t like every Nintendo game that comes out, but their heavy-hitters are still worth turning up for. Whether it’s Animal Crossing: New Horizons, Super Mario Odyssey, or Mario Kart 8 Deluxe, Nintendo knows what its fans want and serves them just enough of it to keep them coming back. Are those games innovative masterpieces that push boundaries and drive gaming forward? No… but do they need to be?

Did Starfield need to be?

I bought into too much of the excitement for Starfield and internalised too much of the hype. That one’s on me, and after playing games for more than thirty years I should’ve known better than to place any new release on such a pedestal. But there’s also a lesson here for Bethesda – one that the company should have learned already from similar experiences in the past! Over-hyping a game and being frightened of telling players “no” can lead to excessively high expectations and ultimately disappointment. That’s part of the Starfield problem. The Starfield showcase earlier this year was great, but what came after it should have shut down speculation, explained clearly the boundaries that would be present, and done more to lower sky-high expectations. Over-selling a game might lead to a temporary boost in sales, but it’s almost never worth it in the long-run.

Bethesda executive producer Todd Howard.

Beyond just marketing, though, there are questions for Bethesda in terms of the fundamentals of development and game design. Does the company have both the ability and the desire to keep up with its competitors? If so… why didn’t we see that in Starfield?

Procedural generation has been able to create massive, expansive worlds for a long time. So why are Starfield’s planets restricted to tiny, non-contiguous landing zones? Minecraft generated massive worlds with varied biomes more than a decade ago, and No Man’s Sky took procedural generation to space all the way back in 2016. The same for spaceflight: why can’t I fly my ship from one planet to the next in the same solar system?

My customised spaceship.

Look at open-world games like Grand Theft Auto V – which is now a decade old. That game’s linear missions at least offered some variety in terms of the way they played. Why does every quest in Starfield feel functionally the same? Where’s the diversity of items to at least make the looting side of the game feel worthwhile?

When I explore a city in Starfield that’s supposedly the capital of humanity’s extrasolar colonies, why does it feel so lifeless and empty? For all its problems – and my god were there problemsCyberpunk 2077 at least managed to create the feel of a bustling city, replete with skyscrapers, traffic, and countless individual NPCs.

New Atlantis – the biggest city ever made for a Bethesda game – feels small and empty.

These are just some of the areas where Starfield feels deficient. And my question isn’t “how will Bethesda fix them?” but rather… does Bethesda even consider these things problems that need to be fixed? Or is the company content to take this formula and repeat it yet again in its next title? If so, will that be good enough for Bethesda fans when The Elder Scrolls VI rolls around in 2028? Or when Fallout 5 graces our screens in the 2030s?

The answer is a solid “maybe.”

So where does Bethesda go from here? The way I see it, there are two paths open to the company. One sees it continuing to double-down on its existing technology and design philosophy, becoming “the Nintendo of role-playing games,” where graphical fidelity, quest design, characters, and more are all a couple of generations behind. Abandoning innovation in this way will probably lead to The Elder Scrolls VI being referred to as “Starfield in a fantasy setting,” whenever that game is ready!

Another bug that I encountered during my playthrough.

Alternatively, Bethesda could recognise the deficiencies in its technologies and processes, look around at what other games in the action/adventure, open-world, and role-playing spaces have been doing over the past few years, and try to catch up. Realistically this almost certainly means dumping the Creation Engine in order to create or license something more powerful that can really stand up to the rigours of modern game development.

After trying to give Starfield a fair shot but finding it came up short, I know what I’d rather see. But given Starfield’s critical and commercial success, perhaps I’m in the minority here. It seems that millions of players are absolutely fine with playing “just another Bethesda game” in a different setting, and if that’s the case in 2023, who’s to say it will change by the time the next Bethesda title is ready? Like Nintendo, the company clearly has a dedicated fanbase who are willing to overlook and even embrace its flaws. I thought I was one of those fans… but Starfield has shown me that I’m not.

Starfield is out now for PC and Xbox Series S & X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Baldur’s Gate 3: Narrative and Role-Playing Thoughts

Spoiler Warning: There are spoilers ahead for Baldur’s Gate 3 – including its ending.

This piece is a follow-up to my spoiler-free review of Baldur’s Gate 3. If you haven’t read that, it provides a bit of background to some of the things we’re going to talk about here, and also goes into detail about some of the mechanics of Baldur’s Gate 3 and what I enjoyed about it from a gameplay perspective. It should also go without saying that we’re going to talk about some specific story points today, including the ending of the game and several character questlines. If you haven’t completed the game and don’t want to see spoilers, this is your opportunity to nope out!

Baldur’s Gate 3 had a strong story that roped me in almost from the first moment. It also told a story with plenty of variety, with companion questlines that went in interesting and unexpected directions, and side-quests that were just as engaging and impactful as the main quest. I adore the experience that I had, and I can’t wait to jump in for a second run and try to do some things differently – so everything we’re going to discuss today has to be seen through that lens. So to repeat: I thoroughly enjoyed the story of Baldur’s Gate 3!

You know there has to be a “but” coming after that, though… right?

Box art of Baldur’s Gate 3.

But I have some notes! Firstly, Baldur’s Gate 3 makes no apologies for being a dense story, and for really throwing players in the deep end from the very first moment. The wall of content that you experience upon booting up the game for the first time – in which I’m including the intro cinematic, the opening level, and the character creator – throws a lot at you all at once. For someone who didn’t play the original Baldur’s Gate and who’s unfamiliar with Dungeons and Dragons… it can be a lot to take in.

I made a lot of mistakes during my first few hours with Baldur’s Gate 3, and the game doesn’t hold players’ hands. For some folks, that’s a huge positive! But for me, I have mixed feelings. I’m no stranger to this phenomenon – I cut my teeth playing games in the late ’80s and early ’90s, when games didn’t have more than a manual in the box to help you out. But there’s a reason why most modern games offer more by way of tutorials and do more to ease players into the story! Baldur’s Gate 3 begins by throwing up a metaphorical brick wall that has no obvious way around or over it – and it’s up to you as a player to either muddle through or hop online to find a strategy guide.

Creating a custom character.

My unfamiliarity with Dungeons and Dragons was a hurdle – one that I have no doubt impacted my experience with the game. It’s to the writers’ credit, more so than anything else, that I continued to play the game and kept coming back to it when I ran into something I didn’t understand or a problem I wasn’t sure how to solve. Although the story has huge stakes, particularly as it gets into its second and third acts and talk turns to the “Dead Three” and their chosen, at its core in those early moments it’s a story of survival. One person – the player character – is infected by a parasite and has to find a cure. That’s the driving force, and that’s what leads you to your allies and companions, and sets the stage for this story.

That character-centred story, with high personal stakes, is what roped me in during those crucial first moments. Even as I had no clue what mind-flayers, githyanki, or nautiloids were, there was a sense of urgency and a basic, innate survival instinct at the heart of the story that begged me to keep going. The writing to bring this to life and to get me instantly invested in this vast, dense world when I had no real frame of reference is truly world-class – there’s no other way to describe it. When people say that video games can be just as engaging, entertaining, and emotional as books or films, it’s stories like Baldur’s Gate 3 that they can point to!

The adventure begins…

Despite what you may have heard, Baldur’s Gate 3 does not have “17,000 endings.” There are a few basic ending options, which can be modified depending on player choice – and random dice rolls throughout the game. If a companion died, for example, or was never recruited, they don’t show up at the end. Likewise for allies – if an ally was never recruited, they aren’t available in the endgame. This adds variety, and means that it’s worth making multiple runs through the game to see different things and experience some of these different ending options. But I feel that the “17,000” claim is rather overstating what’s actually on offer. Don’t get me wrong: there’s far more variety and more ending options than in something like Mass Effect 3! But just not perhaps as much variety as has been claimed.

The ending I experienced during my first playthrough felt like the “best” possibility based on the way I’d played the game and which characters I had on my side. But other players might find that other options or pathways could have led to an even better outcome, which is absolutely part of the fun!

One of the citizens of Baldur’s Gate takes down a mind-flayer.

One thing that I liked about Baldur’s Gate 3 was the feeling of “impossible” choices. There are multiple points at which the road forks and you have to choose between one ally and another – betraying one in order to side with someone else. I kind of “cheesed” part of this by placing a companion on the back burner and largely ignoring her, allowing me to more easily side with one ally over another when doing so threatened to tread on the toes of her storyline. But it wasn’t the easiest thing to do – showing, I think, just how much the story had grabbed me and how much I’d come to care about these characters. I never like upsetting an NPC in a video game, but the friends and allies I’d made in Baldur’s Gate 3 felt like real people, so the idea of going against their wishes or even betraying them… I couldn’t do it!

Obviously Baldur’s Gate 3 is a sequel – so I expected some callbacks to earlier games. But I was surprised at how heavily Baldur’s Gate 3 seemed to lean on those two older titles, especially as the second and third acts of the game rolled around. I’m not familiar with those stories having never played the games, but there was enough exposition dumped to make it clear that some characters and storylines were basically direct continuations of the events of those games. That’s a creative decision, and one that fans of Baldur’s Gate 1 and 2 will surely have appreciated. For me, I could have done without that, and at a few points this sequel-itis felt quite in-your-face.

The character of Vicona DeVir is one of several who return from earlier games.

Let’s talk a bit about companions. There are ten potential companions in Baldur’s Gate 3 – two of whom appear to be mutually-exclusive, meaning you have to choose one over the other for a maximum of nine potential companions per playthrough. There are also hirelings who can be purchased to round out the party if you feel you’re missing a particular class or skill – but these characters are less interactive, have few if any unique dialogue options, and I personally felt didn’t serve a lot of purpose. You’re limited to four characters in your party at any one time – your main character plus three others – and hirelings count toward that limit. So unless there’s a problem with your main companions, the need for hirelings feels quite diminished.

In terms of variety, replayability, and player choice, I felt that the game offered a lot of pathways to bringing your party together – but many of these pathways led to the same end point. You could choose in what order to recruit party members – even if, at the time of my first playthrough, I wasn’t aware that I was doing so(!) – but for the most part, even if you deliberately shun a character that the game deems to be important, one way or another they’ll find their way back to you. In my case, the character of Wyll literally showed up at my camp toward the end of Act 1.

Wyll confronted Karlach at my campsite.

I’d seen Wyll briefly during one of the first fights in the game, but after that encounter I lost track of him and didn’t recruit him. I could’ve gone through the entire game not even realising I’d missed a prospective companion, but Wyll later showed up at my camp to confront Karlach – before being talked into joining the party. It kind of felt like this interaction was less organic and natural than others, and that Wyll was almost forced upon me, with Baldur’s Gate 3′s developers insisting that I take him along for the journey.

I’m not upset about the outcome – Wyll’s story was one of the most interesting in the game in more ways than one, and having him in the party led to some incredible moments in all three of the game’s main acts. But this is very much a case of the ends justifying the means, with a rare misstep in the way the game’s narrative came close to breaking the fourth wall leading to better and more engaging story beats later on.

Wyll proved to be a great companion character across the rest of the game.

I recently saw a spoiler-y video online, unfortunately, which confirms that the same thing also happens with the companion character Shadowheart. Players have to go a bit more out of their way to avoid Shadowheart, actively pushing her away and insisting she doesn’t join the party, but even if this path is chosen, Shadowheart makes her way back to the party partway through Act 1. And from what I saw in the video – which, admittedly, was not the entire storyline or sequence – it also felt like a very forceful way that the game pushed her into the party.

I’m not sure how true this is of all the other companions, but the main “tadpoled” characters of Astarion, Karlach, and Gale could well fall into this category too, showing up uninvited even if rebuffed by the player. And having played and enjoyed all of their arcs across the game, I think it’s not unfair to say that players would be missing out if they chose not to engage with these characters at least once. But in a game that sells itself in part on the fact that it offers players endless choices, the way some of these characters are basically forced into the party leads to a strange kind of disconnect between the game’s ambition on that front and the way it actually plays.

If ignored or rebuffed earlier in the game, Shadowheart shows up at the goblins’ camp in Act 1.

Some elements of Baldur’s Gate 3′s role-playing felt a little constrained by the mechanics of the game. To give one example from my own playthrough: I wanted my character to wield a flail – you know, the medieval weapon that’s basically a spiky ball attached to a chain. There wasn’t any real reason for this other than that I thought it looked neat on my character, a drow druid. But through my entire playthrough, I didn’t encounter any decent flails for my character to use.

There were swords aplenty, as well as axes, bows, and even staffs and clubs. But if I’d chosen to equip my character with a flail – after specifically choosing to make them proficient with that weapon type – I would have sacrificed a lot. Not only were there no unique or enchanted flails, offering additional bonuses like fire or ice damage, but the only ones I came across were pretty weak. They were easily outmatched by even the most basic swords and rapiers, leaving me with little choice but to equip a weapon I wasn’t wild about just to get the best stats. That’s part of gaming, in a way, but I would have liked to have seen more options on the weapon front. Baldur’s Gate 3 has plenty of weapon types on the surface, and uses that as part of its “play the game however you want” selling-point. But if some of these weapons are basically non-viable, especially later in the game when coming up against higher-level enemies, it kind of renders the whole thing redundant.

A flail.

That’s a specific complaint because I couldn’t find a flail that was as good (or almost as good) as many of the swords and other weapons that I encountered. But I will give the game credit for offering a variety of unique weapons, and for making it so that most characters can experiment with different ranged and melee weapon types. My druid, for example, was able to gain proficiencies with swords and crossbows at a relatively early point in the campaign, and it completely transformed them from a pure spellcaster into a much more well-rounded character who had multiple options when engaged in combat.

I didn’t choose to re-spec my character during my playthrough, nor change my class. I just didn’t feel that was necessary – but again, it’s nice that the game offers that option. I could absolutely see a scenario in which changing class would be worthwhile, and actually for a druid – which was my class – perhaps that’s even more relevant! Of the ten companions you can recruit, two are druids – so I can see a situation in which some players might want to change class to avoid having too many of the same character types in their party.

Talking to Withers at camp allows you to change your class, if desired.

Let’s talk about romance, because I feel this was one area where Baldur’s Gate 3 strayed from being a deeply engaging story into one that was very – for want of a better term – “video-gamey.” The basic problem is this: no matter who you are, what choices you made, what your background is, or what actions you take… everyone falls in love with you. That includes members of your party as well as important allies – and it just felt too easy to go down these romantic paths. It got to a point where I felt I had to basically avoid interacting with some characters after accidentally ending up in a romantic entanglement, and I just felt that this side of the story was clumsily handled.

It’s great that Baldur’s Gate 3 offers so many romantic options, don’t get me wrong, and that there are options for players to be gay, bi, straight, and so on. But it’s also a bit odd that every character so easily falls for the player – even if they take actions that they claim to disapprove of, or even after the player is already in a committed relationship with another NPC. I also find it a little odd that every NPC is able to be romanced regardless of whether the player character is male, female, or non-binary. Is everyone in Faerûn pansexual? Doing what games like Mass Effect do and restricting some romantic encounters by gender wouldn’t be a bad thing necessarily – if it was right for the character in question.

Some companions fall in love with the player character a little too easily!

Jumping ahead to the end of the game, while I had a fantastic time with the story and the way it brought together different characters that I’d encountered across my many hours of playtime, there are a couple of things to say.

Firstly, the fact that so many characters can be present as allies in the endgame is fantastic – and I absolutely love this kind of “everyone pitching in to save the day” story. It felt great, it was emotional, and I was genuinely surprised to see some characters turning up to offer their aid as Baldur’s Gate was besieged by the mind-flayers!

But – and you knew there was another “but” coming – the way this happens completely reframes many of these character encounters earlier in the game. Instead of helping little Arabella because it’s the right thing to do or because it feels like something your character would do, on a repeat playthrough you’re going to be acutely aware that saving her has a positive outcome in the endgame. Likewise the owlbear cub, Councillor Florrick, or Inspector Valeria. There are at least a dozen characters who can play a role here – and that knowledge completely changes how I’d approach their encounters and quests on a second playthrough.

Saving Arabella in Act 1 (and helping her again in Acts 2 and 3) has positive repercussions as the climactic battle rages.

This is kind of a trend you’ll see with Baldur’s Gate 3: while there are, in theory, many options for how to progress through the game, and the game is very adaptable if an NPC or even party member is killed, there are clearly some choices that lead to better outcomes, especially as the story reaches its climax. If you killed a bunch of NPCs, failed to save others, or just straight-up ignored whole questlines – which is easy to do, as some encounters have quite specific requirements – you’ll have fewer allies for the final fight against the Elder Brain, potentially giving you a tougher fight or a less-enjoyable time.

If your desire is to play as an “evil” character, I think this would affect you the most. Baldur’s Gate 3 tries to offset some of this, to its credit, by giving the “evil” options some positive endgame outcomes and alliances – such as if you betray Nightsong and turn her over to Lorroakan. But even then, I think you’re going to be left with fewer allies for the final fight. Maybe that’s okay – and narratively, if it makes sense for your character and your play style, that’s fine. But it may mean that, in terms of the mechanics of how the game works, you’ll end up having a worse or harder time.

Choosing to help the strange ox – which I did for no other reason than it seemed like a bit of silly fun – ended up making a difference.

Sticking with the ending of the game, after a beautiful coming-together of friends and allies – which, in spite of the criticisms above, felt amazing on that first playthrough – and the climactic battle against the Elder Brain, things just sort of… ended. There was a brief epilogue showing some of the surviving party members, but they soon went their separate ways. Depending on choices you may have made, the macguffin at the heart of the story – the Crown of Karsus – may be lost in the sea off the coast of Baldur’s Gate. And depending on promises you may have made to certain characters… it feels like the story didn’t actually end at that point, in spite of the credits rolling!

For me, I’d chosen to pledge the Crown of Karsus to Gale, who in turn planned to return it to the goddess Mystra. As my character and Gale stared wistfully out to sea, I couldn’t help but feel that another chapter of the story was yet to be told. Maybe that will be Baldur’s Gate 4… but I’m not so sure of that!

Gale at the end of the game. His story didn’t feel complete.

The same feeling hit me with Wyll and Karlach. Karlach’s questline involved getting her infernal mechanical heart back into working order, but she learned toward the end of that story that the only long-term solution that could save her life involved returning to Avernus. Karlach seemed ready to die – and everything I’ve read about this quest says that there’s no “happy ending” for her, unfortunately. That’s a creative choice that I respect, and being with Karlach as she went out on her terms was a fitting, if bittersweet, end to her story.

At the last second, though, Wyll intervened and promised to stay with her in Avernus, saving her life but condemning both of them to one of the nine hells. This moment could have worked better if more time had been dedicated to it; it felt rushed, and because it was such a twist on what the game seemed to have been building up to with Karlach, I don’t think it worked as well as it could have. We also didn’t get to see Wyll and Karlach depart – the sequence just came to an abrupt end.

Karlach’s story seemed to come to an abrupt end.

Although my character got a moment during the epilogue with their romantic partner, other characters were either only seen briefly or were notable by their absence. The Emperor (who I chose to save instead of freeing Orpheus) very quickly shuffled off-screen, as did Lae’zel and Shadowheart. Jaheira, Minsc, and Halsin didn’t have much to say during the epilogue, despite being party members and surviving the fight. Other allies who fought alongside me during the climactic battle were entirely absent.

I get that making an overly-long epilogue could be offputting for some people, but this is the end point of what was, for me, a story that had lasted more than eighty-five hours over the span of an entire month, so getting a few extra minutes to see what happened to some of my companions and friends would have felt great. Even just a picture and a block of text explaining where they went next would have been something; it didn’t need to be a fully-animated and voiced sequence if that was prohibitively expensive.

Halsin at the end of the game.

I mentioned earlier that I chose to play as a drow (dark elf) druid during my playthrough, and based on that I have a few thoughts about how well races, backgrounds, and classes are implemented in the game. During my spoiler-free review I mentioned this, so forgive me for repeating myself! But I didn’t feel that there were very many places in the game where being either a drow or a druid actually made much difference in terms of role-playing and conversations. And backgrounds were all but forgotten; I had to go back and check which one I even picked, because I don’t think it ever came up.

Obviously classes matter in Baldur’s Gate 3 – they matter a great deal, as they impact what kind of spells you can cast, what weapons you’re able to proficiently wield, how easy things like picking locks or sneaking will be, and some even give you advantages in conversations or when trying to persuade NPCs. All of that has a profound impact on the way Baldur’s Gate 3 plays – and one of the reasons why I’m so keen to start a second run through the game is to pick a different class and try things differently.

Perhaps I should play as a halfling monk next time?

But in terms of the game world and characters therein, I didn’t feel that my choices (at the character creation stage) made much of a difference. A few characters remarked on my being a drow when I first met them, but immediately moved on and it was never mentioned again. I think I saw about half a dozen drow conversation prompts during my playthrough, most of which related to darkness, seeing in the dark, or visiting the underdark (which I now know is where drows live!) And half a dozen lines of unique dialogue isn’t bad per se… but in a playthrough that lasted eighty-five hours, it’s not like I felt that being a drow was affecting every conversation or having a big impact on how most people saw my character.

The same was true of being a druid. A handful of lines of dialogue about nature or the natural world were available, and especially toward the beginning of the game in the druids’ grove I felt optimistic that my choice was going to have a bigger impact on the way my character engaged with NPCs. But as the game wore on, it became clear that the grove was a bit of an outlier, and that the number of these unique dialogue options were few and far between.

One of the druids near the beginning of the game.

There was no point at which I felt, as a druid, a unique pathway opened up for me to engage with a character, resolve a situation, or perhaps even start a quest that other classes wouldn’t have access to. Baldur’s Gate 3 seems to go out of its way to make sure that all races and classes have access to all of the quests and missions – which is a double-edged sword, really. On the positive side, it means that everyone can enjoy what’s on offer, but on the negative side… it kind of detracts from that wonderful character creation process, and leaves some of those choices feeling less important or just flat-out unimportant.

This is a bad example, as the missions in question were piss-poor and incredibly basic, but it’s the only one that springs to mind right now so it’ll have to do! But in Cyberpunk 2077, each of the three life paths (i.e. backgrounds) that were on offer led to a unique prologue and one unique in-game mission. Although in Cyberpunk these missions were lacklustre, at least there was an attempt to add to the role-playing experience by throwing a bone to players, making those early choices feel a bit more special and impactful. It also goes without saying that unique missions for each class or background add to any game’s replayability.

The choice of background doesn’t seem to matter.

Even if class-locked quests were off the table, it would still have been nice to see unique ways to progress through different parts of the game that were only available to certain classes or character types. To draw on another example, in the Omega DLC for Mass Effect 3, players who chose the “engineer” class get a class-exclusive opportunity that really impacts the mission and that makes perfect narrative sense. I didn’t see any of this in Baldur’s Gate 3. Maybe other classes or backgrounds have moments like this – but drow druids don’t, at least not from what I saw.

Every single combat encounter is going to be different depending on both the player’s class and the combination of classes of party members – be they the in-game companions or other people if playing co-operatively. And that’s great – it means that there’s a real strategic element to the game when it comes to deciding who to bring along and how to approach different moments. Getting a good combination of ranged, melee, and magical characters is a good starting point – but some encounters may need more heavy hitters, a healer, or a stealthy character, just to give three basic examples.

A combat encounter.

And that variety is a huge part of the fun. The different challenges posed by Baldur’s Gate 3′s huge variety of enemies makes practically every encounter feel unique. Even when facing off against the same basic enemy faction – goblins, for instance – there can still be this variety. A single boss goblin feels very different from a small group, and the strategies for defeating the small group are completely different from those needed to defeat a whole horde! I loved this aspect of the game, as it wasn’t possible to just pick a favourite party and stick with it the whole time; Baldur’s Gate 3 goes out of its way to encourage party-swapping and companion variety.

Exploration also feels like it has some of this variety. Having a character who’s adept at lockpicking in the party is a good rule of thumb, but characters who are perceptive or who have other bonuses also come in handy!

Some characters have an easier time than others when it comes to lockpicking, among other activities.

I just felt that, again, the way I created my custom character didn’t offer as much of that outside of combat. As either a drow or a druid, I didn’t find any unique ways to complete quests, any unique character encounters, or really any conversations or questlines that felt like they were really taking my character’s unique attributes into account. By the time I’d got stuck into the game and buffed up my character’s martial skills, giving me a mix of magic and weapon abilities, I felt that I had different ways to approach many encounters – but none of that felt like it was truly unique to who my character was.

There were also a few parts of the game that I felt were either not well-integrated or easy to overlook. For example, I didn’t create a single potion during my entire run. I didn’t even know potion-making was an option until I was well into Act 1, and I found that I was easily able to acquire enough health potions out in the wild such that making my own just never seemed like something I needed to do.

I didn’t actually do any alchemy.

Perhaps it’s more to do with the way I played the game, but I felt that potions and scrolls were less useful than spells and weapons – and I only used a handful across my run. Maybe there are things I missed out on because of that, and when I jump back in for a second playthrough I’d love to take more advantage of alchemy and scrolls. I’ll have to see whether and to what extent that makes a difference! But in my first run, I felt that neither were essential and both were easily overlooked.

While I feel you’d almost have to go out of your way to get into potion-making in Baldur’s Gate 3, and I feel the feature would benefit from an in-game introduction and tutorial, I like that it’s an option for players who want to role-play that kind of magical character. Potions are a big deal in fantasy settings, and it would feel like something’s missing if potion-making wasn’t present at all. I just feel it could be made more prominent in the game as things stand.

An armoured owlbear, ready for battle!

There’s one specific quest that I want to single out for criticism, and I’m picking on it not because I didn’t enjoy it – I think it’s one of the best and most interesting in the entire game – but because of how weirdly finicky it was to play, and how it had some very exacting requirements. For someone just playing the game, as I was, without a guide, it feels too easy to accidentally encounter this quest and then have it pretty significantly and negatively impact much of Act 3. I’m talking about the quest that involves rescuing the hostages from the Iron Throne – an underwater prison.

I first stumbled upon this quest by picking a lock in the city of Baldur’s Gate, then exploring what seemed to be a random warehouse. In the depths of the warehouse was a submarine that could ferry my party to this prison – but starting this quest before talking to other characters, including Gortash, Orin, one of the gnomes at the Steel Watch facility, and Wyll’s devil patron Mizora causes problems. Doing this in the “wrong” order leads to the quest having a much worse outcome, with Wyll’s father dead and the gnome rebellion at the Steel Watch not triggering properly. For a game that prides itself on letting players loose to freely explore, and on offering multiple branching paths… the way in which this particular quest was handled didn’t feel great, and it sticks up as an outlier. Despite that, when I managed to play it the “right” way, it ended up being one of my favourites in the game. It’s just a shame that it’s so exacting in its requirements, and that there aren’t any real ways around that.

This quest was very convoluted if you wanted to do it properly.

So I think we’d better wrap things up!

As I said last time, Baldur’s Gate 3 is the best game I’ve played so far this year. I adored the time I spent in Faerûn – my first ever venture into this particular fantasy realm – and I’m already chomping at the bit to start a second run through the game! I’m trying to restrain myself, as I feel jumping back in so soon after beating the game for the first time would diminish the experience, and I want to get as much out of my next go around as possible. But I daren’t wait too long, and I suspect I’ll give in and start that second playthrough before Christmas.

Though there were a few places where things could’ve been improved, and some quests that felt very particular with their requirements, overall I had a wonderful time with Baldur’s Gate 3. From the very first moment I felt gripped by what was simultaneously a small-scale, personal story and one that had world-ending repercussions. That’s in spite of having essentially zero background knowledge about the world of Dungeons and Dragons. The writing and gameplay were both outstanding, and kept me coming back for more.

Withers addressing the Dead Three.

I hope this has been interesting. There are bound to be many different perspectives on Baldur’s Gate 3, as it’s a game that encourages players to take different paths through its story. I already know that I haven’t seen all that the game has to offer – including an entire area of the map, many NPCs, one companion character, and I have no doubt multiple questlines, too. Now that I know what to expect, I’ll make a few changes to the way I play next time in order to check off some of those missing experiences! But I’ll try to save a few for another run, too.

Although I’ve found a few things to pick on in terms of Baldur’s Gate 3′s narrative and role-playing, none of those things prevented me from thoroughly enjoying a game that’s sure to be, for many folks, the game of the year. Baldur’s Gate 3 came out of nowhere this year – it hadn’t been on my radar at all. Both in terms of story and gameplay, I was stunned. I had an amazing time, and I can’t wait to go around again.

Baldur’s Gate 3 is out now for PC and PlayStation 5, and will be released on Xbox Series consoles in 2024. Baldur’s Gate 3 is the copyright of Larian Studios, and is based on Dungeons and Dragons which is owned by Wizards of the Coast and Hasbro. Some screenshots and promo art used above courtesy of Larian Studios and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: First Impressions

Spoiler Warning: While there are no major story spoilers for Starfield, minor spoilers for the main quest and a handful of side-quests are present.

I promised that I’d share my first impressions of Starfield as soon as possible, and with the game finally launching for us plebs who didn’t fork over £100 to get “early” access, I’ve belatedly had the chance to jump in and try it for myself. I’m basing my impressions of the game on approximately twenty hours of playtime, in which I’ve started but not completed the main quest, created a character, worked on my spaceship, undertaken a handful of side-missions and fetch quests, and landed on about twenty different planets. There’s no way I can reasonably “review” a game as large and long as Starfield without beating a single questline, so I’m calling this piece my “first impressions” of the game.

Starfield’s showcase earlier this summer was fantastic, and the game rocketed up the list to become my most-anticipated launch of the year. The idea of playing an open-galaxy adventure with all of the fantastic writing and quest design of a Bethesda game combined with spaceflight, spaceship building, and exploration, and set in a new fictional universe with designs that drew inspiration from NASA… it all seemed too good to be true. A friend of mine suggested to me a couple of months ago that Starfield “might be the best game that either of us will ever play.” Try as I might to avoid the hype, there’s no denying how excited I was for Starfield.

Promo poster for Starfield.

Hype can be detrimental to any game if not properly handled, something I commented on shortly before the release of 2020’s Cyberpunk 2077. I said then that games publishers and their marketing teams need to do a better job at reining in speculation, and that there are ways to let players down gently, redirecting the conversation, if necessary, away from features that won’t be part of a game. The hype train for Starfield definitely got unwieldy, and I fear that Bethesda ended up over-promising.

Let’s get the headline out of the way right now: Starfield is undeniably a good game… but it doesn’t always make good on some of its loftier promises and ambitions. It brings a lot to the table, but several of its key features and systems feel barebones and underdone, especially when compared to other titles in a similar space, meaning that there’s not a lot to offer in terms of longer-term play or replayability. Thus far, the game’s main story has failed to grab me following what I felt was a pretty rushed beginning, and customisation options for both the player character and their spaceship aren’t at the level I was hoping for. There are also some notable bugs that slipped through, in spite of promises that Starfield would be Bethesda’s “least-buggy release ever,” and graphics that feel outdated in some areas.

The city of New Atlantis.

That being said, Starfield gets a lot right. The game’s art style and overall aesthetic is exactly what I was looking for, drawing on real-world space agencies like NASA and retro sci-fi properties from the ’70s and ’80s that I grew up with. There’s some genuinely enjoyable gunplay – a first for a Bethesda title. Voice acting is solid across the board. And while I don’t feel that the game has really managed to suck me in – at least, not yet – it still manages to evoke at least some of those feelings of being a space captain in a sci-fi world that it was aiming for.

I think the best thing to do at this point is to break this article into segments. Each segment will tackle one aspect of Starfield’s gameplay, and then we’ll bring it all together at the end for a conclusion. I’ll try to avoid major plot spoilers – though I’m yet to complete the main quest or any faction questline, so there shouldn’t be anything massive in the mix.

Exploration:

Landing on a planet’s surface.

Exploring in Starfield is not what I expected it would be. After landing on the surface of a planet, you’re restricted to a “landing zone” that takes about ten to twelve minutes to reach the boundary of while traversing on foot. No, despite what you may have heard, a landing zone is not “the same size as Skyrim!” For the most part, I don’t think the size of a landing zone is a particular problem, and I’d wager that most players – though by no means all – won’t bother to trek as far as the invisible wall. But that in itself is saying something – because there’s not a lot to do in a lot of these places, and much of what is on offer gets repetitive very quickly.

As an aside about invisible walls: this could have been handled better. An in-game explanation could have been found, allowing Starfield to technobabble its way to an excuse for why it isn’t possible to roam too far from where your ship landed. Something about “needing to stay in communications range,” or words to that effect, for example. Instead, the first time you hit an invisible wall it’s pretty jarring – you’re simply told that “you cannot go that way,” much like you were as far back as Oblivion.

This looks familiar.

In the roughly twenty hours I’ve spent with Starfield, I’ve encountered absolutely identical locations and buildings on different planets on multiple occasions. Within each “abandoned mine,” enemies spawn in the same place, much of the loot is identical, and the layout of the structure is the same. These so-called “points of interest” on the surface of planets are copied-and-pasted from one to the next, and I’m already bored of that after just a few hours.

Imagine if you visited three identical dungeons in Skyrim, and knew that the fourth one would also have the same enemies in the same places and the same basic loot to grab. You’d start to lose interest pretty quickly, right? Maybe I’ve been particularly unlucky, and maybe there are many more of these randomised locations that I’m yet to encounter. I hope so, but even if that’s the case, the fact that these structures – and everything within – can be repeated at all isn’t exactly a good look.

This was one of my big fears about Starfield from the moment Bethesda began talking of planets being made up of “tiles,” and I’m disappointed to see it come to pass.

Discovering another “deserted biotics lab” soon feels repetitive.

One of the early main quest missions is even set at one of these copy-and-paste locations. That actually shocked me when I realised it, because I’d already explored not one but two identical “abandoned mines” on other planets prior to playing this main quest mission. I would have expected at the very least to see locations connected to main quests and faction quests being wholly unique, and again this feels like a disappointment.

One of the things that appealed to me about Starfield was the idea of being able to go “where no man has gone before,” and setting foot on an uncharted world for the first time. But I can’t do that – at least not from what I’ve seen so far. Every single landing zone I’ve touched down at has at least two of these copy-and-paste structures, and no matter how many times I take off again and pick a different spot… they’re always there. Also, every single time I land on a planet, another ship lands a few metres away from mine moments later. There’s no opportunity to feel like a bona fide explorer – the first person to set foot in this strange alien landscape. No matter where you go, someone else has beaten you to it.

A structure on a random planet.

Feeling like I’m at the forefront of this mission of exploration like a Starfleet officer was one of the things I was most keen to experience in Starfield, and the way that the game has handled this hasn’t been great. I literally tried landing at more than fifteen different sites on a single planet, just trying to find one that didn’t have any pre-built structures or spaceship landing sites. But alas.

That’s not to say that there’d be much point in landing at such a site. Starfield is incredibly stingy with its planetary resources, with only a handful of minerals to collect that are scattered across a wide area. With most resources not being worth many credits, any kind of mining or resource-gathering is pretty much out of the question as an in-game career. It’s easier and more efficient to kill random enemies and loot their bases rather than trying to mine or collect minerals and resources.

Mining iron doesn’t yield much profit.

Much was made at the showcase about gravity, and how different planets will have different levels of gravity. As far as I can see, gravity in Starfield affects one thing: how high you can jump. How fast you can walk or run seems entirely unaffected by gravity, as are shooting and carrying capacity. I haven’t encountered any zero-G sections of gameplay yet, though, so those could spice things up a bit.

Different planets can have different environmental hazards: radiation, heat, and even things like scalding rain or toxic gases. For the most part, the spacesuit and helmet that I’ve had equipped for the bulk of my playthrough thus far seem to be adequate, though my character picked up a couple of environmental injuries early on. I’m not sure if there’s more to this, but I’ve landed on frozen icy planets and even the surface of Venus using the same equipment and I’ve really not noticed a difference.

The map.

Having a usable map has become an essential feature in any game with large levels – but Starfield bucks this trend. The available map is good enough on the surface of random planets, but utterly useless for navigating cities and settlements.

The map highlights points of interest, and it’s possible to fast travel to any that have been discovered. But god forbid you try to find a particular shop or building in New Atlantis! The map doesn’t have that level of detail for some inexplicable reason.

Spaceflight:

A custom spaceship takes to the skies!

This ought to be nice and short: there isn’t any. There’s functionally no spaceflight in this game whatsoever. Remember being told “if you can see it, you can go there?” Well, you don’t get to actually fly your ship to your destination. You can’t take off from wherever you landed and manually fly to the moon or to the next planet over. No. The only way to travel from one location to the next is to fast-travel from either the map or mission menu.

I fully expected that travelling from one solar system to another would work this way. Who wants to sit around for ages flying through interstellar space, right? But within a single system – and especially to fly from a planet to its moon or from a space station to the planet it’s orbiting – I genuinely expected that I’d be able to take my customised spaceship and actually, y’know… fly it.

Flying near a planet doesn’t mean you can fly to a planet.

Instead, Starfield drops you and your ship in a little pocket of space, a little bubble. You can fly around within that bubble, talk to any nearby ships, dock with space stations, and the like. But you can’t do anything else, and you’re trapped within that bubble until you open the map menu and select another destination. There’s no option to fly from one planet or moon to a neighbouring one, which is just a disappointment.

What’s the point of building a custom spaceship if you can’t actually get to pilot it for any significant length of time? Sure, there are some combat encounters in space that are tense, and it’s a bit of fun the first few times you get scanned for contraband, hail a friendly ship, or dock with someone. But there’s not a lot of longevity in most of those activities, and the decision to basically offer no actual spaceflight in a space game… it’s an odd one to say the least!

The view from the cockpit.

Some missions operate the same way. After choosing an assignment from a “mission board” located near a spaceport, you’ll be tasked with some relatively mundane job in exchange for credits. One that I chose involved delivering a shipment of jewellery from one planet to another. But to call these “missions” is massively overstating it!

After selecting the task I wanted from the mission board, the quest was available in the menu. But I didn’t have to go anywhere to collect the cargo; it magically appeared on my ship instantaneously. All I had to do was board my ship, select the destination planet from the map screen, and away I went. I mistakenly assumed that I’d have to talk to someone or at the very least interact with a screen in order to transfer the cargo and complete the assignment – but no! The mission was automatically marked as complete the very second my ship touched down. I didn’t even need to get out of my seat, and the entire thing took less than a minute from choosing the task to marking it as complete and receiving my reward. Hardly an interactive experience – and while such tasks may be useful for making a bunch of credits in short order, it wasn’t fun and it wasn’t immersive.

The view from the cockpit.

Maybe this is more of a personal taste thing, but I really dislike the way Starfield presents its heads-up display while piloting a spaceship. I found the HUD to be incredibly cumbersome, especially in first-person mode, and it got in the way of the immersion of being a space captain or space pilot. Displaying these little transparent boxes on top of in-game computer screens and monitors really detracts from the piloting experience.

Even in third-person mode, the HUD is still obtrusive and takes up a lot of real estate on the screen. I’d have loved to see Starfield make actual use of those screens and displays in the cockpit, as that would make for a much more engaging and interactive experience. Offering players a choice, at least, with a simplified HUD or smaller HUD as options would have been nice, too.

Graphics:

Parts of Starfield can look decent.

If Starfield had been released on the PlayStation 4 and Xbox One, I’d have said it looked great. And some of its backdrops and vistas look pretty. Seeing a planet from space or seeing a landscape stretching off into the distance are genuinely great moments, and they’re rendered well. But when you start looking at things up close, a lot of Starfield’s next-gen trappings fall away.

The main area of complaint here is the characters’ faces. Eyes are dead and faces flip-flop from being totally blank and expressionless to having almost comically exaggerated movements, then back again. Every character, regardless of race or age, looks to be about twenty-five years old, with smooth skin and perfect teeth. Practically all characters are the same height, and most are the same build, too.

Starfield vs. Baldur’s Gate 3.

The image above is one I believe offers a fair comparison. On the left we have the character of Sam Coe from Starfield, and on the right, Gale from Baldur’s Gate 3 – wearing a similar hat to make comparing them easier and fairer! I picked these two characters because they have a similar look, and are both major NPCs and companion characters in their respective games. You can tell at a glance which looks better and more lifelike, and that’s without even seeing them moving or being animated. In short, Bethesda has fallen a long way behind when it comes to faces – and this comparison proves it.

“But graphics don’t matter!” goes the frequently-heard retort. And I agree to an extent – many games deliberately employ art direction that isn’t intended to be realistic, going down a “retro” route of pixels and polygons or choosing a cartoony aesthetic, just to give two examples. But Starfield is trying to be realistic – and at least in terms of faces and character models, it misses the mark by a country mile. Games in the same role-playing space by other developers look so much better than Starfield, which is, at best, a polished and shinier version of Fallout 4.

Story:

Sarah Morgan, head of the Constellation organisation.

Thus far, I don’t feel particularly engaged with either Starfield’s main story or the world that the game is trying to build. In true Bethesda style, the player character is some kind of “chosen one,” able to see visions when interacting with mysterious artefacts. But the game’s opening act felt pretty rushed, with my nameless miner picking up an artefact and then being whisked away by Constellation mere minutes later. I get that Bethesda needs to make this section of the game as curtailed as possible so it doesn’t drag too much on repeat playthroughs, but I couldn’t shake the feeling that there wasn’t much explanation provided for why my character was essentially given a free spaceship and shoved off into the cosmos.

The artefacts themselves are pretty bland to look at, and the visions, while certainly mysterious, don’t really offer much else. I don’t feel compelled to keep pushing to figure out what the artefacts are or where they’ve come from, and while a decent ending or a good explanation could certainly reframe this aspect of the game’s story and make it more interesting, that hasn’t happened for me yet.

One of the artefacts that are at the core of the main story.

In terms of storytelling, the side-missions I’ve played so far didn’t feel especially interactive or player-led. On one occasion I stumbled upon a farmstead that was under attack by spacers, and as the mission unfolded I had to recruit other local families to join in the defence of their system from these raiders. But at every stage, the mission felt like it was being organised and led by the very people I was supposedly helping. They discovered the locations I needed to attack, they planned the mission, and it was at their direction that I did, well, everything. I didn’t even have the basic choice to try to do the mission through stealth; a full-frontal attack was literally the only option.

What this meant, when the dust settled and the questline was complete, is that I didn’t really feel like I’d done anything different. Attacking this group of spacers, killing them, and looting their base scarcely felt any different from attacking, killing, and looting random bases on other worlds, and I felt that my character really didn’t engage much with the quest-giver beyond listening to his plan and following orders. As the questline wrapped up and the quest-giver showered my character with praise for defeating the spacers… the whole thing just felt rather hollow.

Scale:

New Atlantis, the bustling metropolis at the heart of the United Colonies.

Before Starfield launched, I wrote a piece here on the website about my concerns surrounding the sense of scale that a game like this needs to have. I zeroed in on two factors: the amount of content relative to the size of the map, and the way other games manage to convey the feeling that players are taking part in a story that only scratches the surface of a much larger world, one that exists beyond the confines of the playable area.

Parts of Starfield feel… small. Exploring New Atlantis – supposedly the biggest city that Bethesda has ever created – feels akin to walking around a small town, not the capital city of a futuristic humanity. There’s no sense of scale, no ambience, and the city doesn’t feel believable. Parts of it are literally deserted, and the handful of people who are milling around are more often than not nameless “citizens” with nothing to say.

A citizen. He’s busy at the moment.

The aforementioned lack of spaceflight also cuts into this sense of scale. Because Starfield allows you to hop from one planet to the next by opening a menu, there’s no feeling that you’ve actually travelled, or that the destination you’ve reached is far away from the spaceport that you departed from. What should be a vast, open galaxy feels small as a result.

Doubling-down on this feeling are the copy-and-paste locations present on planet surfaces outside of the main settlements. I truly can’t believe how many repeat locations I’ve encountered in such a short span of time, and this is again something that really drags Starfield down.

Customisation Part 1:
Character Creation:

The character creation screen.

The character creator in Starfield has left me with mixed feelings. Firstly, there seems to be a pretty big difference between the way your character looks when initially creating them and how they actually appear during gameplay. Maybe this is due to lighting or other effects, but I felt my character looked noticeably worse after exiting the character creator. And having spent ages working on them… that didn’t feel great.

There are some great options within the character creator to represent different body types – but this isn’t as extensive as it could be. You can choose whether to be thin, muscular, or fat, for example, or any combination of those three things, but not your character’s height. There are plenty of options for various skin types, including things like vitiligo, freckles, and wrinkles, but very few hair and facial hair options. When it comes to reflecting diverse hair types… that’s poor.

There aren’t a lot of hairstyles, facial hair styles, or eye colours.

Eye colour is likewise very limited. Baldur’s Gate 3, which was released last month, and even 2020’s Cyberpunk 2077 offer far richer and more detailed character creators, and I think it’s a shame that Bethesda hasn’t really made much progress here since Fallout 4. And speaking of Fallout 4: several of the hairstyles seem to be lifted directly from that game, retaining their ’50s-inspired look that doesn’t particularly suit Starfield’s retro-sci-fi future.

As a quick comparison, Cyberpunk 2077 has 35 hair colours and more than 50 hairstyles to Starfield’s 23 hair colours and 40 hairstyles – an absolutely massive difference considering it’s almost three years old and was released on last-generation hardware. And Baldur’s Gate 3 has well over 100 colours and more than 85 styles to choose from, showing what a modern game is really capable of in that department.

Baldur’s Gate 3 has far more hairstyle, hair colour, and eye colour options.

What’s the point in Starfield offering 100 ways to reshape your nose or cheekbones – things that are barely perceptible in-game – while only offering a handful of eye colours and hairstyles? These things go a long way to making a character feel personalised and unique, and when there are so few options, within a matter of minutes you’re likely to be running into NPCs who share some part of your character’s appearance or who look alike. Given the aforementioned issues with the way the game renders faces, the fact that many NPCs look similar to one another is verging on immersion-breaking.

The Starfield showcase really played up the various backgrounds and traits that are available during character creation. And to the game’s credit, these traits and backgrounds are varied and interesting. However, I would say that in my twenty hours with the game, the only place where my character’s background has even been mentioned so far was in the intro/tutorial sequence right at the beginning. Now, there are likely to be more opportunities for random lines of dialogue to appear, but so far I haven’t seen very many.

Backgrounds don’t seem to have much of an impact on gameplay.

I picked the “Raised Enlightened” trait, one of three potential religious affiliations. Partly I did so because in-game text promised access to a chest in New Atlantis, of which there seems to be one for each religion, and I figured that the chest may contain items that could prove useful in the early game. This chest was a complete nothing-burger, offering a handful of health packs and four “books” – which are a couple of pages long at most.

Another trait I chose was “UC Native,” meaning that my character was born in the United Colonies, one of two major factions in the game. While this has some bonuses when completing missions, it doesn’t really come with a lot of perks. For instance, I was told early on that I’m not actually a “citizen” of the United Colonies – presumably so I can have access to the same questline to become a citizen as players who didn’t choose this option. But then… what was the point of choosing this trait? It doesn’t seem to have affected my character in a meaningful way.

Customisation Part 2:
Spaceships:

An example of a customised spaceship.

Spaceship building was one of the parts of Starfield that I was most excited about. I’ve loved the idea of creating my very own spaceship ever since I played the likes of Star Trek: Starship Creator in the late ’90s, and being able to not only build my own ship, but pilot it, take it into combat, and get out of my chair and freely walk around the interior are all aspects that held huge appeal.

The ship creator is fun – but it requires a significant investment of credits to get started with, and is a bit more finicky than I’d hoped to see. Some components are incompatible with one another, there are limitations on where some parts can be placed and what they can connect to, and the way weapons have to be manually “assigned” is cumbersome and annoying.

Assigning weapons to a spaceship.

That being said, building my own ship is about as much fun as I realistically expected to have. It isn’t perfect, and in an ideal world there’s a lot I’d add (and a few things I’d remove) to make the experience even more enjoyable. But there are plenty of colour options, and the fact that ships can be assembled in a range of configurations is great. I’d like to see more components and modules – but I don’t think I’ve seen or unlocked all that the game has to offer, so it’s conceivable that I’ll come across more options as I progress.

As I said a few times before Starfield launched, if spaceship interiors could be customised, Bethesda would have said so. While I was still crossing my fingers, this didn’t feel like a realistic prospect as the game edged closer to launch. Even though I’d resigned myself to this reality… it’s still disappointing, especially considering that Starfield does allow for interior designing and decorating in outposts and houses. Would it have really been much more complicated to add this already-present feature to spaceships, too?

Spaceship interiors can’t be repainted or customised.

My spaceship doesn’t feel like “mine.” There’s a half-eaten sandwich on a table that my character didn’t bite. There are notes on the whiteboard in my “captain’s cabin” that I didn’t write (and have no idea what they mean). Although my spaceship is a fetching shade of pink on the outside, the walls inside are a generic white colour. I can’t even repaint hatches and doors, nor choose the colour of the furniture.

While it is possible to drop items aboard the ship and have them remain where they fall, this particular mechanic has literally not been improved since Morrowind. It’s not possible to precisely position items, meaning I can’t even set the table for dinner with a knife and fork. For me, these things are all part of the immersion – and when they aren’t present, my ship just feels bland and generic, and not personal at all.

I hope you weren’t planning on giving your ship a long name!

A spaceship can be renamed at will, which is great, but names are limited to a scant fourteen characters. “Enterprise-D” fits, but “Millennium Falcon” doesn’t. I’ve no idea why Bethesda has been so stingy with the character limit here, as it cuts off a good deal of ship naming possibilities.

And while we’re on the subject of names: remember Todd Howard telling you that Vasco, the robot companion, could say your name and the name of your ship? Well, that hasn’t happened for me yet, despite taking Vasco all over the galaxy and having him accompany me on a number of missions. Not sure if there’s some hidden requirement to unlock this, but if there is, I haven’t found it yet. I didn’t give my character some kind of horribly obscure name, and I was looking forward to hearing this robotic voice say it; it’s another addition to the immersion. Considering what’s possible with text-to-speech nowadays, there’s no reason why Vasco should be limited to a handful of pre-recorded names.

Customisation Part 3:
Outfits and Loot:

Six spacesuits available to purchase from a vendor.

I miss the days when you could mix and match outfits. Clothing in Starfield comes by way of whole costumes, with no option to change shoes, pants, shirts, and the like. There are hats that can be equipped individually, but that’s it. I find this to not only be disappointing, as it seriously cuts into the customisation and role-playing aspect of the game, but also a pretty big regressive step.

As far back as Morrowind, Bethesda games let you choose individual pieces of clothing. Shoes, trousers, tops, and even individual pieces of armour were all separate and could be mixed and matched at will. Even though that game is more than twenty years old, it seems like it had more customisation options when it comes to apparel.

Some defeated enemies don’t drop much loot.

In addition, Starfield doesn’t appear to have a huge array of clothing options to choose from. I think I’ve seen a couple of dozen different outfits, maybe, across my playthrough so far – including from several different vendors. And while looting outposts and enemies, I keep picking up the same ones over and over again. At one point I literally had 20 of the same spacesuit.

And this is true of other items, too. Even if you’re lucky enough to come across a building or base that you haven’t seen before – i.e. one that may not be a total copy-and-paste job – the items in it are remarkably samey. You’ll soon be able to identify which items are valuable and which to leave behind… because there really aren’t that many different ones.

A helmet, a couple of lootable items, and a few items that can’t be picked up.

Looting a base can be a frustrating experience at points. Some items that look like they should be collectable aren’t, they’re just part of the scenery and can’t be picked up or interacted with in any way. And the items that can be collected soon feel repetitive. Sure, these items are, to some extent, a means to an end. You’re looting the base or scavenging in order to sell the items for credits to spend on things like ship upgrades or building a base.

But it begins to harm the sense of immersion to constantly be picking up the same handful of items over and over again at different places across the galaxy.

Combat:

Firing a laser rifle.

Combat in Starfield is solid. First-person combat with both guns and melee weapons is probably on par with similar titles in the action-RPG space like Cyberpunk 2077 – though with admittedly fewer options and less variety. But for Bethesda, this is a massive improvement! We’re not reaching the levels of a dedicated FPS like Doom Eternal, and enemies can feel a bit over-armoured and bullet-spongey. But considering how mediocre gunplay was in Fallout 76 (or Bethesda’s other Fallout games when you take VATS out of the equation) I must say I’m impressed.

I had some genuinely fun and tense moments fighting pirates and spacers, and gunplay felt fast-paced and exciting. Different weapon types behave differently and can apply different effects to a target, and there are some “rare” or “legendary” weapons that I’ve come across that have additional bonuses. I think crafting and modifying weapons is also an option here. The only drawback, at least in the first few hours of the game, is that there isn’t all that much variety. I might’ve come across a dozen different guns in total – but when you break that down into lasers, rifles, pistols, and shotguns… well, that’s literally three of each. I hope there’s more that I haven’t discovered yet.

Battling a spacer.

Space combat is likewise fun, though perhaps I’d call it the lesser of Starfield’s two ways to fight. Where gunplay on the ground felt a bit more strategic, with a need to take cover, aim, and generally plan how to win a fight, space battles seem to mostly consist of mashing the buttons over and over again. There is targetted aiming, which is how you can try to disable an enemy ship for boarding, but this is inexplicably locked behind a skill point and can’t be accessed right off the bat.

That being said, I’ve had some exciting space combat encounters in my time with Starfield so far. On one occasion I was overwhelmed by a force of spacers and had to grav-jump to safety, and waiting for my grav-drive to power up with my shields down and enemy ships raining a hail of missiles down on me was a genuinely tense and thrilling moment.

Polish and Bugs:

An enemy clipping (and firing their weapon) through a locked door.

Before the game was released, there was a particularly audacious claim by Matt Booty, head of Xbox Game Studios, that Starfield would have “the fewest bugs of any Bethesda game ever shipped,” and I said at the time that he would absolutely be held to account for that! I haven’t encountered any game-breaking bugs, unfinishable missions, or hard crashes while playing Starfield, and unlike many PC games over the last couple of years, the game seems to run well out of the gate. The frame-rate feels decent, there hasn’t been any stuttering, screen-tearing, or frame-drops, and overall the performance feels solid.

I have noticed that my GPU – an Nvidia RTX 3070 Ti – seems to run hotter than usual and with its fans spinning faster than usual while playing Starfield, but I wouldn’t call that a cause for concern at this stage – and it’s something that could be patched or perhaps modded somewhere down the line to improve things.

Pretty sure you’re supposed to sit on a chair…

However, some bugs have slipped through the cracks, despite Starfield’s long and exhaustive QA process. And many of these bugs feel like your typical Bethesda/Creation Engine fare: characters clipping through walls or doors, being able to shoot through doors, levitating, or making random movements. At one point a character I was in conversation with was facing the wrong way. Characters and items will occasionally “slide” as if on a polished or icy surface.

None of the bugs I encountered stopped me from completing a quest – though a handful of times an item or piece of loot would float away, leaving me unable to retrieve it. The bugs feel akin to those found in other Bethesda titles at launch, which some people claim to find endearing. I don’t – and given the promises attached to Starfield on the bug front, it’s disappointing to have seen so many bugs and glitches within just a few hours of playtime.

Conclusion:

Starfield has landed…

Starfield isn’t as much fun as I’d hoped it would be. It’s a game that brings together systems and mechanics that have been done before – and done better – in other titles, some of which are several years old. What it does offer is all of those things in one package, in the framework of a Bethesda RPG. If Bethesda and Xbox had done a better job of setting expectations, and had been more willing to say “no” and shut down wild speculation when it started to get out of hand, perhaps some of that disappointment could have been avoided.

That being said, Starfield isn’t a bad game by any means. I fully intend to spend more time with it, and it’s not inconceivable that my opinion will shift if the story picks up and I begin to find more items to loot and things to do. I just don’t feel especially engaged with Starfield right now, and the story hasn’t grabbed me in the way I’d have hoped. If it had, perhaps things like limited landing zones or spaceflight consisting more of fast travel menus than anything else wouldn’t feel like such a let-down.

Notes and drawings aboard a custom spaceship.

If there’s one takeaway I have from Starfield it’s this: the Creation Engine has got to go. It’s clearly no longer up to scratch, and practically every element of Starfield that I’ve singled out for criticism today is being held back by outdated software. Let Starfield be the final game to use this piece of kit, and when Bethesda shifts its focus to The Elder Scrolls VI, let’s hope that they finally retire this engine in favour of creating or licensing something more modern, and something that can really stand up to the rigours of modern game development.

Look at what other games in the RPG and action/adventure spaces are doing, and in so many ways, Starfield is being let down by its reliance on the Creation Engine. From character creation and procedural generation to graphics and bugs, the Creation Engine is showing its age and its flaws – and it’s got to go. Obviously Starfield has been made and released now, and we’ll have to deal with it as it is. But in future, Bethesda would be well-served by ending its reliance on this outdated technology.

You cannot go that way.

But that’s really a question for another time! Starfield is good but not great, a game with ambitious scope that brings together a lot of different gameplay ideas – but doesn’t always make them work as well as they do elsewhere. Want more exciting space combat? Pick up Star Wars Squadrons or Elite Dangerous. Want a better, more in-depth RPG? Try Baldur’s Gate 3. Outpost building in a sci-fi setting? Something like Frostpunk or Subnautica might be up your alley. Looking for a first-person adventure? Cyberpunk 2077 or even The Outer Worlds are no less enjoyable.

This is both Starfield’s selling-point and its biggest flaw: it brings together so many different concepts that it can’t possibly deliver a suitably in-depth experience with any of them. The role-playing side of the game is let down by incredibly basic quest design that’s akin to making a few clicks on a menu. Spaceflight is let down by… not actually being able to fly anywhere in space. Shipbuilding is let down by a lack of customisation options. Exploration is let down by incredibly repetitive environments and loot as well as the feeling that you’re never the first person to go somewhere. And so on. If you find something you like in Starfield, chances are it won’t last all that long before you see how shallow it is, and how little longevity or replayability it has to offer.

Touching down on the surface of a planet.

I will give Starfield credit, at least in its launch version at time of writing, for not being excessively-monetised. I feel that the “premium edition” was over-sold, and that paying £35 for five days of early access was poor, but within the game itself there aren’t any microtransactions, lootboxes, premium currencies, paid mods, or any of the other AAA trappings that too many titles include these days. Maybe that’s a low bar, but it’s one Starfield happily clears. I sincerely hope that such nonsense won’t be added later on.

Starfield is a game I’d recommend, at least to some folks. If you have Game Pass it’s a no-brainer – you might as well give it a shot to see how you get on with it. And if you’ve played and enjoyed any Bethesda game in the past, chances are you’ll find something to like in Starfield, too, as the game feels very similar; the DNA of titles like Morrowind is clearly noticeable. I don’t think the “premium edition” is worth £100, though!

On the surface of a planet, ready for exploration.

Bethesda certainly over-promised with Starfield, and lessons need to be learned on the marketing side of things to ensure the company does a better job at reining in out-of-control hype. But part of the problem lies with me – I internalised too much of the hype and excitement, and feel let down because Starfield is “just” another Bethesda open-world role-playing adventure and not the once-in-a-lifetime genre-buster that I’d hoped for. Part of that is on me, and while I have some critical thoughts about Starfield and the way it implements some of its systems and mechanics, at its core I think it’s still a decent game.

I will continue playing in the days and weeks ahead – though perhaps not every day nor with unshakable enthusiasm! If I find that I have more to say after beating the main quest or unlocking more of the game, I’ll be sure to write up my thoughts and impressions later in the year. For now, I hope this has been informative if you’re considering picking up Starfield for yourself, or at least an interesting perspective to consider. For the record, I don’t hate Starfield. I just feel a bit let down that it wasn’t all it was cracked up to be.

Starfield is out now for PC and Xbox Series S & X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Baldur’s Gate 3 and the return of “save-scumming!”

Spoiler Warning: Minor spoilers may be present for Baldur’s Gate 3.

As Baldur’s Gate 3 has taken the gaming world by storm, an age-old monster has awoken from its slumber. No, not the mind-flayers – I’m talking about the practice of “save-scumming!” There have been more than enough hot takes on the subject over the past couple of months… but hey, what’s the harm in one more?

Save-scumming, if you’re unfamiliar with the term, is the practice of creating a save just before an important dice roll or event, then re-loading the save to try again if something doesn’t go to plan. Though ubiquitous across gaming, save-scumming was controversial in the ’90s with games like Fallout and of course the original Baldur’s Gate.

The original Baldur’s Gate was where many folks first heard about “save-scumming.”

For as long as games have existed, gamers have looked for ways to cheat and get around the system. Before save files were commonplace, writing down passcodes to unlock levels was one way of doing it, and of course cheat codes have been a part of the gaming landscape for decades. But save-scumming seems to hit a sore spot for some fans of role-playing games like Baldur’s Gate 3, and the success of the game has reinvigorated the debate in 2023.

I’m a big advocate of accessibility in gaming, and I include in that category cheat codes, god modes, save-scumming, and everything else. If someone wants to play a game but finds it too difficult to the point of being frustrating or offputting, why shouldn’t they find a way to make it easier and get some enjoyment out of the game? Maybe you like to play games for the challenge and to “git gud,” but not everyone does. Difficulty and accessibility will have to be the topic of a future article, though, because we’re dangerously close to veering off-topic!

What’s your take on save-scumming, Lae’zel?

I support save-scumming in single-player and co-op games, and in my own playthrough of Baldur’s Gate 3, I did it. So not only do I not care if you do it, I think it’s weird if you care that I do it!

In a single-player game, save-scumming doesn’t impact anyone except the person playing the game. If I choose to re-load an earlier save and try again, that’s nobody’s business but mine. You can shout at me till you’re blue in the face that it “goes against the spirit of Dungeons and Dragons!” and maybe you’re right about that. But I couldn’t give less of a shit if I tried.

A party of save-scummers.

And you know what? Practically everyone criticising save-scumming in Baldur’s Gate 3 is a hypocrite. Are you telling me you’ve never loaded a save game after dying? Not even in titles like Dark Souls or Elden Ring? If you choose to start a new game from the beginning every single time you die in a game or get a bad outcome… well, good for you, I guess. That’s certainly one way to play. But practically everyone loads their most recent save after dying against a hard boss or accidentally choosing the wrong dialogue option. That’s why games let you save your progress!

Baldur’s Gate 3 is an especially odd case for the anti-save-scumming crowd to pick on because I’d argue very strongly that the game goes out of its way to encourage the practice. How many other games can you think of that let you freely save during cut-scenes, dialogue, lockpicking, or even in the middle of a combat encounter? Baldur’s Gate 3 does – it even lets you create a save file right on the dice roll screen. Why would the developers do that if not because they know that many players want to play that way?

You can literally save on this screen for quick and easy re-loading.

A game as long as Baldur’s Gate 3 isn’t one you can just pick up and play every day. It takes hours upon hours to progress through a single campaign – my own playthrough took more than 85 hours from beginning to end. And it’s a wonderful experience packed with unique encounters, well-written characters, and so much more. If my favourite companion is killed, or if I miss an important dice roll that means I can’t start a particular quest or get a valuable piece of loot… why should I have to progress through the rest of the game having a worse and less enjoyable experience? Why would I intentionally make the game less fun for myself just to preserve the nonexistent “integrity” of the digital dice? It doesn’t make a lot of sense to me!

That being said, if you’re adamantly opposed to ever save-scumming, or if you’re playing with friends who don’t approve… well, you do you, friend. It’s none of my business how you choose to play a single-player or co-op multiplayer game that I have absolutely no role in, so I would never say to anyone that they “have to” engage in save-scumming. Part of me respects someone who intentionally plays the game that way, knowing that they may well end up with a worse outcome and less-enjoyable experience.

Cheers!

At the end of the day, we’re talking about playing games for different reasons and from different points of view. I play games because I like the enjoyment, the story, and the adventure. I like to feel in control of the experience I’m having, and part of that means going back a step if I didn’t get the outcome I was hoping for. But if someone else plays games for the challenge, or enjoys the randomness and unpredictability that dice rolls bring, that’s totally fine! Just because it’s not how I choose to play doesn’t mean it’s bad, weird, stupid, or “objectively” worse.

Gaming is supposed to be fun, and there are different ways to approach it. My idea of fun may not be the same as yours – and I’m okay with that. I’ll defend save-scumming because, for me, it’s something that improves my experience of games like Baldur’s Gate 3. I think it’s silly to judge the way someone else chooses to play a single-player or co-op title, and there’s certainly a degree of snobbishness or even arrogance from some critics of save-scumming as they seem to look down their noses at people who play the game “the wrong way.” That’s a bit sad, to be honest, because how I choose to enjoy Baldur’s Gate 3 has no impact whatsoever on anyone else.

So save-scum all the way to Faerûn and back, friends! Or don’t, if you don’t want to. But if you only have time for one playthrough and you miss out on an interesting character, an exciting questline, or even just a fun piece of loot… I hope it’s worth it!

Baldur’s Gate 3 is out now for PC and PlayStation 5, and will be released on Xbox Series consoles in 2024. Baldur’s Gate 3 is the copyright of Larian Studios, and is based on Dungeons and Dragons which is owned by Wizards of the Coast and Hasbro. Some screenshots and promo art used above courtesy of Larian Studios and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Baldur’s Gate 3: Spoiler-free review

Here’s an unanswerable question to kick things off: does a critic or reviewer need to play through the entire game before publishing their review? The reason I ask is that Baldur’s Gate 3 is a massive game, and a lot of reviews that were published on release day or shortly after state up-front that they’re based on an incomplete experience.

That could be the topic of an entire article one day – and perhaps it should be! But for now, suffice to say that the reason my review is being published a month after Baldur’s Gate 3 launched on PC is because I took the time to complete the main campaign. As a result, I have a few things to say that I feel some early reviews glossed over or didn’t make mention of. The middle and latter parts of the game are a little different – and in some ways may feel slightly less polished than its opening act.

Promo screenshot of Baldur’s Gate 3.

But let’s take a step back! I recently completed a single playthrough of Baldur’s Gate 3 – and there’s a case to be made that even a playthrough that lasted more than 85 hours and took in as much exploration and as many side-quests as possible still isn’t thorough. I definitely haven’t seen or experienced everything the game has to offer! That’s a great thing, in my opinion, as any game that offers that kind of replayability is fantastic.

As things stand right now, in early September, Baldur’s Gate 3 is the best game I’ve played this year – and there’s no competition. This game hadn’t even been on my radar until a few weeks ago, so from my perspective it basically came out of nowhere! As someone who’s been playing games for well over three decades, getting that kind of experience is an increasingly rare phenomenon. I’m in love with Baldur’s Gate 3, and even at its most frustrating or difficult moments, I found myself inexorably drawn to the game. Finishing the story and seeing the credits roll was bittersweet! Coming to the end of such an amazing adventure left me feeling simultaneously thrilled at what I’d experienced and devastated that I couldn’t experience more of it!

A trio of adventurers in silly hats!

In the ’90s, I missed out on the original Baldur’s Gate games. I wasn’t into Dungeons and Dragons, and I felt that turn-based CRPGs were less exciting and less fun than “Doom clones” (as we used to call first-person shooters), action-adventures, and even real-time strategy games like Command and Conquer or Age of Empires. So while I was dimly aware of Baldur’s Gate and its sequel, they were never titles that I felt any interest in trying for myself at the time.

I came to Baldur’s Gate 3 with basically no expectations. Sure, there had been some good reviews, and developer Larian Studios had received praise for Divinity: Original Sin and its sequel, but I really didn’t know what I was getting into. I don’t know the first thing about Dungeons and Dragons or its lore, and having never played the original Baldur’s Gate I was completely unfamiliar with the world I was about to experience.

The original Baldur’s Gate looked like this…

Baldur’s Gate 3 catapulted me right into the story! The game’s introduction was dense and heavy, with a huge array of options in the character creator and an explosive opening chapter to the story to contend with. For someone brand-new to this world, it was a lot to take in all at once. I felt overwhelmed more than once in those first moments – and that feeling came back multiple times during the first few hours. Baldur’s Gate 3 didn’t hold my hand – and while it may feel much more accessible than CRPGs did in the ’90s, players coming to the game having played modern action/RPGs like Cyberpunk 2077 or Skyrim might find the sheer density and wall of content to be offputting.

That’s not to say that Baldur’s Gate 3 is “too hard,” not by any means. Some combat encounters are challenging, and at higher difficulty levels you’re in for a tough fight! But figuring out how to effectively use the right combination of spells and weapons, as well as how to solve puzzles and complete quests was, for me at least, all part of the fun. There were some frustrating moments where I felt I’d come up against an impossible challenge – but I soon found that I could usually figure out where I was going wrong and, at the second or perhaps third time of asking, make progress.

A combat encounter.

Baldur’s Gate 3 has been praised for its polish – and rightly so, for the most part. But I would be remiss not to mention that I encountered a few bugs and glitches during my playthrough, as well as some dodgy enemy and ally AI that could be frustrating. Although most of these were occasional or one-off issues, here are the ones that spring to mind:

  • Being able to pick up “null items” that didn’t exist,
  • Enemies repeatedly trying to open locked doors over and over,
  • Subtitles not showing during dialogue,
  • Characters getting stuck or being unable to navigate an open doorway,
  • Parts of a character’s skin/costume going missing,
  • Enemies and allies both charging head-first into fire or other environmental hazards,
  • Characters seeming to “freeze” and take no actions in combat when it was their turn,
  • The camera pointing in the wrong direction (or at nothing at all) during cut-scenes,
  • A quest marker that pointed to the wrong place on the map,
  • A mission-critical character in the latter part of the game who was randomly dead during a quest.

While I didn’t encounter any hard crashes – not a single one in over eighty-five hours of playing – nor any bugged or broken quests, I’m treating Baldur’s Gate 3 a bit more harshly on the bug front than I otherwise would, and that’s for one primary reason: this is a game that spent more than three years in early access. There was ample time to polish the experience and to take on board feedback from players. Some of these bugs occurred during the first part of the game, which is the part that was available to play during early access, so I really don’t give Larian a lot of leeway here when it comes to bugs.

Are bugs inevitable in games? Sure. Is Baldur’s Gate 3 one of the least-buggy titles so far this year? Absolutely… but that’s a low bar. Given how long the game has been in development, and especially given how long it spent in early access, the fact that basic things like subtitles or character models could be problematic isn’t great. While there are some mitigating circumstances – such as the game’s launch being pushed forward by over a month – I still think more could have been done to mitigate these issues.

This isn’t an item you’re supposed to be able to collect!

While we’re on this subject, let’s talk a little more about AI. Some of the characters in the game – and I’m including allies, companions, enemies, and occasionally the player character in this – could behave absolutely stupidly on occasion. Pathfinding when in turn-based mode could be particularly poor, and this is significant because character movement is strictly limited in combat and turn-based mode. Taking an unnecessarily long or winding route to a spot on the map or an objective can be the difference between being able to do something that turn or having to wait. Perhaps some of this could be explained by “user error” – but not all of it!

Then there were occasions where characters would damage their own allies, either by firing a weapon or casting a spell that impacted everyone around them. If I, as the player, chose to do something like that because I weighed that the benefits outweighed the cost, that’s my decision. But for the AI to make a move that crippled or killed some of its own characters… it just didn’t make a lot of sense to me, not when there were clearly other options available.

Promo screenshot featuring a combat encounter.

There were also a few let-downs when it came to the choices I made, and this is something that I definitely felt more of as the game progressed. Despite an impressive character creator offering backgrounds, races, classes, and more… I didn’t really feel that much beyond the class actually mattered. The way other characters in the world reacted to my character generally didn’t take my character’s race or background into account, and class primarily affected combat and stealth encounters. Considering the game’s lofty promises… only seeing a few lines of unique dialogue across eighty-five hours wasn’t as impressive as it could’ve been.

I chose to play as a dark elf/drow druid. And there were a few places where, as a druid, I got a line or two about nature… but the conversation would immediately return to other matters. As a drow, I didn’t feel that the way anyone in the world reacted to me was any different or would have been any different if I’d chosen to play as a human or a halfling. More could have been made of this, in my opinion, to really make these custom characters feel unique and part of the world.

I chose to play as a drow druid.

The same was true of character relationships. Without giving too much away, none of them felt particularly reactive – either to the character I chose to play as or to my actions. Occasionally a pop-up would display informing me that so-and-so “approved” or “disapproved” of a certain action or dialogue choice. But at no point did any of this approval or disapproval matter. You might get a different line of dialogue when next interacting with them, but after that they’d again go right back to the way they were.

We’ll have to get into more detail about some of these decisions later – I’ll be writing a second part of this review in the days ahead in which I’ll talk more about specific character moments and story beats and get into spoiler territory. But for now, I think I’ve made my point about the lack of reaction from some of the characters and the overall generic feel to the player-created custom character. Maybe choosing to play as one of the pre-made characters would negate this feeling, but for me – and I’d wager, for a lot of other folks too – part of the fun of a role-playing game is creating a character, either to represent ourselves or as an opportunity to become someone completely different.

An example of a custom character.

But I don’t want you to get the wrong idea. Baldur’s Gate 3 is a truly compelling game that sucked me in and kept me in suspense practically the entire time. No sooner had I finished one complex mission than another would present itself, and the incredible thing was just how natural and organic the whole adventure and story felt. Exploring an area away from where the main quest seemed to be leading would see me encounter an interesting character who would have an entire hour-long mission of their own to send me on. Or diving into a dungeon would lead to uncovering a secret item that would have a massive impact on one of the characters in the group, again kicking off a quest or even a whole line of quests. Baldur’s Gate 3 certainly found a way to make exploring its beautifully-crafted world feel rewarding.

Levels and regions in Baldur’s Gate 3 feel balanced – not too big and not too small. There are just the right amount of items and loot to make exploring feel worthwhile without being unnecessarily time-consuming. And there’s a beautiful diversity of environments – from dark, rat-infested dungeons to beautiful beaches and hills. Unlike some open-world games, which can feel too big, directionless, or bland, everything about the world of Baldur’s Gate 3 was fantastic; a masterclass in level design.

The map screen.

How many games have you played where enemy types would soon feel repetitive and boring? I can practically guarantee you that won’t be the case in Baldur’s Gate 3! The sheer diversity of enemy types was fantastic, with practically every combat encounter offering something different. There are many named enemies and mini-bosses to go along with the bigger, badder bosses, too – and again, each of these feels unique and different from one another. There are factions that oppose you along your quest – but even when fighting the same group, the sheer array of characters, and the differing combinations in which enemy groups can be deployed, really worked to make each fight feel different from the last.

This diversity extends to friendly and neutral NPCs, too. There are so many different characters to meet, and practically all of them feel like they have a place in the fantasy world of Faerûn. Even background characters, like nameless villagers or soldiers, still manage to feel like they have a role to play – and perhaps a story all their own that we just didn’t see. These characters go a long way to building up a world that feels lived-in and real – and one in which the player character’s decisions do genuinely matter.

One of the game’s many non-player characters.

There’s also a decent amount of variety in terms of loot and items. Maybe this says more about the way I play these games – your mileage may vary – but I found I’d amassed a huge collection of everything from random junk to potions and scrolls by the time the campaign was into its final stretch. The ability to send items to camp instantaneously instead of having to sell them or leave them behind when over-encumbered is a life-saver – and a feature more games should take advantage of!

There are a couple of downsides here, though. Inventory management isn’t great, and when storing items in a chest at camp there’s no way to sort by category, meaning it can be a pain to find a specific item. Secondly, while there’s a huge number of individual items to find in the game, there wasn’t such a broad variety of cosmetic items to choose from, particularly in the armour department. Being able to recolour items with dye certainly helped, but a bit more cosmetic variety wouldn’t go amiss in a game like this – and I’d happily sacrifice a dozen or more of the random pieces of junk to get even one or two additional pairs of boots or suits of armour.

Inventory management could be easier sometimes.

I chose to play Baldur’s Gate 3 using a control pad, not mouse and keyboard. That’s my preferred way to play, and I found the game’s “radial menus” to be a little cumbersome, but ultimately perfectly usable. The fact that combat is turn-based means you aren’t having to panic trying to hit buttons in short order, and there’s time to open each menu and find exactly the right spell, attack, or action that you need!

When the game launches on PlayStation 5 later this week, I would imagine the controls will be similar. Controller support on PC was good, and everything from moving and exploring the world to those turn-based actions worked well. I doubt PlayStation players, or PC players like myself using a control pad, will have any major issues.

An early-game vista.

Let’s briefly talk about dice and randomness! Many events in Baldur’s Gate 3, from conversations to lockpicking and exploration to combat, rely on rolls of the digital dice. Some of these rolls are obvious and interactive – others are passive and happen in the background, though you’ll be informed of the outcome. A lot of games use “random number generation” to determine the outcome of all manner of things, but it’s obvious and even in-your-face in Baldur’s Gate 3. You can, of course “save-scum” to get around this – Baldur’s Gate 3 practically encourages save-scumming by implementing a free save system that allows you to save while in combat, right before a dice roll, and basically at any point.

Save-scumming will have to be the subject of an article of its own one day, but suffice to say I support the practice. It’s your game, and you should play it the way you want! If you get a once-in-a-single-playthrough encounter, with a positive or negative outcome literally hanging on the roll of a dice… why not go back and redo it if you want to get the “right” outcome? There were relatively few points where I felt I absolutely needed to get a specific outcome, and the game is incredibly adaptable in that regard. But it also definitely allows for easy re-dos thanks to the aforementioned free save system – and some generous in-game dice modifiers and boosters!

Get used to rolling dice!

I picked up Baldur’s Gate 3 almost on a whim – I was looking for something to play while waiting for Starfield. I really didn’t know what to expect beyond a game that had been picking up some positive buzz, but I’m absolutely blown away by how much fun I had. It’s been an amazing ride, and in a way the fact that it was so unexpected only adds to that! Baldur’s Gate 3 hadn’t been on my radar at all in 2023, but it’s now a serious candidate for my “game of the year.” Check back in December, by the way, to see if it makes the cut!

I think I’ve said all I can without getting into the story too deeply. But I do have some thoughts on the details of the plot, so I hope you’ll join me in the days ahead for that. Or just swing by after you’ve beaten the game! Going in blind, as I did, is definitely recommended the first time around! The experience was much more enjoyable for me as I toddled and blundered my way through those opening hours of the game!

I don’t like to put a number score or a star rating on games when I review them. Check Metacritic if you want to get a mark out of ten! But if you want to know if I recommend Baldur’s Gate 3, the answer is an emphatic “yes.” This is the best game I’ve played in 2023 so far, and it’s not even close. There are some deep and complex systems that may seem offputting, and it’s a long game that requires a significant time commitment to make it all the way through. But even with those caveats – or rather, because of those selling-points – I can’t recommend it highly enough! You don’t need to be a Dungeons and Dragons player and you don’t need to have played a lot of CRPGs to get stuck into this game and have a fun time.

Baldur’s Gate 3 is out now for PC, will be released on PlayStation 5 on the 6th of September, and will be released on Xbox Series consoles in 2024. Baldur’s Gate 3 is the copyright of Larian Studios, and is based on Dungeons and Dragons which is owned by Wizards of the Coast and Hasbro. Some screenshots and promo art used above courtesy of Larian Studios and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Review-bomb Starfield by all means… but only if it deserves it!

The console wars have taken yet another toxic turn in recent weeks, after the Starfield showcase started getting fans hyped up. Xbox and PC players are eagerly awaiting Starfield’s launch… but not everyone is happy about that. A handful of loud PlayStation fanatics have promised to review-bomb the game regardless of how good it may turn out to be, as they appear to feel a mix of helpless frustration at not being able to play Starfield and pent-up anger for which the internet, Twitter, and the world of video games are the easiest available outlet.

I’m on record as defending review-bombing – at least in some cases. If a game is bad, broken, buggy, or overly-monetised, it deserves to be called out and criticised, and review-bombing on platforms like Steam and Metacritic are valid ways for players to register their disapproval. Review-bombing doesn’t need to stop at the mechanical level, either. If players hate a game’s narrative choices, feel that the company behind it has misbehaved or mis-sold the game, detest that developers were put under too much pressure and “crunched,” or even want to register their disgust at corporations like Ubisoft and Activision – both of which have been embroiled in scandals involving toxic behaviour and abuse – then review-bombing is again an acceptable outlet.

I think we can all agree that Diablo Immortal deserved its user score…

There may be some PlayStation fans who want to register their disapproval at Starfield being unavailable on their platform of choice, and this is something that feels like a fair or at least understandable point of criticism. Although I would caveat that statement by saying that I pointed out that this would happen as soon as Microsoft’s acquisition of Bethesda was announced – and before many people had been able to get their hands on a current-gen PlayStation 5 or Xbox Series console!

Although console exclusivity has been a part of the gaming landscape for as long as there has been a gaming landscape, it’s never exactly fun to feel like you’ve been locked out of what seems to be a great experience that other players are having. In the Morrowind days, circa 2002-03, I had a friend who’d regularly come over on the weekends or after work to play the game, because he had a PS2 and I had an Xbox. Yes, even in those days, Bethesda and Microsoft had an exclusivity arrangement!

I had a friend in the Morrowind days who’d spend hours at my place playing the game on my Xbox console!

As excited as I am to play Starfield, I’m not just going to blindly declare it to be “game of the year” before I’ve had a look at it for myself! In fact, if you check out some of my other pieces about Starfield here on the website, you’ll note that I’ve said time and again that I consider the game to be firmly in the “wait for the reviews” column thanks to Bethesda’s reputation, the poor launch of games like Fallout 76 and Redfall, and the overall unfinished state of too many games in 2023. So while I’m happy to defend Starfield in cases such as this, I’m also going to share my honest opinions on the game when it launches – and if it’s full of microtransactions or bugs, I’ll be scathing about that in my first impressions and review of the game.

But on the flip side, I don’t see why someone would be so anti-Starfield – a game that won’t even be released for another couple of weeks – that they’re already planning their review-bombing campaign. If the game is broken and unplayable, excessively-monetised, or just unenjoyable to play, then by all means – go for it. Leave a bad review, encourage others to join in, and chances are if you swing by Trekking with Dennis you’ll see the game get a bad write-up from me as well. But why pre-judge Starfield before it’s even out? Is PlayStation that important? Do some people actually take the console wars seriously?

Have some folks tied their entire identities to this piece of shiny white plastic?

Humans are, by nature, a tribal lot. You see it in sport, in politics, in regionalism and nationalism… so I guess it shouldn’t be a huge shock that gaming, too, has come with its own dividing lines. But it just feels so petty, so stupid, and so small to be tying one’s identity so strongly to a gaming brand that attacking a game on another platform for no good reason is in any way part of the conversation. Thankfully we’re dealing with a small number of people, but even so. It would be better if no one thought or behaved this way!

Growing up in the UK in the ’80s and ’90s, I saw a lot of football hooliganism. English teams were even banned from European competition for several years, in part due to hooliganism, and it was something that I just didn’t understand. I was a football fan as a kid, sure, but the idea of getting into a fight or even just disliking someone else simply because of a sports team that they support… I couldn’t wrap my head around it. And when it comes to today’s console war, I see echoes of that kind of tribalism all over again.

Hooliganism at football matches was common when I was younger.
Pictured: A fire caused by hooligans at Odsal Stadium, September 1986.

I’m not naïve enough to believe that I’ll change anyone’s mind by writing this piece. The handful of aggressive PlayStation fanatics who plan to review-bomb the game are unlikely to be dissuaded in that endeavour by a plea to their better nature nor an appeal to their common sense. Those ships, I fear, have long since sailed. But I want to register my disappointment – and above all my disbelief that this kind of toxic behaviour and militant console wars fanaticism still persists in 2023.

While there are Xbox, Nintendo, PC, and mobile players who are, I’m sure, just as angry and as aggressive when attacking other platforms, I want to draw a comparison. PlayStation has done phenomenally well in recent years with exclusive titles. Ghost of Tsushima, The Last Of Us, God of War, and Horizon Forbidden West all spring to mind, and PlayStation fans are about to receive another highly-rated game that won’t be available on Xbox for a while: Baldur’s Gate 3.

Baldur’s Gate 3 will be released on PlayStation 5 the same week as Starfield is on Xbox and PC.

I have thoroughly enjoyed my time with Baldur’s Gate 3 thus far, and I highly recommend the game to all PlayStation players when it arrives in a couple of weeks’ time. Stay tuned for a review, by the way! But here’s something for PlayStation fans to chew on as they make their sockpuppet accounts and prepare to review-bomb Starfield: there’s no comparable campaign from Xbox fans to target Baldur’s Gate 3. There were no review-bombing campaigns from crying Xbox fans targeting any of the PlayStation exclusives we were just discussing… and while there may have been a few wayward negative reviews or social media comments, by and large this isn’t something that Xbox or PC players have done to PlayStation games.

Although I don’t own a PlayStation 5, it makes me happy to see great games on that platform. Part of me hopes that the likes of Ghost of Tsushima will make it to PC one day, and I’d even consider buying a PS5 if the right game came along and I had the financial means. But above all, good games are good for gaming, no matter what platform they launch on. As someone who supports gaming as a hobby, and who believes that games can be just as good – better, in some cases – than films or television shows, I support good games wherever they appear. Yes, even mobile games!

Good games are good for all players – they raise standards across the industry, push boundaries, and innovate.

In a perfect world, all games would be available on all platforms. And I get that it must hurt to see a popular game that looks great and is getting people hyped up… and know you won’t be able to play it. I’ve been there – we all have. But some PlayStation fans – a small minority, thankfully – seem to have developed an attitude of entitlement born of being spoiled in recent years. There have been relatively few Xbox exclusives for a full decade now, going back to the launch of the Xbox One in 2013 – and even fewer that were any good! PlayStation players, in contrast, have enjoyed a number of fantastic exclusive titles… and that has unfortunately led a handful of fans to begin acting like spoiled toddlers when they see anyone else having a good time or being the centre of attention.

If Starfield sucks, or if it’s a microtransaction hell-hole, I’ll be saying so in my review. But if it’s great, good, or even if it’s just okay… why bother picking on it and singling it out for a review-bombing campaign? I just don’t see the point, the attraction, or what anyone would gain by doing so.

It’s my hope that platforms like Metacritic will be aware of what’s going on, and will step in, if necessary, to hide or even delete reviews that are clearly not about Starfield itself. Such things have happened in the past, so the review-bombers could find that this whole thing is a massive waste of time in the end! Perhaps that would be the least bad outcome.

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: A Question of Scale

Spoiler Warning: Minor spoilers may be present for Starfield.

Today we’re continuing our look ahead to Starfield! Bethesda’s upcoming open-galaxy sci-fi role-playing game is my most-anticipated game right now… but that doesn’t mean I don’t have questions and concerns. We’ve taken a look at several already, but today I want to zero in on one very specific question that I have about Starfield: will the game truly be able to create the sense of scale that it’s clearly aiming for?

We can break down this question into a couple of big pieces. Firstly, we have the size of the game’s open galaxy – or rather, the amount of actual content relative to the size of the map. Will there be enough characters to interact with, enough settlements to visit, and enough of a world to get stuck into in a map that contains 1,000 explorable planets?

Is there a danger that Starfield might feel too… empty?

Secondly, we have the open nature of the game world itself. Although not strictly a true “open world” in the sense that Starfield’s “open galaxy” will be split up into star systems and planets, a hallmark of Bethesda titles going all the way back to the 1990s is that every square inch of the map is accessible and can be explored. In a game that takes place in a single province of a larger world, there’s still a sense of scale – that the world of Morrowind, Skyrim or Fallout exists beyond the confines of the game map. Starfield won’t have that – it can’t have it by design. That could be an issue, and it’s where my concern begins.

Take, for example, a game like Mass Effect 2 or Jedi: Fallen Order. Or in the open-world sphere, take a game like Red Dead Redemption II or The Witcher 3. All of these games manage to convey a sense of scale – of deep, persistent worlds that continue to exist beyond the confines of their playable maps, populated by, in some cases, literally trillions of individual people. One of the reasons that these games feel so much fun to play, and their stories so engaging, is precisely because as players, we know we’re only scratching the surface.

The story of Red Dead Redemption II feels like it takes place in one small corner of a vast world.

Even older Bethesda games managed to nail this feeling. Playing Morrowind, we knew that there was a whole continent beyond the confines of Vvardenfell, and in Fallout 4 it was clear that the Commonwealth was only one small patch of a much larger wasteland. These areas still felt lived-in, but part of the reason for that is because we knew that there were people and settlements beyond our reach, making the game world feel real.

By design, Starfield can’t have that. Opening up the entirety of the Settled Systems to players, including the capital cities of both major colonial factions, means that the idea of an expansive, populated world beyond the borders of the game’s map can’t exist. And that absolutely could be okay, but if Starfield’s open galaxy has a population comparable to that of a small town… I fear that an important part of the immersion will be lost before the game can even get going.

New Atlantis – the capital city of the United Colonies.

Every game has a limited number of non-player characters – it’s unavoidable. Even massive online games or expansive open-world titles have, at the very most, a few hundred or perhaps a thousand NPCs to engage with. But in most cases – and especially in games that succeed at creating that sense of expansiveness and immersion – there’s always the sensation that, despite the limited number of people available in the game, there are untold numbers of others just beyond the invisible wall dividing the game’s map from the rest of its world.

In Mass Effect 3, for example, it’s possible to walk across parts of the Citadel and really feel the scale of the massive space station. Sure, there are only a few dozen people to engage with, some of whom only have a single line of dialogue, but a combination of the game’s lore, art design, sound effects, narrative, and more all come together to make you feel that there’s so much more just out of sight.

The Silversun Strip on the Citadel in Mass Effect 3.

For me, the experience of playing a game that takes place in a small part of a much larger world is something I hadn’t really considered before Starfield. It was only when I began to truly consider the implications of an open-galaxy map with 1,000 planets to explore that I really zeroed in on one of the absolutely essential ways that so many games create that sense of immersion and scale.

And it’s not something exclusive to gaming by any means. Watch an episode or two of Star Trek, and you’ll soon get the sense that there’s far, far more going on in the galaxy beyond the adventures of a few officers aboard a single starship! Star Wars, too, has a densely-populated galaxy filled with alien races, criminal gangs, and so much more. As I’ve argued more than once, it seems positively criminal that Disney and Lucasfilm have insisted on revisiting the same handful of characters time and again when the setting is so vast and potentially interesting!

Cal Kestis in Jedi: Survivor.

As Starfield opens up its entire map to players, will there be enough content – and especially enough content relative to the size of the map – to really nail that sense of scale? If we can interact with everyone in the entirety of the Settled Systems… how long will it take before we realise that there isn’t anything more to this world? Enough to sustain a playthrough of the game, I hope… but is that enough?

Bethesda has recorded more dialogue for Starfield than it did for Skyrim and Fallout 4 combined. There could easily be well over 2,000 NPCs in the game, some of whom will have in-depth conversations with the player character. On the one hand, that’s a lot of chatter! But on the other, in a fully open map that supposedly depicts humanity’s expansion to colonies beyond the stars… 2,000 people seems like a minuscule number. It’s barely the population of a small town. When you add into the mix that these characters are going to be spread across four major settlements, space stations, spaceships, and perhaps small settlements and other locations too… I’m just worried that the sense of scale that a game like Starfield relies on will be lost.

Akila City in the Freestar Collective.

Despite its difficult launch and gameplay issues, Cyberpunk 2077 is a game that manages to really succeed at conveying a sense of scale. From almost the first moment, players are aware that they’re only one person in a vast world; a dense cityscape populated by thousands of people. Although it isn’t possible to travel far beyond the confines of the city, there’s still that sense that the world beyond Night City is vast – and that within the city itself, there are people going about their lives blissfully unaware of the protagonist’s story.

Sometimes, being “the chosen one” can also get in the way of this sense of scale. If the fate of the entire galaxy hinges on the player character and the actions they take, it’s much harder in a role-playing game to see oneself as just one character among many in a vast world. Bethesda does love its “chosen one” archetypes, though, so I wouldn’t be shocked to see it appear in Starfield in some form. If so, I hope it’s handled carefully – and perhaps buried deeply in the main quest, so players who don’t want to go down that road will have the opportunity to avoid it altogether!

Making the player character “the chosen one” (as in games like Morrowind) could add to the sense of Starfield being small in scale.

What makes a fictional world feel lived-in and real? I would argue very strongly that one very important factor is the notion that there’s more to that world than I as a player (or a reader, viewer, etc.) can see. No matter how large Starfield may be, no matter how expansive its map is, no matter how much of it I could take in in a single playthrough, and no matter whether the game has 2,000 or 10,000 NPCs to interact with, there’s a very real danger that it will feel limited, and dare I say even small. The idea that the story we’re taking part in is only one small part of the world of Starfield won’t exist, it can’t exist by design. The notion that there’s more, that Starfield is bigger than the available map and characters, cannot exist.

I hope that there will be so much to get stuck into that that sense won’t be overwhelming, and that Bethesda’s world-building will be better than ever to such an extent that I don’t notice. But part of the appeal of a game like Starfield is that I as a player am going to be whisked away to another world, a world in which I can get lost in the role-playing experience. Part of that, though I could never put it into words nor even really conceptualise it before thinking about Starfield, is because the worlds I’ve sought out feel bigger than the stories told in them. I’m not sure how Starfield can recreate that feeling based on what we know of the game – and there’s a genuine danger, I fear, that trying to pretend half the known galaxy is populated by a few thousand people is going to feel catastrophically unbalanced.

We’re pondering a big question about Starfield

I said a couple of weeks ago that, if the “United Colonies” turns out to be a mere two cities, and if the Freestar Collective is likewise a “collective” consisting of just a couple of settlements, something will feel amiss. And this is what I meant by that. The concept of an expansive world that exists beyond the confines of a single story or the playable area of a game’s map is something that, based on everything we know at this stage, Bethesda has deliberately chosen not to create. It almost feels like we’re heading into uncharted territory – the game will be large, sure, but can it possibly be large enough to overcome that deficit? Will the number of settlements, the number of characters, the number of factions, and the overall amount of content relative to the size of the game world feel so unbalanced and out of whack that it will detract from the experience? If so… will those things prove fatal to the Starfield experience?

Thus far, my biggest concerns about Starfield have been on the practical side. Will the game be released in a polished state? Will it be overburdened with microtransactions? Will Xbox and Bethesda consider a last-second delay if further bug fixes and tweaks are needed? But this question of scale… it’s probably my single biggest gameplay concern right now. And this isn’t just a fear of a repeat of Fallout 76′s “big empty world,” a game map that had no NPCs to interact with and precious little to do. It’s deeper than that – it cuts to the very sense of immersion and believability that should be present in Starfield’s galaxy.

The crew of the Frontier.

Games like Red Dead Redemption II, Cyberpunk 2077, or the Mass Effect trilogy succeed, in part, because they get me to believe that a bigger world exists beyond the confines of the game map. And in a more general sense, whether we’re talking about novels, films, television shows, or video games, getting an audience not only to believe that a world exists but to care about it and feel a sense of investment in it is a key part of the pathway to suspension of disbelief and to enjoyment. Starfield may well succeed at creating an interesting, engaging world that I care about and want to see more of – but if that world feels like it’s limited to only the characters and locales present in the game, part of the immersion could be lost.

Conversely, this is set to be the biggest world that Bethesda has ever created, populated by more NPCs than in any single-player game that the studio has ever built. So perhaps the idea here is that players will be so overwhelmed with content – be that quests, factions, points of interest, or characters to chat with – that the game world will feel full to the point of being overstuffed. That could go some way to negating the fact that, well, we’ll be able to explore the entirety of the settled systems, visit every colony, land on every settled planet, and meet every single human who exists at that moment in Starfield’s future.

I really hope it won’t be an issue. I hope I’ll look back on this article in a month’s time and think how silly it was to be worried! But as the buildup to Starfield’s launch continues, it’s definitely something that’s weighing on my mind.

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Baldur’s Gate 3 has set a high bar… Starfield, take note!

Spoiler Warning: Minor spoilers may be present for Baldur’s Gate 3 and Starfield.

I’ll get into this in more detail in my review of Baldur’s Gate 3 – which is currently a work in progress – but I came to Larian’s Dungeons and Dragons CRPG with basically no expectations at all. The game wasn’t one that had been on my radar, I don’t know the first thing about Dungeons and Dragons, and the primary reason I picked it up is because it happened to be well-timed, releasing just as the hype train for Starfield has been building. I was looking for a new game to play, and Baldur’s Gate 3 reared its head, backed up by plenty of positive reviews. It felt like the right game at the right time – but little more than a way to kill some time while waiting for the real prize: Starfield.

Suffice to say, I undervalued Baldur’s Gate 3 in a pretty big way! The game is fantastic, as you’ve no doubt heard from other reviewers, and although I can’t call it “perfect,” it’s certainly the best game I’ve played in 2023 so far. It will absolutely rival Starfield for the coveted “Trekking with Dennis Award” come December, and if Starfield should falter… well, maybe it’ll even pip it to the post and scoop the prize. I wouldn’t have expected that even just a couple of weeks ago.

A promo screenshot of Baldur’s Gate 3.

There are two things that Baldur’s Gate 3 has done well that Bethesda needs to consider when it comes to Starfield. The first is microtransactions. There aren’t any in Baldur’s Gate 3, and that’s in spite of comparable titles like Diablo IV positively drowning in them. As I’ve noted more than once, we haven’t yet had confirmation from Bethesda that Starfield will be free from microtransactions, season passes, lootboxes, premium currencies, and other shit-smeared trappings of the modern video games industry.

Secondly, while I have encountered a few glitches and bugs in my thirty-plus hours with Baldur’s Gate 3, the game is complete and pretty polished. The main quest is complete, side missions and character quests are all unique and interesting, and the state of the game overall is pretty darn good. The main mechanics and systems it employs, from magic and spellcasting to combat and exploration, all work well, and there are plenty of choices that genuinely have an impact on the game world.

A relatively minor visual bug that I encountered in Baldur’s Gate 3.

Bethesda has acquired a reputation over the years, and it’s well-deserved. Major Bethesda releases, from Oblivion to Fallout 76, have all arrived with bugs and glitches to varying degrees. Bethesda’s publishing arm is also responsible for the likes of Redfall, a title ridiculed for its broken state earlier this year. While Baldur’s Gate 3 isn’t entirely bug-free, it’s on a completely different scale from any of Bethesda’s launches.

The microtransaction issue is already one that I’ve been sceptical about when it comes to Starfield. Well before the game has even launched, Bethesda has already been touting the first piece of story DLC, an expensive £25 add-on. Expansion packs are no bad thing, don’t get me wrong, but it’s disappointing to see Bethesda leaning into add-ons and DLC so early in Starfield’s life. In contrast, Baldur’s Gate 3 may not have any DLC at all, with Larian potentially moving on to their next project instead, regarding the game and its story as complete.

Diablo IV has an awful and aggressive in-game monetisation scheme. Let’s hope Starfield follows the Baldur’s Gate 3 model…

The games are very different from one another. Baldur’s Gate 3 is a CRPG – a throwback, in many ways, to a style of game that has fallen out of fashion over the past twenty years or so. It employs turn-based combat, a third-person or isometric camera, and a game world broken up into several large regions (or levels) to accompany its three-act narrative.

Starfield, in contrast, is very much an action-RPG or even an RPG/shooter, with real-time combat inspired by the likes of id Software’s recent Doom and Doom Eternal titles. Although a third-person view is available, Bethesda has stated that the game is intended to primarily be played from a first-person perspective, and the game’s “open galaxy” map, while broken up into star systems and planets, isn’t split into sections or levels in the way that the map is in Baldur’s Gate 3. Starfield is also a sci-fi title to Baldur’s Gate 3′s fantasy setting.

Starfield will be a different kind of game – but with comparable features.

But there are plenty of similarities, too. Both games are role-playing experiences, both have skills to unlock, character progression, and both aim to tell expansive single-player stories complete with engaging characters, main and secondary quests to follow, and more. Though the comparison is not a direct one between two games with identical styles… it’s close enough that many Baldur’s Gate 3 players may be intending to play Starfield. In fact, Larian Studios deliberately moved up the release date of Baldur’s Gate 3 by more than a month to avoid a clash with Starfield.

So when I say that Baldur’s Gate 3 has set a high bar, I mean it. Coming just a few weeks apart, comparisons between the two games will be inevitable – and if Starfield should suffer a bumpy launch for any reason, those comparisons may not be favourable. Baldur’s Gate 3 will also be launching on PlayStation 5 the same week as Starfield arrives on PC and Xbox, so there’ll be a flood of new players joining the party. PlayStation fans may feel less bad at missing out on Starfield if Baldur’s Gate 3 is being heralded as the “better” title.

Baldur’s Gate 3 promo screenshot featuring a dragonborn warrior.

But we mustn’t get too far ahead of ourselves! It’s perfectly reasonable to suggest that players can enjoy one or both games on their own merit, without needing to “pick a side” or say which one is somehow “objectively better.” I want Starfield to be a fun experience – at least as much fun as Baldur’s Gate 3 has been for me over the past couple of weeks. But I recognise that, with the games releasing so close to one another, my impressions of Starfield – particularly insofar as how complete and polished it feels – will be coloured by my experience of Baldur’s Gate 3.

So… here’s the difficult part. In 2022, I praised Xbox and Bethesda for delaying Starfield. If the game needed more attention, more work, and more time to squash bugs and polish the experience, then a delay was unquestionably the right call. With a scant two weeks to go before Starfield’s pre-order exclusive early release, and with reviewers and publications eagerly awaiting their review copies… well, this is basically the last possible opportunity to delay the game. If Starfield should release with a level of bugs and glitches comparable in any way to the likes of Redfall or Fallout 76, not only will we lament this missed opportunity, but we’ll have those comparisons with Baldur’s Gate 3 to chew on.

Starfield was originally targeting a November 2022 release.

Whether you’ve played and enjoyed Baldur’s Gate 3 or not, and regardless of whether it’s “your thing” or not, it’s undeniable that the game has raised the stakes for Starfield, and has set a high bar indeed for other single-player role-playing games to strive for. I hope Starfield can hit it. Heck, I hope Starfield smashes through it and sets a new, even higher bar! It’s rare to get a title as fun and as consumer-friendly as Baldur’s Gate 3, so to get two in a row would be beyond fantastic. You know what they say: you wait ages for something and then two come along at once!

Where I see the biggest potential comparison is with one of my biggest concerns about Starfield: monetisation. We’re so close to Starfield’s launch, and yet Bethesda and Xbox have still failed to clarify what kind of monetisation we can expect to see in the game. Unless the answer is “none at all,” as Larian repeatedly assured players in the run-up to the launch of Baldur’s Gate 3, that will already be a disappointment. Should that monetisation extend beyond large-scale expansion packs to include things like premium currencies or lootboxes… that could spell disaster.

Bethesda and Xbox have yet to comment on microtransactions in Starfield.

What Larian has done with Baldur’s Gate 3 is something that other AAA studios should strive for. Of course it’s true that not every game can be as expansive and feature-rich as Baldur’s Gate 3… but every game should be able to take inspiration from it in different areas. Single-player games shouldn’t need in-game monetisation to turn a profit. AAA studios should be launching complete games, not broken, “release now, fix later” messes, nor games with incomplete stories and promises of “roadmaps” to more content. Larian has also shown a willingness to listen to feedback from players through an extensive early access period, and while I’m generally sceptical about big studios using early access, and of long early access periods in general, in this case it seems to have worked as intended for once.

The fact is that Baldur’s Gate 3 isn’t anything new, nor even particularly innovative. In many ways it’s actually a throwback to an older style of game that was prominent in the 1990s and early 2000s. As that kind of gameplay has fallen by the wayside in the push to open worlds, always-online experiences, and microtransactions… it feels different in 2023.

But that’s just a really sad commentary on the sorry state of the video games industry. A consumer-friendly game, one that doesn’t chase every trend going nor try to extort its players for extra cash, finds itself becoming headline news.

The titular city of Baldur’s Gate.

When I looked ahead to the games I was most interested to play in 2023, titles like Star Wars Jedi: Survivor, Lord of the Rings: Gollum, Redfall, Forspoken, and of course Starfield were all contenders. After several of those proved to be disappointing or underwhelming, it’s been a genuinely cathartic experience to pick up a new game and just… really enjoy playing it. That Baldur’s Gate 3 wasn’t on my radar and was thus an unexpected surprise just adds to that.

There has been chatter online and on social media about Baldur’s Gate 3 being a unique project that shouldn’t become the “industry standard” that players expect to see going forward. And there’s an element of truth to that: most games won’t be old-school CRPGs with hundreds of hours of content. But in terms of adopting consumer-friendly practices, abandoning trends when they don’t fit with the story a game is telling, and focusing on delivering a quality product… those are things that players can and should expect. Some of us never stopped asking the video games industry and its biggest corporations to deliver those things. Maybe the success of Baldur’s Gate 3 – coupled with some spectacular failures over the past few years – will finally be the catalyst that makes these corporations sit up and listen.

And as for Starfield… the bar has been well and truly raised. I can only hope that Xbox and Bethesda have done enough to reach it.

Baldur’s Gate 3 is out now for PC, will be released on PlayStation 5 on the 6th of September, and will be released on Xbox Series consoles in 2024. Starfield will be released on PC and Xbox Series consoles on the 6th of September. Baldur’s Gate 3 is the copyright of Larian Studios, and is based on Dungeons and Dragons which is owned by Wizards of the Coast and Hasbro. Starfield is the copyright of Bethesda Softworks, Xbox Game Studios, and/or Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten more Starfield questions

Spoiler Warning: There are no major story spoilers for Starfield, but there may be spoilers for the game and its features and systems. This article also uses screenshots and promotional images.

Well it turns out that my last post about Starfield wasn’t enough, and that there are still more questions about the game! Starfield is my most-anticipated game right now, and along with my excitement for Bethesda’s upcoming open-galaxy sci-fi role-playing shooter, I have some concerns and some general questions about the game and how it will work. A few days ago I posed ten questions about Starfield – so click or tap here to check out those questions if you haven’t already – but I’ve already come up with ten more!

What I’m trying to do with these questions is not say “here’s a feature that I think must be part of the game,” because I don’t want to make the mistake of getting over-hyped nor building up an inaccurate picture of Starfield. Instead, what I want to do is fill in some of the gaps in our knowledge of the game, because there are things that Bethesda hasn’t clarified. There are features that seemed to be hinted at by the Starfield showcase that haven’t been confirmed, there are questions raised by statements Bethesda and Xbox made, and then there are systems and mechanics that have been included in past Bethesda or Xbox titles that may make their way to Starfield – we just don’t know yet! That’s my mindset when I pose these questions, anyway. As I said when I wrote up my Starfield “wishlist,” I have high hopes that the game will be fun regardless of whether or not it does everything that I think I want from it at this early stage!

A handgun.

I have a couple of caveats that I always give when I put together a list like this one. The first is that I have no “insider information,” nor any connection with Bethesda, Xbox, or Microsoft. I’m not claiming that anything we’re going to talk about will, won’t, or must be part of Starfield – this is a list put together by someone who’s interested in the game, based on the showcase, interviews, and other marketing material. Secondly, all of this is the subjective opinion of one person – so if you hate all of my questions and ideas, that’s totally okay!

Finally, as I said last time, I haven’t seen every single interview that Starfield’s developers and producers have given. Nor have I read every single press release, comment, or social media post – so it’s possible that I’ve missed something, or that one of the questions on this list will have already been answered. My ageing brain may not have retained everything, too!

With all of that out of the way, then, let’s jump into my list of questions!

Question #1:
Is the main quest fully complete?
Or: will DLC be required to complete the main story?

Starfield’s premium edition includes access to the first piece of planned DLC.

As you can see from the image above, pre-ordering the “premium edition” of Starfield grants players access to the first piece of planned DLC. I’ve already expressed my scepticism about this; it seems far too early to be considering DLC when the game isn’t even out. But the subtitle of this piece of DLC is what I’m curious about today, because Shattered Space is described as the “first story expansion” for Starfield.

This raises the unpleasant spectre of an incomplete game; a “release now, fix later” title with promises of a “roadmap” to more content. This is the model often adopted by “live service” games, and it seldom works as intended. I’m all for an expansion pack, don’t get me wrong, but the way this one has been advertised has me at least a little worried.

How’s that roadmap working out for you, Anthem?

Bethesda has two points in its favour here, as I see it. The first is that, despite a very poor launch, the company has continued to support Fallout 76 with updates and expansions. Even if Starfield is released to poor critical reception, that gives me hope that support for the game will continue, and that at the very least that first planned expansion will still arrive. Secondly, and perhaps more importantly, Bethesda’s single-player titles have been well-supported by expansion packs. Morrowind got massive expansions in Tribunal and Bloodmoon, and as much as we like to mock Oblivion’s horse armour DLC, that game also received the major Shivering Isles expansion pack. So the company has a solid track record here.

That being said, I’m still a little concerned about Starfield’s story potentially not being complete at launch. Given that the base game is already priced at £60 or $70, it would be nigh-on exploitative to force players to pay an additional fee of at least £25 or $30 to buy the next chapter of the story. Even more so considering that Shattered Space has been in development alongside the base game.

Question #2:
Is Starfield capped at 30fps on PC?
Or: is it possible to push Starfield to 60fps and beyond on higher-end PCs?

A fancy-pants gaming PC.
(No, it’s not mine!)

Although it wasn’t discussed at the showcase, Starfield’s director Todd Howard subsequently confirmed in an interview that the game will be capped at 30 frames-per-second on Xbox Series S and X consoles, with the less-powerful machine also running the game at 1440p resolution. In the same interview, Howard seemed to indicate that the game can run at 60fps on PC, at least in Bethesda’s internal tests.

But what hasn’t been made clear is whether that will be an option for players on PC. Many modern PC games have frame-rate options as standard, and offer features like Vsync, where the game will match a monitor’s refresh rate. I recently upgraded to an RTX 3070 Ti – a fairly powerful GPU. I’d expect to hit at least 60fps in most titles – or at least in games that are well-optimised and have proper PC ports!

Todd Howard, Starfield’s director.

Thats being said, I’m not a stickler for frame-rate in the way some folks are. I’m not even sure I could tell much of a difference between frame-rates in a lot of cases. But 60fps isn’t even the gold standard, it’s a fairly low bar that most PC games in 2023 should be able to clear. If Starfield is so massive and so detailed that its console version needs to be frame-capped, then I guess that makes sense. But many folks have PCs with specs that far exceed the Xbox Series X.

If this isn’t an official feature, don’t despair. I wouldn’t be shocked at all to see a mod pop up in the days after Starfield’s launch that uncaps the game’s frame rate!

Question #3:
What impact (if any) do different levels of gravity have on exploration and combat?

Firing a weapon in zero-G.

At the showcase we saw a zero-G section of gameplay featured prominently. Whether this is a recurring feature, or whether zero-G sections are part of scripted missions only wasn’t clear – but it was still something cool to see. We also saw that planets could have different levels of gravity, which makes sense!

But what wasn’t entirely clear from the gameplay that was shown off is what impact – if any – this will have. If I land on a high-gravity planet, for instance, does that mean I move slower, or can carry fewer items? On a low-gravity world can I jump tens of metres into the air without a jetpack? And what about firing a weapon – do projectiles have less range in high gravity than in low?

Will exploring in low gravity differ from exploring in high gravity?

I’m not banking on any of those things being true, because it seems like it would be complicated and time-consuming to create features like that. But at the same time, it would be neat if gravity was a consideration. There are so many different ways in which this could manifest, potentially impacting everything from combat to resource-gathering.

Although I’m not necessarily expecting a massive and deep gravity levels system, what I will say is this: if a planet designated as a high-gravity world and a planet designated as a low-gravity world are functionally the same, with gravity not seeming to have much of an impact on exploration or gameplay, it will raise the question of why it was even mentioned or included!

Question #4:
Will DLC eventually come to Game Pass?

Game Pass is building up quite the library of titles!

As noted above, there’s already DLC planned for Starfield. But it doesn’t seem like that DLC will come to Game Pass – at least, not at first. The base game is available on Game Pass, but it’s also possible to pre-order the premium edition of Starfield, complete with the DLC. This kind of feels like a rough deal for Game Pass players – especially if the first piece of DLC won’t be ready for months or even years.

To be fair to Starfield, other games work a similar way. DLC for the likes of Age of Empires II is also something that has to be bought separately – but that doesn’t really excuse it. This is something Microsoft will have to figure out as Game Pass continues to grow, and while some optional content and DLC might still be okay to sell separately, things like Shattered Space might not be – especially if it’s vital to complete the main quest.

Game Pass players get access to one of the pre-order bonuses.

With Skyrim, the current Game Pass version includes the game’s major expansion packs. So I wonder if, at some point in the future, Starfield will be updated in a similar way. Microsoft is raking in the money from Game Pass every single month, and I’m sure that Starfield’s launch will bring an influx of new subscribers to the platform. But when Shattered Space is ready, some of those folks will be disappointed to learn that they have to pay an additional charge on top of their Game Pass subscription.

The subscription model is still new in the gaming realm, and there are questions like this that need to be sorted out! But if Game Pass is to achieve Microsoft’s aim of being “the Netflix of video games,” then it can’t get away with continuing to charge for add-ons and expansion packs, surely. Netflix doesn’t do that; you don’t get access to the first season of The Witcher then have to pay an additional fee to watch Season 2. So I’d love to see Shattered Space and any further DLC expansion packs come to Game Pass on day one.

Question #5:
How important is crafting?
And: can weapons and items break?

A weapon in the inventory menu.

I’m biased here: I detest weapon and item durability in practically every game. Very few titles manage to get this feature right, and more often than not it just turns into a frustrating experience. Weapons breaking partway through combat and items needing to be replaced every ten minutes may seem “realistic” in some ways… but it’s not exactly fun.

There are better ways to deal with weapons and items, such as cosmetic wear and tear, upgrades, or simply offering an abundance of choice. Rather than forcing players to a workbench or crafting station to keep re-creating or repairing tools, it’s far better – in my opinion, of course – to figure out other ways to make gameplay interesting.

This may be an in-game crafting station.

This also speaks to a potentially much larger point: what kind of role will there be for crafting in Starfield? We know that there can be a crafting station aboard a player’s spaceship, but how often will we be required to use it? What kind of items will we need to craft or upgrade? And crucially: how necessary will crafting be?

Bethesda role-playing games have always offered customisation options, even for things like weapons. Swords could be enchanted in Morrowind, for instance, and guns could be upgraded in Fallout 4. The latter also introduced settlement building, with resources needing to be collected. I feel there’s scope for a detailed and in-depth crafting system in Starfield, but I also think it’s something that may be optional for players who want a more action-forward experience.

Question #6:
Can we give names to outposts and planets?

“Jemison Outpost 1” doesn’t feel like the most inspired name…

I’m fairly sure that re-naming spaceships is possible in Starfield; it certainly seems that way based on footage from the showcase. And of course the player character’s name can be freely chosen. But what about outposts and planets? We saw at the showcase several locations that were simply called “civilian outpost” or “industrial outpost,” so I’m not sure whether or not this will be possible.

It would be nice to be able to give a name to an outpost, though! Instead of making my home at the rather clinical and official-sounding “mining outpost,” it would be neat if I could give it a more personal name that reflects my character, their style, or even simply geographic features present at the base.

The moon Tau Ceti VIII-b.

While I have some hope for outpost names being possible, I’m far less convinced that re-naming planets will be part of Starfield. But again, I’d quite like this to be included in the game. Obviously we won’t be re-naming Mars or Jemison, nor any of the other named worlds that already have settlements. But if I stumble upon an uninhabited rock called something like Kepler-295 B, and decide to build the first-ever human outpost on its surface, I’d like to be able to give that world a more personal name!

Maybe this seems like something minor, and it is in a way. But these kinds of personal touches can go a long way to making the role-playing experience feel immersive; coming home to Fort Dennis on the planet Dentopia would be a lot more fun than returning to Outpost #7 on Kepler-259 B.

Question #7:
How do factions work?
Or: does joining one faction permanently cut off another?

The Freestar Collective is one of the main factions in Starfield.

In past Bethesda games, choosing to associate with one faction over another could permanently cut off that second faction, making it impossible to complete every available quest in a single playthrough. The example that leaps to mind are Morrowind’s Great Houses: joining one would mean the other two would be permanently unavailable.

This adds a lot of replay value to a game, especially if those factions have well-developed characters and long, detailed questlines of their own. Indeed, one of the appeals of a Bethesda role-playing game is that some of these factions and their missions can be at least as in-depth as the main quest and just as worthwhile to play.

Joining one Great House in Morrowind would permanently close off the other two in that playthrough.

We’ve seen at least a hint at something similar in Starfield via the traits menu in the character creator. Choosing to have a United Colonies background means that players can’t also choose to have a Freestar Collective background, and there are three religious affiliations which are also mutually exclusive. Whether and to what extent those traits will impact gameplay is still not known, but it’s interesting, at any rate.

Starfield will contain joinable factions in addition to the Constellation organisation, and it seems logical to assume that being a member of the Freestar Rangers might permanently cut off membership in the United Colonies’ space force. That’s just one example. If these factions are as deep and well-developed as we’d hope they would be in a Bethesda game, this feature would add a ton of replayability to Starfield.

Question #8:
Are there invisible walls?
Or: are landing zones limited in size?

Will we see a message like this in Starfield?

This kind of ties into a point that I raised last time: how much of the surface of an individual planet can be explored? There was mention at the showcase and in subsequent interviews about selecting a “landing zone” on a planet’s surface – with players seemingly given a completely free choice of where to land. But do those zones have limits, or is it truly going to be possible to circumnavigate a planet on foot?

If there are limits to landing zones, I hope that invisible walls won’t be the way it’s handled. Something like that would absolutely break the immersion, even if landing zones are massive in size. A game that encourages exploration will surely push players to roam far away from their spaceships.

A spaceship on the surface of a planet.

I’m not really sure how Starfield should deal with this. The best-case scenario is that exploration is completely unlimited, and players who want to will be able to go on long-distance expeditions far away from where they landed. Look at games like Minecraft, for example, and how some players will go on huge treks across vast swathes of the procedurally-generated map.

That being said, there are ways in sci-fi to generate a technobabble explanation or reason for just about anything! If it were explained at an early stage that, for example, communicators had a limited range, then maybe that could be an excuse for why roaming too far beyond where a spaceship landed isn’t possible. I think running into a random invisible wall with no explanation won’t cut it, but some kind of “turn back” message, perhaps with multiple warnings preceding it, could work.

Question #9:
Are gas giants among the promised 1,000 explorable planets?
Or: what role will gas giants play in Starfield?

This appears to be a moon orbiting a gas giant.

Plenty of images and clips of Starfield prominently feature gas giants – massive planets like Saturn and Jupiter that are mostly comprised of hydrogen, helium, and other gaseous material. Because of the nature of gas giants, there isn’t a “surface” to speak of that can be visited; gas giants are comprised of various layers of gases and liquids, with the “boundaries” between different densities often being very gradual.

So it doesn’t seem likely that we’ll be able to land on gas giants – but can we fly near them? Can we fly into their cloudy atmospheres at all? What about gathering resources? In real life, gas giants are known to harbour vast quantities of helium – and helium-3 is confirmed to be the material used for spaceship fuel in Starfield. So gas giants could conceivably have resources to collect… somehow.

Jupiter and its moon Io, as photographed by NASA’s Cassini probe.

But how would this work? You can’t build an outpost on a gas giant like you would on the surface of a planet, and unless spaceships can be outfitted with equipment to harvest resources – something we also haven’t seen – then I’m just not sure how we’d go about extracting anything from a gas giant in the game.

Finally, Starfield’s marketing has promised 1,000 planets to explore. In real life, the majority of planets that have been discovered so far are gas giants or ice giants; will that be true of the majority of Starfield’s 1,000 planets, too? If so, it could cut down the number of planets we can actually land on by a considerable margin.

Question #10:
Are there procedurally-generated quests and missions?

Will some NPCs be randomly generated or dish out random quests?

We know that Starfield will use procedural generation for some of its planets and environments. There’s still a degree of confusion over how exactly this will function, but today I’m asking a different question! Are all of Starfield’s missions and quests hand-crafted? Or will there be procedurally-generated quests and missions?

Some games have random encounters and/or missions with set parameters but where the specific details are procedurally-generated. This could include, for example, a quest involving killing a monster – but where the quest-giver is a procedurally-generated NPC, the monster type is chosen at random, and so on.

Discovering a hand-crafted location in a random place!

Another example would be the patented “nemesis” system used in Middle-earth: Shadow of Mordor and its sequel. Random NPCs in the enemy army would be promoted, depending on the actions of the player, and defeating these levelled-up enemies was an integral part of both titles. I’m not expecting anything like this in Starfield, it’s just an example of how this kind of randomness can work!

So will Starfield have anything comparable? Or have all of the game’s missions and quests been constructed by human developers from the ground up? The way Bethesda has talked about the game seems to suggest that at least some quests may take place in randomly-assigned locations.

So that’s it!

Is that a crashed spaceship?

I managed to find another ten questions that I’d love Bethesda and Xbox to answer before Starfield’s release.

As I’ve said before, the point here is not to pre-emptively criticise the game, nor to deliberately seek out things to pick on. Instead, I’m concerned that Bethesda and Microsoft ought to do more to rein in speculation when it gets out-of-hand. If a feature isn’t going to be included in the game, or won’t behave in the way players are expecting, it’s infinitely better to say so now, months before release. The alternative is that the hype train ends up going down the wrong track – before ultimately derailing when players finally get their hands on Starfield.

A good marketing team knows how to say “no” in a way that isn’t offputting, and how to redirect the conversation in a positive direction. If the interiors of spaceships can’t be customised, for example, then tell us and be up-front about that – but also shine a light on outpost building or the variety of costumes and cosmetic options elsewhere in the game. That’s just one example. But covering things up or saying “pass” when asked a basic question about an in-game system or feature that would in no way be a spoiler… well, it isn’t always a good look.

Dogfighting in space!

There are reasons why Starfield should sit in the “wait for the reviews” category. But at the same time, it’s absolutely my most-anticipated game and I can feel the hype train leaving the station. I really can’t wait to get my hands on Starfield, and even if the game doesn’t do absolutely everything that I think I want it to right now, I still think we’re in for a fun time.

There are quests in practically all of Bethesda’s older games that I still haven’t played – or even started! These games tend to be overstuffed with things to do, such that even years later I still haven’t seen or done it all. But I greatly enjoyed all of them in different ways, and the chance to take to the stars in a sci-fi role-playing game like this… it has the potential to be incredible. I haven’t felt this much excitement for a new game since Bethesda’s own Morrowind more than two decades ago!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: Ten Questions

Spoiler Warning: Although there are no major story spoilers, minor spoilers may be present for Starfield and its in-game systems. This article also uses screenshots and images from the showcase and trailers.

The Starfield showcase has told us a lot about the upcoming sci-fi role-playing game and what we can expect from it. Bethesda has followed this up by putting out game director Todd Howard to participate in a number of interviews, including one in which he was strangely asked about fishing. But there are still some question-marks hanging over Starfield, at least from my perspective.

I’m not in a position to interview anyone or put these questions to Bethesda and Xbox directly. So instead I thought it could be fun to write them out here – as well as share my thoughts on what the answer may be, and what I’d want the answer to be! As I said when I wrote my Starfield wishlist, I have high hopes that the game will be enjoyable to play regardless of whether or not it does everything that I think I want right now. It’s also possible that updates and DLC will add certain features and mechanics in the months and years after the game launches – so if something seems to be “missing” that a lot of players would like to see, don’t bet against Bethesda adding it somewhere down the line.

Piloting a spaceship.

As always, I have a couple of caveats! Firstly, I have no “insider information,” and I’m not trying to claim that anything we’re going to talk about today definitely will or won’t be part of Starfield. These are questions I have about the game based on pre-release footage, the showcase, and interviews I’ve seen with Bethesda and Xbox folks. Secondly, all of this is the subjective opinion of one person; if you hate all of my questions or if I don’t ask something that seems blindingly obvious to you, that’s okay! There should be enough room in the gaming community and the Starfield fandom for different perspectives and points of view.

Finally, I haven’t seen every interview, nor read every single comment by Bethesda and Microsoft. It’s possible that I’ve missed something, or that something I’m uncertain about has been clarified already. My ageing brain may not have retained everything, too!

With all of that out of the way, let’s jump into my list of questions!

Question #1:
Do planets rotate?
Or: do planets have a day-night cycle?

An astronaut and a star.

We’ve seen some clips that seem to take place in the full light of day, and others that take place in darkness. So it’s obvious that night and day plays a role in Starfield, at least to an extent. But what I haven’t been able to gauge so far is whether there are day-night cycles on every planet – and if there are, would every planet behave the same way?

Past Bethesda games have had day-night cycles, with different monsters appearing at night, for example. In some games, sleeping is only permitted between certain hours, and some quests might even be time-specific in some cases. But if we’re heading out into space, planetary rotation can mean a lot more than just whether the sun is in the sky or not!

A solar system.

Some planets that lack atmospheres have extremes of temperature depending on whether they’re facing their star or not. Mercury, for instance, varies wildly between -170°C at “night” to over 400°C during its “daytime.” If we’re exploring planets comparable to Mercury in Starfield, when and where we land could determine what kind of environmental protection we’d need, for example.

The Starfield showcase seemed to suggest that planetary temperature was one factor that could affect the player character, with the HUD keeping track of temperature. But whether that changes, or whether each planet or landing site has a fixed, unchanging temperature is unclear. I’d love to know whether planets rotate, whether there are varying day-night cycles for the main cities and locations, and whether or to what extent these things could impact exploration.

Question #2:
Is the entire surface of a planet explorable?

A close-up view of a planet.

If I disembark from my spaceship and head in one direction in a straight line, will I be able to keep walking, walking, and walking all the way around the circumference of a procedurally-generated planet? If I stay in that straight line without deviating, will I eventually walk all the way back to my spaceship?

There was a lot of talk at the showcase about “if you can see it, you can go there,” with a moon in the sky of a planet being pointed out. But there was also talk of players choosing a “landing zone” on each planet or moon that we’ll visit – and the implication of that could be that each “zone” has limits.

A spaceship blasts off.

I’m not sure how many people would want to walk all the way around a planet. Exploring the entire surface of even the smallest planet or moon in the solar system would be an arduous task… but gamers love to take on challenges! Walking hundreds or thousands of miles to fully circumnavigate a planet might be something that some folks will want to do.

Regardless, if there are limits to how far players can explore, or how much of the surface of a planetary body is explorable at one time, those limits will have to be handled carefully. Invisible walls might not cut it here… and could certainly impact the sense of immersion. But at the same time, it’s hard to see how this could be avoided, even given the game’s size and ambitious scope.

Question #3:
Will there be microtransactions, an in-game shop, purchasable currencies, and the like?

The game is launching with pre-order bonus items.

If the answer to this question is anything but a solid, definitive “no” then I will be deeply concerned and very disappointed. Already we’ve seen that not all Starfields are created equal: there are pre-order bonus outfits and deluxe edition-exclusive outfits already. Pre-order bonuses are nothing new, of course, but I’d still rather that every Starfield player could have access to all in-game cosmetic items.

But the existence of these in-game skins has me worried. Are Bethesda and Microsoft planning an in-game microtransaction marketplace? If so, will there be some kind of “premium currency” to go along with it? Some titles can feel downright exploitative with their in-app purchases, with cosmetic items in Diablo IV retailing for £20/$25 in some cases.

In-game currency packs in Fall Guys.

In some ways, we can blame Bethesda for being one of the pioneers of monetisation in single-player games. Oblivion’s horse armour DLC became infamous in 2006 as an exemplar of this kind of cheap cash-grab – and Bethesda has even tried to monetise mods with its “Creation Club” in Skyrim and Fallout 4.

In free-to-play games, in-game purchases can be fine – though they must still be reasonably priced and not unfair. But in a single-player, fully-priced title like Starfield, in-game purchases will be hard to justify – if not outright impossible. Bethesda needs to be honest about this, too – and not send out one version of the game to reviewers, then sneakily add in an in-app storefront after launch. We’ve seen similar things happen with other games. It’s a concern at this point that no one at Microsoft or Bethesda has ruled out in-game monetisation.

Question #4:
Will custom backgrounds be available?
(A background with a customisable name and a free choice of skills.)

An example of one of the backgrounds.

The Starfield showcase showed off about sixteen different potential character backgrounds, with a handful of sci-fi staples like “bounty hunter” being joined by less common ones such as “chef!” These look like fun – but their inclusion raises a question: can we make our own custom background?

In Morrowind and Oblivion, it was possible to create a custom class. If players didn’t want to pick one of the pre-made options it was possible to become… well, anything. These custom classes also came with a free choice of starting skills. The pre-made backgrounds in Starfield each seem to come with three starter skills, so that raises the question of whether custom backgrounds exist, and if they do, whether it would be possible to have a free choice of skills to include.

Creating a custom class in Morrowind.

At the showcase, it was clear that the choice of background could lead to some unique dialogue options and possibly even unique quests within Starfield. If that’s the case, Bethesda may not want players creating their own custom backgrounds. But it was a lot of fun in Morrowind and Oblivion to become a “dark knight” or “chocolatier,” and to choose which skills to give a boost to at the beginning of the game. This might not be something everyone wants to try – and I think in my first playthrough I’ll probably pick one of the pre-made options to see how much unique content is on offer. But it could be a ton of fun!

This is something that feels like it could be relatively easy to mod, and I wouldn’t be shocked to see a “custom background” mod created fairly soon after the game’s launch if it isn’t an official feature.

Question #5:
How abundant will resources be?

This cargo ship looks like it could carry a lot of resources.

We know that there will be resources to collect in Starfield, with some of these being able to be sold for cash and others perhaps being used to craft items or even in the construction of outposts and bases. But how abundant will these resources be? If you think about it, every single item ever used in the entire history of humankind has come from a single planet. All the lead, all the iron, all the uranium we’ve ever used across all of human history came from Earth. With that in mind, it might feel strange to visit a planet and find, say, 40kg of iron, half a brick of lead… and nothing else.

One of my concerns with Starfield is that a deliberate policy of forced scarcity might be used to push players to keep exploring and to keep visiting new planets and locations – or even to pay real-world money to “skip the grind.” Depending on what resources are needed for crafting, and how necessary in-game crafting will be to Starfield, this could become frustrating.

Firing a mining laser.

Not all planets and moons will have every available resource – nor should they. But there has to be a balance found that makes collecting resources feel fun and not like a chore. I would also hope that resources will be purchasable, at least in limited quantities. If I need, for example, 100kg of iron to craft something and I only have 98kg, there are going to be times where I’d rather spend a few credits than have to hop in my spaceship and seek out a planet to collect a paltry amount of a single resource!

So again, this is about balance. Exploring has to feel natural, resource collecting and crafting have to feel fun. If I want to become a miner or if I want to use resources to generate the majority of my income, that’s a different story. But for basic gameplay, it’s imperative that Starfield strikes the right balance between scarcity and abundance.

Question #6:
Can spaceship interiors be customised?

Exterior spaceship customisation is part of the game.

At the showcase, a Bethesda developer was prominently shown dropping a pilfered sandwich onto a pile aboard her ship. So we can infer from that that it’s possible to place individual items aboard a spaceship and have them remain there. But is that as far as we can go when it comes to personalising the inside of our flying homes?

I’d like to think it would be possible to do things like change colours, for instance. Changing the colours of the floors, walls, consoles, or furniture would be a step in the right direction, and would go some way to making a spaceship feel personal. There’s a danger, I fear, that no matter how great a ship might look on the outside, the inside might end up feeling like little more than a collection of snapped-together pieces.

Is this a bridge or a large cockpit module?

I’d love to think that we’d have choices over things like furniture. Do we want to pick this style of chair or that one? Do we want to put extra seats in the living area? How about a bigger kitchen? These are the kinds of decisions that I’d love to be making about my spaceship!

Bethesda has suggested that outposts may have a degree of customisation, with furniture and the like able to be positioned. Again, we don’t know how much customisation is available, how many items are available, and to what extent it will be possible to rearrange a room – but that sounds positive, at least. Even though I’d have expected to have heard something about this by now if it was possible for spaceships, I’m still crossing my fingers.

Question #7:
Do tiles and points of interest repeat?

Discovering a new location.

At the showcase, Bethesda developers talked about how procedurally-generated planets will work. Todd Howard confirmed that there are hand-crafted “points of interest” to visit, and these will be randomly allocated to planets through this procedural generation system. While we don’t know how many of these pre-made locations there might be, if you think about how many individual tombs, ruins, and settlements there were in a game like Morrowind, it seems fair to think that there could be at least 100 – and possibly a lot more than that.

But here’s an interesting question: if Starfield’s procedural generation allocates these at random, does that mean we could encounter the same location twice? Will two “abandoned mine” locations be identical on different planets – or different parts of the same planet, come to that? And what about the tiles that make up a planet’s surface? Will they repeat, too?

How much of a planet’s surface will be made up of repeated tiles?

If a player visits a dozen or more planets in the same category – say frozen, icy worlds like Pluto – will we eventually see the same hills, the same mountains, the same lakes, and so on? After all, there can only be a fixed number of pre-made “puzzle pieces” for each type of planet or each biome, surely. There could be hundreds and hundreds of each – but in a game that encourages long-term play, it doesn’t seem impossible that we’d eventually run out of these tiles. What happens then?

If there are hundreds, thousands, or even more of these tiles and locales, the chances of encountering two identical ones in quick succession are going to be slim. But it could be immersion-breaking to land on a planet and encounter the exact same mountain or ruin as we’d already seen and explored somewhere else.

Question #8:
Are there civilian outposts, colonies, and small settlements beyond the main cities?

A spaceship at a spaceport in the Freestar Collective.

One thing that makes Bethesda’s worlds feel lived-in are the smaller towns and off-the-beaten-track settlements. Look at places like Hla Oad in Morrowind or Breakheart Banks in Fallout 4. These are small settlements with no connection to the main quests of their respective games. The player has no reason to visit them except for exploration and “to see what’s there.”

Starfield needs places like this, in my opinion. It’s great that New Atlantis will be Bethesda’s biggest-ever city, or that Neon will feel like a cyberpunk dystopia – but if there aren’t smaller places to randomly encounter in between those few big locations, Starfield’s galaxy will feel small. The population relative to the size of the map will feel unbalanced.

New Atlantis, capital of the United Colonies.

In other Bethesda games – and other open-world games by other developers, too – smaller settlements can have quests of their own. They often have unique NPCs, shops, taverns, and more. Some may be connected to a faction questline, too. So there should still be things to do in at least some of these smaller settlements!

It will feel strange, I fear, if the so-called “United Colonies” only has two cities under its banner, or if the Freestar Collective is a “collective” of no more than two settlements on two planets. Partly this is for that sense of immersion, to ensure that Starfield’s galaxy truly feels like a living, breathing, perpetual world that will exist whether or not the player character is part of it. But also it’s a question of balancing the game, and ensuring that its open world doesn’t feel too empty outside of a handful of cities.

Question #9:
Is it possible to build more than one outpost on a single planet?
And: is it possible to build an outpost on Earth?

Constructing an outpost.

Todd Howard has suggested that it may not be possible to build an outpost on every single one of Starfield’s planets – and that makes sense. Building an outpost right next to a major city might not be a good idea, for instance. Or planets owned by certain factions could be off-limits. But with Earth confirmed to be present in the game – and perhaps in a devastated or otherwise uninhabited state – I can’t be the only one who’s considering building an outpost there… can I?

If it’s truly possible to pick any location on a planet to land and construct an outpost, maybe some folks will want to find their home town and build an Earth outpost! I think that could be fun – even though it seems silly, in a way, to build on Earth in a game all about exploring space!

Is this structure the St. Louis Gateway Arch on Earth, as some have suggested?
Insert: The St. Louis Gateway Arch as it appears today.

Then there’s the idea of building multiple outposts on a single planet. If I come across a great planet with abundant resources, I might want to set up a mining camp there to generate resources and/or income. But would I want to build my dream home on top of a busy mine? Probably not!

So it would be neat if it would be possible to build different outposts on a single planet, perhaps with different functions for each one. An automated mining outpost could be chugging away in the background while my house is hundreds of miles away. That’s just one example – but there could be other reasons for wanting to do this, such as different resources being present in different locations.

Question #10:
Has Bethesda over-promised?
Or: is Starfield being over-hyped?

Todd Howard, Bethesda Game Studios executive producer and Starfield’s director.

Too much hype can be toxic to any game, especially if players are allowed to build up an inaccurate picture of what the game could be before it’s launched. This happened in different ways to games like No Man’s Sky and Cyberpunk 2077, as players came to believe that they were going to get a once-in-a-lifetime, genre-busting experience. Sound familiar?

A good marketing campaign knows how to set appropriate limits and how to say “no” in a way that isn’t offputting. So far, I don’t think we’ve seen enough of this from Bethesda and Xbox, and there’s a danger that some players are getting the wrong idea about the scope of Starfield or about what may be possible in the game. This is something that has to be addressed as quickly as possible!

Phil Spencer and Matt Booty of Xbox Game Studios.

It’s totally understandable that Microsoft and Bethesda want to paint Starfield in the best possible light, showing the game at its best and making the most of key features. But that kind of positive approach has to be both truthful and balanced; it mustn’t oversell in-game systems nor promise features that won’t be present. It’s also important to quash speculation if it gets out-of-hand.

There are going to be limits to Starfield. There will be places that we can’t go, things we can’t do when building spaceships and outposts, and limits to both exploration and customisation. It’s also distinctly possible that the game will launch with some bugs and glitches, or even missing features that may be promised to be coming as part of an update. At the end of the day, Starfield is still a video game – one that is naturally limited by the technology available to its developers.

So that’s it.

An unknown character.

Those are ten questions that I have about Starfield.

As I’ve said on other occasions, I’m trying to rein in the excitement and hype that I have for this game! There are solid reasons to put Starfield in the “wait for the reviews” category – such as Bethesda’s reputation, the shocking state of many recent PC releases, the Fallout 76 mess, and more. And I will be checking out reviews before I commit to Starfield in September – especially if the game appears to be poorly-optimised or not running well on PC. I don’t need another Jedi: Survivor debacle!

I’d love to see Bethesda address all of these questions head-on, and to provide answers before Starfield is released. I’ve done my part on my small corner of the internet – but it will be up to bigger publications who have the access and the opportunity to hold Bethesda and Xbox leaders to account.

The Freestar Collective.

Some of the questions that have been asked of Bethesda and Microsoft have been missed opportunities, in my opinion. The question about fishing leaps to mind as the stupidest example of a nonsense question, but there have been plenty of others. If I were able, these ten questions would be the ones I’d pose to the senior folks at Bethesda and Xbox.

So that’s all for today! I know we’ve talked about Starfield a lot on the website over the past couple of weeks – but that’s because it’s my most-anticipated game at the moment. And every time I think I’ve said enough, something else comes to mind, or I read another article or watch another interview! There may be even more to say in the days and weeks ahead… so stay tuned! When Starfield is released I’ll also do my best to share my first impressions of the game, as well as talk about some of its systems and features.

Until next time!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

We’re halfway through 2023!

Spoiler Warning: Minor spoilers may be present for some of the titles on this list.

It’s the last day of June, and by my reckoning that makes it the halfway point of the year! As we bid farewell to the first half of 2023, it’s a good excuse to take a look ahead to some of the entertainment experiences that we’ll hopefully enjoy between now and Christmas! Is it too early to think about Christmas yet?

The first half of 2023 has been blighted by buggy games and crappy PC ports, but there have been some fun experiences along the way, too. When the year’s over I’ll be sure to pick out some of the highlights in my annual “end-of-year awards,” so check back for that if you want to see me handing out some imaginary trophies and statuettes! But for now, I promised you a look ahead!

I’ve picked five films, five television shows, and five games that I’m looking forward to in the second half of 2023. Maybe I’ll inspire you to find something to watch or play – or maybe you’ll hate all of my suggestions! Either way, I hope it will be a bit of fun to take a brief look ahead.

Film #1:
Ladybug and Cat Noir: The Movie
3rd August

If you aren’t familiar with Miraculous: Tales of Ladybug and Cat Noir… what have you been doing? The kids’ show is a blast, and has a lot to offer to an older audience, too, as superheroes Ladybug and Cat Noir battle to save the city of Paris! Miraculous is making its first appearance on the big screen this summer with a film adaptation that might just take the series back to its roots. I’m looking forward to seeing what the bigger budget of a cinematic adaptation could do for what is already a well-written and entertaining story.

Film #2:
Red One
November/December 2023

Red One is an action-adventure film set at Christmas – and features a star-studded cast. JK Simmons takes on the role of Santa Claus, with Dwayne Johnson, Chris Evans, and Lucy Liu also headlining. Details of the story are thin on the ground, but Amazon Studios apparently intends for Red One to be the first part of an expanded cinematic franchise. Christmas films can become classics – but they can also be naff, overly-sentimental fluff. I’m hoping for some excitement and entertainment from Red One.

Film #3:
The Last Voyage of the Demeter
11th August

Based on a single chapter of the original Dracula novel, The Last Voyage of the Demeter will focus on the crew of a doomed ship who are being stalked by the infamous vampire. The horror film could be a fun one to watch around Halloween! Horror usually isn’t my cup of tea, but a combination of the nautical setting and the connection to a classic work of literature has piqued my curiosity. As the horror genre swarms with zombies, ghosts, demons, and monsters, vampire flicks are relatively few and far between – which is another point in the film’s favour.

Film #4:
Wish
24th November

Wish looks fantastic! The film has been created especially for Disney’s centenary, and aims to be a celebration of everything the studio stands for. Focusing on the magical star that many characters have made their wishes upon, the film looks set to be another modern-day Disney classic. The animation style used for Wish is a blend of hand-drawn and digital, and the film will star Academy Award-winner Ariana DeBose. The trailer looked fantastic, with an amazing song to boot, and I can’t wait to see Wish for myself!

Film #5:
Rebel Moon
23rd December

There’s always room for more sci-fi, and Rebel Moon could be the kind of epic that spawns a brand-new franchise! Though I haven’t always been impressed with director Zack Snyder’s films, Rebel Moon seems to have a lot of potential. The film will star Star Trek Beyond’s Sofia Boutella, and looks to pitch a group of heroes against a corrupt imperial government. One to watch, for sure!

Video Game #1:
Star Trek Infinite
TBC 2023

Although I’m still not entirely sure what Star Trek Infinite will be like to play, the game is bringing the Star Trek franchise back to the strategy genre on PC (and Mac) for the first time in a long time – and I’m definitely on board with that idea! Publisher Paradox Interactive has a good reputation, and Star Trek Infinite is being constructed atop a streamlined version of the popular sci-fi strategy title Stellaris. There’s potential here, and I shall be checking out the game when it’s ready.

Video Game #2:
Cyberpunk 2077: Phantom Liberty
26th September

Although I’ve argued that we need to be careful about Phantom Liberty given what happened when Cyberpunk 2077 was released, I’d be lying if I said I wasn’t at least curious about the expansion pack. Described as a “spy thriller,” Phantom Liberty will add a new storyline to Cyberpunk 2077, a new area of the map, and also promises to connect with the base game’s main story, too. There will also be new weapons, new vehicles, and several new characters to engage with. Definitely one to put in the “wait for the reviews” category… but if it launches in good condition, Phantom Liberty could be a blast.

Video Game #3:
Avatar: Frontiers of Pandora
7th December

Frontiers of Pandora is an open-world action game set in the world of Avatar. It will tell a story independent of the main Avatar films, focusing on a Na’vi character who was trained by humans. This premise sounds genuinely interesting, and could elevate Frontiers of Pandora to something a bit more interesting than just a typical tie-in game. Gameplay was recently shown off as part of Ubisoft’s summer presentation, and the game looks to be in good shape.

Video Game #4:
Mario Kart 8 Deluxe – Booster Course Pass Waves 5 & 6
Summer/Holiday 2023

Last week’s Nintendo Direct broadcast showed off two new characters and one new racetrack that will be coming in Wave 5 of the Booster Course Pass this summer. After that there’s only one more wave to come – which will probably be toward the end of the year. The Booster Course Pass has reignited my interest in Mario Kart 8 Deluxe, and having new racetracks to jump into has given the game a shot in the arm. I’m hoping that Nintendo will put a lot of effort into the final two additions to the game.

Video Game #5:
Starfield
6th September

Given Bethesda’s reputation and the appalling condition of Fallout 76 in 2018, Starfield is another game that must remain in the “wait for the reviews” column! But if you’re a regular reader here on the website, you’ll know it’s my most-anticipated game right now. I cannot wait to get stuck into this open-galaxy sci-fi role-playing game, customising my character, my spaceship, and my colony, and getting lost in the world that Bethesda has created. I’m just crossing my fingers and hoping that Starfield will launch in a polished state – and that it can live up to the sky-high expectations that Bethesda and Microsoft have set.

Television Series #1:
Futurama
24th July

Futurama is coming back… again! Although the series came to a pretty definitive end in 2013 – following two cancellations and resurrections – Disney and Hulu have opted to bring it back once more. I’m on board with that idea – and I’ll be curious to see what a revived Futurama can bring to the table in 2023. The show was great fun in its earlier iterations, with an intriguing blend of sci-fi wackiness and topical humour, and I have high hopes for more of the same when Fry and the Planet Express crew return.

Television Series #2:
The American Buffalo
16th October

This two-part miniseries by Ken Burns will tell the remarkable tale of the near-extinction and resurrection of the American bison, looking at the history of hunting, what the species meant to native peoples, and how it was saved from extinction in the 20th Century. Ken Burns is one of the world’s leading documentary filmmakers, and I’ve long enjoyed his work.

Television Series #3:
Star Wars: Skeleton Crew
Late 2023

The premise of Skeleton Crew is giving me Star Trek: Prodigy vibes, as a group of youngsters will find themselves lost in a galaxy far, far away. Jude Law is taking on the lead role of a Jedi, and may serve as a kind of mentor to the group. Story details are still thin on the ground, but there’s enough to think that Skeleton Crew might be something a bit different from a franchise that has struggled to break away from its illustrious past. The series may also connect in some way with The Mandalorian, as it’s set in the same time period.

Television Series #4:
Good Omens Season 2
28th July

Although it’s been a while since the first season of this adaptation of Neil Gaiman’s story, Season 2 is finally upon us! David Tennant and Michael Sheen are returning as the demon Crowley and the angel Aziraphale respectively, and the continuation looks set to be a ton of fun. After Crowley and Aziraphale managed to prevent the end of the world last time around… what will they get up to this time?

Television Series #5:
Foundation Season 2
14th July

The first season of Foundation was outstanding, successfully adapting a very dense work of hard sci-fi in an understandable way. I’m very interested to see what Season 2 might have to offer, and how it might bring together some of the different story threads that the series has in play. Apple has done a great job so far, but Foundation has room to grow. Its complex premise and large cast of characters doesn’t make it the easiest show to follow, but it’s absolutely worth sticking with Foundation.

So that’s it!

We’ve taken a look at a handful of films, video games, and television shows that I hope will be enjoyable between now and the end of the year. In late December I’ll be dishing out some of my annual end-of-year awards to the best of the best, so check back then to see which of the entertainment experiences above made the cut!

What am I most excited about right now? It’s hard to pick just one thing, but I’m very curious to see if Starfield truly lives up to the high expectations that have been set. I’m also really looking forward to Futurama’s return, as well as seeing if Rebel Moon will be “the next big thing” in sci-fi!

I’ll be here throughout the summer, reviewing episodes of Strange New Worlds, sharing my thoughts on new and upcoming projects, and much more! I don’t promise reviews of everything listed above, but I’ll try to share my thoughts and impressions on at least some of these titles. I hope the first half of 2023 has gone well for you, and that you’re looking forward to some fun and exciting entertainment experiences as we pass the halfway point of the year.

All properties discussed above are the copyright of their respective owner(s). Some images used above courtesy of IGDB and IMDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

My Starfield wishlist

Spoiler Warning: Although there are no major story spoilers for Starfield, spoilers are still present for the game and some of its systems.

Yes, we’re talking Starfield again! Bethesda’s upcoming open-galaxy sci-fi role-playing game is absolutely my most-anticipated game right now, and there’s a lot to look forward to. There are also a few points of concern! I’ve covered both here on the website already, but today I thought it could be fun to put together a “wishlist.” We’re going to talk about some of my biggest concerns for Starfield as well as some possible inclusions that haven’t been announced. We’re also going to look at some of the game’s announced features and mechanics and consider how I’d like them to be used.

The major caveat I always give when putting together a wishlist is this: I have no “insider information.” I’m not trying to claim that anything listed below *is* going to be part of Starfield – no matter how much I might want it to be! I’m crossing my fingers and hoping that the game Bethesda has developed will be plenty of fun to play regardless of whether my “wishes” end up being granted!

A custom spaceship.

And as always, all of this is the wholly subjective opinion of one person. If I miss something that seems obvious to you, or if you disagree with all of my ideas, that’s totally okay! There’s enough room in the gaming community and the Starfield fandom for differences of opinion and respectful disagreement.

Now that that’s out of the way, there are a few points from the recent Starfield presentation that were left unclear, with features I’d like to see included in the game that weren’t announced or discussed in detail. There are also some concerns about the game – from its marketing and hype bubble to Bethesda’s reputation. Let’s jump into the list and look at each of my wishes in turn.

Wish #1:
No microtransactions and especially no paid mods.

Starfield will launch with pre-order bonuses.

I was alarmed to see that the special edition of Starfield comes with a handful of character costumes that aren’t going to be part of the main game. Pre-order bonuses are nothing new, of course… but I fear that this is just the canary in the coal mine; a harbinger of some potentially aggressive in-game monetisation.

In a free-to-play game, I’m much more forgiving when it comes to microtransactions. They mustn’t be exploitative, of course, and prices still need to be measured and reasonable, but a game that doesn’t charge its players anything up-front has to make its money back somehow. Starfield will be a fully-priced game, retailing for £60 here in the UK or $70 in the United States, and that means microtransactions are absolutely unacceptable.

An in-game shop in Diablo IV.

I was astonished by the scale of Diablo IV’s in-game marketplace. That game has online features, but it can be a wholly single-player experience – and it’s charging players £20/$25 in some cases for character skins and other cosmetic items. To me, that’s so far beyond the pale that it almost feels laughable.

Bethesda is one of the pioneers of this kind of nonsense, too, with Oblivion’s notorious horse armour DLC in 2006 paving the way for this kind of in-game monetisation in single-player titles. Bethesda has also tried to monetise mods, with multiple attempts to get the “Creation Club” off the ground in both Skyrim and Fallout 4. Paid mods could (and should) be the subject of an entire article one day – but for now, suffice to say it’s something I want to be kept as far away from Starfield as possible.

Wish #2:
Customisable spaceship interiors.

A bed – I hope there will be options to customise it!

Bethesda showed off spaceship customisation extensively at the showcase – and the feature looks amazing. But what wasn’t shown was to what extent the interior of spaceships can be modified and customised… or if that’s even going to be possible at all. Part of me thinks that, if it were possible to make any sort of modification to a vessel’s interior, Bethesda would have shown it off and talked about it. So I suspect this particular wish may not be granted.

We saw a Bethesda developer depositing a large number of sandwiches that she’d pilfered onto a table aboard her ship – so it’s obviously possible to place some in-game items aboard a spaceship and have them remain there. But whether that extends to things like furniture is unclear.

Customising a spaceship’s exterior has been shown off…

At the very least, I’d like to see basic options for things like colours being included. If I want a hot pink spaceship for my gay-as-hell pirate – and if you know me, you know that’s exactly what I want – then it would feel a bit disappointing if the inside of that ship was just a boring white or grey colour.

As far back as Morrowind it was fun to put items on shelves and tables, to decorate a home or cave and make it feel a bit more personalised. If Starfield only gives us pre-made pieces to snap together, with no possibility for further customisation, part of the role-playing experience will be lost. We know that the interior of outposts on planets can be customised – at least to an extent – so I hope spaceships can be too. If not, this should be a priority for the game’s first free update!

Wish #3:
A polished, bug-free launch – or a delay if that won’t be possible.

A visual bug in Fallout 76.

In 2022, I praised the decision to delay Starfield. If the game wasn’t going to be ready for prime-time in November of last year, a delay was the only thing Microsoft and Bethesda could have done. But Starfield’s hype bubble has inflated massively since the showcase, and with a release date at the beginning of September seemingly set in stone, there’s going to be a lot of pressure to launch the game whether it’s ready or not.

This year alone we’ve seen far too many bug-riddled, broken, unfinished games pushed out too early by greedy publishers. Microsoft and Bethesda are not immune from this, either, with Redfall being an absolute abomination only a few weeks ago. Given the state of other Bethesda titles when they were released – Fallout 76 most notably – there are reasons to be concerned. Starfield is, for me, a game firmly in the “wait for the reviews” column.

A broken character model in Redfall.

Xbox Game Studios head Matt Booty was recently quoted as saying that Starfield would have “the fewest bugs of any Bethesda game ever shipped” if it were released today… and that’s a bold claim that he will be held accountable for. It’s easy for any developer worth their salt to put together a “vertical slice” of gameplay that runs well and is polished, and even the worst and most incomplete, broken games can look decent in their own marketing material. All that we’ve seen of Starfield so far has been promotional bumf released by Bethesda, so until the game is actually in the hands of real players, we can’t be sure of its condition.

There is a lot riding on Starfield for Bethesda; the company is looking to recover its reputation after Fallout 76. But there’s a lot riding on the game’s success for Xbox and Microsoft, too. If Starfield goes the way of Anthem or even Cyberpunk 2077, the situation may not be salvageable… and that could lead to serious long-term problems for Bethesda and its parent company. If Starfield isn’t good enough by September, then for god’s sake delay it!

Wish #4:
Small towns and settlements to visit beyond the main cities.

The city of New Atlantis.

At time of writing we know of four major settlements in Starfield: Akila City in the Freestar Collective, the pleasure city of Neon, New Atlantis in the United Colonies, and Cydonia on Mars. We also caught a glimpse of a space station that looked quite large, as well as a location called “Red Mile” that we don’t know much about yet. But that’s all.

In Skyrim there were nine cities, five smaller towns, and a number of settlements and farmsteads scattered across the map. Fallout 4 likewise had several larger and smaller towns, and even Morrowind had a number of smaller places to visit outside of the main settlements. I hope that some of Starfield’s planets will have colonies or small towns to encounter, especially if they aren’t tied to the main quest. I hope that both the United Colonies and the Freestar Collective will have other settlements outside of their capital cities. And I hope that these locations will be visually interesting and fun to visit!

The town of Pelagiad from Morrowind is an example of the kind of place I’m thinking of.

This really speaks to a bigger concern that I have about Starfield – namely that the game’s massive open-galaxy map could feel incredibly empty. Without these smaller settlements and the people that live there, Starfield risks feeling very under-populated. If the galaxy only contains four cities and a couple of thousand people… the population relative to the size of the map will be completely out-of-balance.

Bethesda has shown off a handful of locations, like an abandoned mine populated by hostile NPCs, but I’m looking for settlements akin to Morrowind’s Pelagiad or Fallout 3′s Grayditch – small towns with a few characters to encounter that go a long way to making their respective worlds feel lived-in and complete.

Wish #5:
Heads-up display options.

The HUD during spaceflight.

One visual choice that I wasn’t wild about came during some of the first-person spaceflight sections shown off in the Starfield showcase. A well-designed cockpit could be seen, complete with buttons, screens, and readouts… but clumsily slapped on top of that was the game’s HUD in transparent boxes.

For me, this detracted from the way those spaceflight sections looked. I’d love to be able to move things like power management to those screens directly, and to see my character pushing buttons that correspond with the actions I’m taking. Failing that, I hope there’s at least an option to minimise or hide the HUD so it doesn’t get in the way.

Transferring energy between systems.

This is less of an issue on the ground, at least from what we saw at the showcase. And a good heads-up display is important; the HUD contains vital information like the amount of ammo you have left, the state of your health, a mini-map, and more. But during those spaceflight sections in particular, I felt that the HUD was clunky and got in the way.

The best-case scenario would be to move the HUD options directly to one or two of the screens in the cockpit. That would be fantastic to see! But at the very least if there could be options to hide this during first-person spaceflight, that would go a long way to helping with that sense of immersion that Starfield is going for.

Wish #6:
Difficulty and accessibility options.

Difficulty options in Skyrim.

Say it with me, folks: difficulty options are an accessibility feature! Many modern games offer things like large text, colour-blindness settings, motion sickness settings, and more. One of the best games I’ve played in terms of the sheer number of accessibility features was Control, but other titles like Grounded have been pioneers, with options to dial back the fear factor in some of its bugs and arachnids.

Accessibility extends to difficulty, too, and while I certainly hope that Starfield will pose a challenge for folks who need or want that, I hope there will be options to dial back the difficulty to allow those of us who don’t want to die every six seconds to have an enjoyable time! There’s hope in that regard: Skyrim and Fallout 4 both had decent difficulty options. The addition of a “hard-core” mode with permadeath could be fun for some players, too… but it definitely won’t be something I choose to activate!

I hope I won’t be seeing this very often!

A role-playing game needs to be adaptable, allowing players with different ability levels to participate. Bethesda has usually made an effort, at least, to get this right – but modern games allow for many more options in that regard. It should be possible to dial down the difficulty of combat, for instance, while maintaining a higher difficulty level for something like lockpicking or puzzle-solving.

There’s been a trend in some modern games, pioneered by the likes of the Dark Souls series, toward a punishing level of difficulty. That’s fine for some players – but it would deny Starfield to millions more, myself included. There are games I’ve genuinely wanted to play that were denied to me because they were totally inaccessible – I hope Starfield won’t be among them.

Wish #7:
Pets!

An alien life-form!

It’s already been confirmed that we won’t be able to “mount” any of the wild animals we encounter in Starfield. That’s fine by me, as mounts and vehicles weren’t things I was expecting. But it would be really sweet and cute if we could get pets for our spaceships and outposts!

These could either be purchasable from in-game vendors, perhaps with Earth animals like cats or dogs being available. Or, as an alternative, tamed alien animals that we encounter out in the game’s open world. We’ve already seen that players can choose an ability to pacify aggressive animals – it’s not much of a leap from that to having a tamed, domesticated pet!

Commander Shepard with their fish tank in Mass Effect 3.

If this isn’t something included in the base game, it’s absolutely something that Bethesda should consider for an update or even as a standalone piece of DLC. Other games have done this: from Commander Shepard’s hamster and fish tank in Mass Effect 2 through to horses in Red Dead Redemption II and the mini-games required to properly care for them. It’s possible to pet cats and dogs in games like Ghostwire Tokyo, and Bethesda’s own Fallout 4 gave players a pet dog to accompany them!

This is pure fantasy, of course, as it’s a feature that hasn’t been announced or even teased. But the ability to acquire a pet would add a lot to the pure role-playing immersion of a game like Starfield.

Wish #8:
Make those traits and backgrounds matter.

The traits menu in the character creator.

The Starfield showcase highlighted both character backgrounds and optional traits – all of which seem like they have the potential to really shake up the way Starfield plays. Some traits add wholly new characters or change the way different factions will react to the player character, and that’s great… I just hope that it matters in a meaningful way.

In Cyberpunk 2077, the much-vaunted “life paths” that a player could choose ultimately had very little impact on gameplay. Outside of a short prologue, which was different for each, there was one solitary quest – and a short one at that – midway through the game, and a couple of places where different dialogue options could appear. That was it. There really wasn’t much to Cyberpunk’s life paths, certainly not enough to add much by way of replayability.

One of the available backgrounds.

Starfield needs to get this right. If I can choose to be a chef who frequently goes home to visit their parents, then playing the game with those options needs to feel substantially different from choosing to be a gangster with a bounty on their head. If these things will only have a superficial impact on gameplay, then they won’t really matter – and that will damage the sense of immersion and make starting a second save file feel less than worthwhile.

If these traits and backgrounds in their various combinations don’t matter as much as Bethesda’s marketing has suggested, then they may as well be scrapped and Starfield could have a Skyrim-style class system instead. It’s hard to see how all of the fifteen or more different backgrounds could each be given their own unique questlines and extensive dialogue options… but an effort has to be made!

Wish #9:
A reason to explore – and to keep exploring.

A star system.

Recent interviews by Starfield’s director Todd Howard have confirmed that approximately 10% of the game’s 1,000 planets will have life on them. That leaves 900+ planets being lifeless, but with resources to collect and possibly a handful of ruins or abandoned outposts to discover.

Starfield needs to ensure that players have a reason to explore these worlds. Forced scarcity of resources won’t cut it – and could easily become frustrating. If the game’s Constellation organisation is focused on exploration, then there has to be a reason why they’re pushing the player to explore these planets. Seeking out ancient artefacts could be part of that – but again, there will be a lot of planets that don’t have any. What reason will players have to visit these worlds?

What reason do I have to visit these planets?

I think it’s possible that DLC will add new locations, crashed spaceships, ruined colonies, and much more to some of these empty planets… assuming that Bethesda will be in a position to continue to support Starfield post-release. That’s a longer-term solution, though, and doesn’t really get away from the immediate problem of what could be a map that’s simply too large for the amount of content that will be contained in it.

This is one of my biggest worries, to be honest. I have no doubt that Bethesda will have created some wonderful characters, some fun quests, and some engaging storylines… but will that content be too thinly spread? Or will most of it be concentrated in a handful of big cities and populated planets? Fallout 76 felt big and empty; an open-world with nothing to do and no reason to explore it beyond admiring the scenery. I hope that Starfield hasn’t fallen into the same trap.

Wish #10:
Exciting and enjoyable combat.

An example of melee combat from the showcase.

I’ve usually enjoyed combat encounters in The Elder Scrolls games, particularly melee combat with swords, axes, spears, and the like. But Bethesda’s Fallout duology hasn’t always gotten its gunplay right. In Bethesda’s single-player Fallout titles, the VATS system paused the game to allow for targeting, and that went a long way to covering up what was pretty mediocre shooting and gunplay.

When VATS couldn’t be implemented in Fallout 76 – because of the game’s multiplayer nature – Bethesda’s sub-par shooting was laid bare. What we’ve seen of Starfield’s gunplay looks impressive so far, but again that comes with the caveat that everything we’ve been shown is carefully-edited marketing material that may not ultimately prove to be representative of the finished game.

Firing a pistol/handgun in Starfield.

Todd Howard confirmed that Bethesda has worked with fellow ZeniMax studio id Software on elements of Starfield, and the famed developer of the Doom series – including the recent highly-praised titles Doom and Doom Eternal – would definitely have a lot to offer. Some of Starfield’s shooting looked to draw inspiration from those recent Doom games.

At the end of the day, all we really need is for shooting to be competent. It won’t be the main focus of Starfield for the most part, but when combat encounters arise, they need to be basically fun to play and not frustrating! In a role-playing game with different playstyles and options, different kinds of weapons need to behave differently from one another, too.

So that’s it!

Using a mining laser.

Those are ten of my Starfield wishes!

In an ideal world, the game would do everything I want! But even if none of the things we’ve talked about today come to pass, I’m still hoping for a fun and enjoyable game. Maybe Starfield won’t be the best game of all-time… but as long as it has some of that Bethesda magic, and some decent systems and mechanics that don’t get in the way, I daresay it’ll be good enough to keep my attention and focus for a time this autumn.

I really am trying not to get too carried away. It’s hard, though, because I don’t think I’ve been this excited about a game since Bethesda’s own Morrowind more than twenty years ago. If you asked me to describe my idea of an “ideal game,” many of the things I’d choose to include have already been confirmed to be part of Starfield.

One of the available companions.

In a broader sense, Starfield feels like the game I’ve been waiting decades to play, ever since I first played games like Star Trek: Starship Creator, Star Fox on the Super Nintendo, and first-person shooters like the original Doom, System Shock, and Elite Force. I’m trying not to place too high a bar on Starfield… but I can’t deny how excited I am!

Every time I think I’ve ran out of things to say about Starfield, I find at least one more thing to comment on! So I hope you’ll stay tuned here on the website, because I may have something else to say about the game before too long. When Starfield is released, I’ll also do my best to share my first impressions and my thoughts about the game and its various systems and gameplay mechanics, so definitely check back for all of that later in the year.

Until then, I hope this wishlist was a bit of fun!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Wars Jedi: Survivor – First Impressions

Spoiler Warning: There are minor spoilers ahead for the first couple of levels of Jedi: Survivor. Spoilers are also present for Jedi: Fallen Order.

I have made a mistake.

With Jedi: Survivor having been released two months ago, and with six major patches rolling out for the PC version of the game in that time, I made the ignorant assumption that the game would have been fixed by now – or at least substantially improved. Having held off on purchasing the game when it was first released given its broken, unfinished state – and even worse PC port – I had hoped that some extra development time and post-release patches would have fixed things up.

Despite trying my best to avoid spoilers for the game, I’d come across a couple of seemingly pretty big ones over the past couple of months, and I wanted to play Jedi: Survivor without encountering any more. I was also keen to fill the void while I wait for Starfield – all of which are factors that led me to purchase Jedi: Survivor.

Cal Kestis – with his trademark moustache and pink lightsaber, of course.

On PC, the game is in a poor state even two months and six patches later. My PC far exceeds the game’s recommended system requirements, and should be capable of running Jedi: Survivor with detailed graphics and ray-tracing enabled without any issues. For comparison, I can run demanding titles like Red Dead Redemption II and Cyberpunk 2077 at their highest resolution, with ray-tracing enabled, and easily get a smooth 60 frames-per-second.

Jedi: Survivor runs poorly. Most of the time, walking around and exploring a level isn’t an issue. But as soon as combat begins, or even when Cal has to perform an acrobatic move like a double-jump or running along a wall, there are noticeable frame drops and stuttering issues. With some levels requiring fairly specific button-presses to navigate areas, inconvenient frame drops can mean the difference between successfully completing a section and having to replay it. This got old fast.

Cal stuck in the environment due to a glitch.

And this is in spite of turning down all of the in-game settings. I tried Jedi: Survivor in 4K at first, then 1440p, then finally 1080p. I tried the “high” preset, before dropping down to medium, and then again turning some settings – like shadows and the draw distance – all the way down to low. I refuse to drop the settings any further; playing the game in 720p with all settings on low would make it look no better than an Xbox 360 title, and what’s the point?

Some of these frame-drops occur during cut-scenes, which is something I haven’t encountered in a game in a long time. Although this kind of problem is annoying during gameplay, at least it’s understandable to an extent… but for cut-scenes to be similarly afflicted is actually quite shocking. It speaks to how unready Jedi: Survivor was when it was forced into a premature launch.

This “optimisation” takes place every time the game is started.

The frame-rate and stuttering issues are indicative of a game that is poorly-optimised. Despite Jedi: Survivor taking its sweet time to “optimise files” every time it boots, there’s no indication that this does anything at all. The game simply isn’t running well on PC. This isn’t an issue on my end, either – take a look at tech breakdowns from people far more skilled than I am and who have significantly more powerful computers. Similar issues are also impacting performance on PlayStation 5 and Xbox Series X – though I don’t have those consoles so I can’t speak to that for myself.

Jedi: Survivor has some visually interesting locations, but the experience of these – and the sense of immersion that I was hoping to find – has been ruined; soiled by just how janky and unfinished the game still is. When it works, these sights are definitely something to see, but the sad fact is that the game doesn’t work far too often.

Some of Jedi: Survivor’s levels should look great.

I’m now considering abandoning Jedi: Survivor, despite only being a couple of hours into the game. If future patches come along that will genuinely address the performance problems that are plaguing the game on PC, it will be worth revisiting or restarting. But at the moment, I find that I’m spending almost as much time battling poor performance as I am battling enemies – and that just isn’t a lot of fun. Jedi: Survivor isn’t the only game this year to arrive in an unfinished state, especially on PC, but it’s so disappointing to see that this godawful “release now, fix later” approach has really put a downer on what should have been an exciting and fun experience.

But there’s more to say. In the time I’ve spent with the game so far, I have a couple of thoughts to share on the narrative and gameplay. This all comes with the major caveat that I’m only at the beginning of the main story, and that my thoughts may very well shift depending on how things go later on. How a story begins isn’t nearly as important as the journey it takes us on, after all!

Concept art for Jedi: Survivor.

That being said, the first couple of hours of Jedi: Survivor haven’t exactly blown me away narratively. I’ll avoid as many major spoilers as I can, but there will be some minor spoilers ahead – so if you ignored my spoiler warning at the beginning, this is your last chance to nope out!

When we’re reintroduced to Cal, he’s working with a new crew, with the friends he met in the first game having gone their separate ways. I’m not averse to that idea, as several years have passed since the events of Jedi: Fallen Order. Unfortunately, however, the members of Cal’s crew that we’re introduced to just feel incredibly one-dimensional and bland. Their dialogue was laden with clichés – something clearly designed to convey Cal’s friendliness with them all – but it all ended up falling flat. I couldn’t find a way to care about any of these people when they were in danger – because the game didn’t succeed at getting me invested in them or their fates.

Some of the game’s new characters felt bland and uninteresting.

Contrast this with Prauf, Cal’s scrapper friend from the opening act of the first game. Prauf felt like he had personality, and I genuinely felt his connection with Cal from almost the first moment he appeared on screen. When Prauf was killed, Cal’s reaction was genuinely heartbreaking because the game had successfully set up their relationship.

I’m also a little concerned that Jedi: Survivor is going to retread parts of Jedi: Fallen Order by seeing Cal seek out the same people that he met last time. Reuniting a crew that had been together the last time we saw them is a risk; it’s something that could feel underwhelming in the extreme. Though there are new characters to get to know, part of the appeal of a sequel is to catch up with all of the characters we met last time – and I’m concerned that the way Jedi: Survivor plans to handle this will feel repetitive and just less interesting as a result.

Promo screenshot featuring Cal and Merrin.

In Jedi: Fallen Order, Cal was guided to a succession of specific locations on his quest. He had to visit the tombs of Zeffo, the forested world of Kashyyyk, the scorched desert of Dathomir, and the frozen wasteland of Ilum – but he went to each of these locations with a goal in mind. The first part of Jedi: Survivor sees Cal seemingly by accident fall into a cave – and from that random cave discover a hidden Jedi artefact. It just feels a little too convenient.

Out of all the places in the galaxy that Cal could have ended up, he finds himself on just the right part of just the right planet – and not because he was guided there by Cere or by Master Cordova’s holocron, but by sheer random chance. Star Wars fans may say “that’s the Force!” and pedants will say “it’s just a story!” but to me, neither of those excuses feel especially strong. Last time, Cal had a purpose, and was guided on his quest to particular locations. This time, things feel a lot more random.

Jedi: Fallen Order’s story seemed to take Cal on a more natural journey – rather than a random, incredibly convenient one.

Mechanically, Jedi: Survivor has a couple of issues, too. Larger levels can be more confusing, and the in-game holo-map still isn’t particularly user-friendly. In just the first couple of stages I found myself getting lost, and partly that’s because the way to go wasn’t well-signposted. Areas that looked accessible weren’t, areas that were supposed to be reachable looked blocked off or too far away, and while I don’t want a Skyrim-style waypoint on my screen the entire time… there’s got to be a way to make some of these pathways more visible, surely.

Jedi: Survivor is leaning into more of an open-world style, at least with one of the planets Cal has visited so far… and that can be a double-edged sword. On the one hand, larger and more expansive levels are a welcome change from linear paths, but on the other, some open worlds can get in the way of story progression. There are also more hiding places for items and chests… and it can be frustrating, sometimes, to explore a whole chunk of a level, climbing on every ledge and jumping into every cave only to find nothing at all.

Battling battle droids.

I like the expanded customisation options for Cal – and I’ve already found a suitably silly moustache for him to plaster on his face. I wish more customisation options were unlocked at the start, though; the available cosmetics felt pretty threadbare at first. I love a game with good customisation options, though, and Jedi: Survivor appears to have a bunch of fun cosmetics to play about with.

The game is larger than Jedi: Fallen Order was – with more characters, more skills, more quests, and more cosmetic variety. All of those things are positive, and so far I don’t feel overwhelmed or like the game is too large. Some open-world games can feel like they dropped you in the middle of a mass of stories and quests with little to no direction; at least in its first couple of hours, Jedi: Survivor manages to avoid that sensation.

A closer look at Cal’s moustache.

I want to progress further with this game. I adored Jedi: Fallen Order and I was really excited about its sequel, reuniting with Cal and the Stinger Mantis, and having another adventure in a galaxy far, far away. Although there are a couple of story complaints that I’ve found so far, by far the worst issue with Jedi: Survivor is that it just doesn’t play very well. The game probably needs at least two or three more significant patches and updates to knock it into shape – and when the most recent patch took over a month to be rolled out, that could mean Jedi: Survivor will have to go back on the shelf for a while.

Electronic Arts fucked up what should have been a guaranteed success by doing what they’ve done too many times before: forcing the release of an unfinished game too early. Had Jedi: Survivor been delayed to, say, September or October, to allow Respawn more time to actually finish working on it, we could be talking about one of the best games of the year – and one of the best Star Wars games in a long time.

Instead, Jedi: Survivor will always have an asterisk; a little caveat next to it. No matter what happens to the game in the months ahead – and I sincerely hope that more patches and fixes are coming – it will always be tainted by the poor shape it was in when it launched. That didn’t have to happen… and I wish I’d taken my own advice and waited a little longer before purchasing it.

Star Wars Jedi: Survivor is out now for PC, PlayStation 5, and Xbox Series S/X. Jedi: Survivor is the copyright of Electronic Arts, Lucasfilm Games, and Respawn Entertainment. The Star Wars franchise is the copyright of Lucasfilm and The Walt Disney Company. Some promo artwork and images used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

I wonder why Nintendo didn’t think of this…

Spoiler Warning: Minor spoilers are present for The Super Mario Bros. Movie.

Because I was anticipating news about the next wave of Mario Kart 8 Deluxe – Booster Course Pass racetracks, I found myself tuning in to yesterday’s Nintendo Direct broadcast. From my point of view, the games shown off by and large aren’t “my thing,” with a lot of attention on the likes of Pokémon, Pikmin 4, and an update for Splatoon 3. But there was news of an upcoming Mario game thrown in there, too… and I’m blown away by how utterly ridiculous some of Nintendo’s decision-making continues to be.

Nintendo never misses an opportunity to miss an opportunity, and this one is possibly the biggest open goal that the company has missed in years. Right now, Nintendo should be seeking every opportunity to cash in on the wild success of The Super Mario Bros. Movie, a film which has already become the highest-grossing non-Disney animated film of all time – surpassing the likes of Frozen, Minions, and every film in the Toy Story series.

Nintendo has missed a golden opportunity to capitalise on the success of The Super Mario Bros. Movie.

But instead, the company announced Super Mario Bros. Wonder – a game that has nothing to do with the film, doesn’t make any attempt to use a similar art style, and introduces new game mechanics and power-ups that the film didn’t include. Nintendo has had years to prepare for the release of The Super Mario Bros. Movie, and while I wouldn’t say I was expecting an old-school tie-in game or straight adaptation, I certainly did expect Nintendo to take advantage of the film’s success. There was scope to release a new game that loosely followed the plot of the film, or that at least used familiar settings and a comparable visual style. It’s a profoundly odd decision to follow up the success of The Super Mario Bros. Movie with what looks to be a bog-standard 2D Mario game that has nothing in common with the film.

Likewise for the Booster Course Pass. In The Super Mario Bros. Movie, a karting sequence was one of the best and most action-packed moments, bringing a lot of fun to the table. The film also re-introduced some classic Nintendo characters in supporting roles, like Cranky Kong, as well as a kingdom of Penguins who were conquered by Bowser. Any of these characters would have been welcome additions to Mario Kart 8 Deluxe – cashing in on the film’s success while it’s still fresh in the minds of audiences.

Promotional screenshot of Super Mario Bros. Wonder.

But instead, Nintendo opted to bring back characters from Mario Kart Double-Dash and Mario Kart 7. That’s not a bad thing per se, but again it’s a wasted opportunity for the company to take advantage of the success of their big feature film. The Booster Course Pass section of the Nintendo Direct broadcast was pretty lacklustre anyway, with only one new track shown off and no release date mentioned beyond a vague promise of “summer 2023.”

At least the character of Kamek, who played a supporting role in The Super Mario Bros. Movie, was included! There’s an interesting fact about Kamek that you may not be aware of: the character was originally supposed to be playable in Mario Kart 64, even appearing in promo material and in a demo build of the game. Kamek was subbed out for Donkey Kong at the last moment, shortly before release.

Finally, a quarter of a century after being cut from Mario Kart 64, Kamek is joining a mainline Mario Kart title!

To get back on topic, I think that Nintendo has missed a golden opportunity to capitalise on the success of The Super Mario Bros. Movie, which received critical acclaim and has been riding high at the box office. While the detailed CGI used for the film would be impossible to fully recreate on the Nintendo Switch, the same art style could certainly be used, and a game that includes locations and characters from the film seems like a really obvious idea that the company appears not to have even considered.

Super Mario Bros. Wonder doesn’t look great, in my view. It looks gimmicky in the way other modern Nintendo 2D games have been, and I doubt very much if the likes of “Elephant-Man Mario” are going to be incorporated into the long-running series in a big way in future. I love a good 2D platformer, don’t get me wrong, as it was exactly this kind of game where I first cut my teeth as a young player. But what we saw at the Nintendo Direct just looked… unspectacular.

Mario the elephant-man.

Maybe I’m wrong, and maybe Super Mario Bros. Wonder will be the shot in the arm that 2D Mario games have been needing. Maybe this game will be the Nintendo Switch’s swansong and will eclipse the Zelda games, Mario Odyssey, and Animal Crossing: New Horizons. I’ve been wrong about these things before, and while Wonder isn’t on my “must-buy” list right now, I’ll certainly check out reviews and see what players and critics have to say when it’s released later this year.

I’m surprised, though, that Nintendo has made no attempt to leverage the success of The Super Mario Bros. Movie. The company has a reputation for abandoning even the most successful projects, and for ignoring requests from fans. So I guess we shouldn’t be all that shocked! I wonder how much more money the company would be making if it listened, if it provided more ongoing support for its own successful games, and if it found ways to better capitalise on its own successes. But hey, that’s Nintendo’s problem!

Super Mario Bros. Wonder will be released for Nintendo Switch in October 2023. Wave 5 of the Booster Course Pass for Mario Kart 8 Deluxe will be released in “Summer 2023” for Nintendo Switch. All titles discussed above are the copyright of Nintendo. Some screenshots/promo art courtesy of IGDB and/or Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: the things I’m most excited about

Spoiler Warning: Although there are no major story spoilers for Starfield, minor spoilers may be present. This article also uses screenshots and promotional artwork of the game.

A few days ago I shared my thoughts on the recent Starfield showcase, which was a standalone presentation that followed Xbox’s summer event. I’m beyond excited for the game’s release, as this kind of open-galaxy, retro-sci-fi adventure almost feels like it was tailor-made for me! Today, as a follow-up to that article, I want to go into a bit more detail about a few of the things that I’m most excited about in Starfield.

This article also serves as the counterpoint to a piece that I wrote a couple of days ago in which I went into detail about some of my worries and concerns about Starfield. These points of concern haven’t wiped away the excitement – but the excitement and hype that I feel for this game is, to an extent anyway, balanced out by some fears that I have. If you want to read about my points of concern, you can find that article by clicking or tapping here.

The player character looks on as a ship blasts off.

First of all, let’s talk about Starfield’s aesthetic, its visual style, and some of the design choices that we’ve seen so far. This retro-futuristic style has been described by Bethesda as “NASA-punk;” a blend of classic NASA-inspired designs with elements of the dystopian cyberpunk genre. I absolutely adore this choice, and some of the NASA-inspired spacesuits, spaceship interiors, and other pieces of technology look fantastic. Visual styles are very much subject to personal taste – but for someone who was inspired by NASA’s space shuttle missions as a young kid in the ’80s, and who read as many books about spaceships and astronauts as I could find, these designs couldn’t be more perfect.

The “NASA-punk” designs feel like a natural evolution of some of NASA’s recent and contemporary designs. The robotic companion Vasco, for example, is clearly inspired by the likes of the Curiosity and Perseverance Mars rovers. The interior of the Frontier spaceship, particularly its cockpit and airlock, feels very close in design to the space shuttle, the International Space Station, and contemporary rockets like SpaceX’s Dragon II.

A first-person view of a spaceship’s cockpit.

Starfield’s designs also incorporate elements from other sci-fi settings. There are elements of “NASA-punk” that remind me of the likes of Firefly, Farscape, and even the Star Trek and Star Wars franchises. There’s also a Disney feel to some of these designs – and if you’ve been to Disney World and ridden rides like Spaceship Earth or Space Mountain, perhaps you’ll pick up on some of that, as I did. Although Starfield is brand-new, some of these visual and aesthetic choices feel quite nostalgic in that sense!

Starfield is standing on its own two feet with this “NASA-punk” style, though. There are influences and inspirations from both the real world and other sci-fi properties, but Bethesda has blended them together and put its own distinctive stamp on them.

Walking on the surface of a planet or moon.

But there’s more to Starfield than one visual style. Beyond the Constellation organisation and the United Colonies we saw the Freestar Collective and the city of Neon, both of which appear to have their own distinct styles of dress and architecture. For me, this harkens back to the likes of Morrowind, where different parts of the game’s world were populated by a diverse array of factions and races, each of which had their own styles. This was still present to a degree in Oblivion, but was much less obvious in the likes of Skyrim and Bethesda’s Fallout duology.

The Freestar Collective looks to have a distinct western inspiration, with cowboy hats and even an old-fashioned pistol duel being shown during the Starfield showcase. This could lead to some incredibly fun moments on the “frontier” of space, and I’m just in love with the “rough and ready cowboy” look of some of these characters and locales. Again, this is something that reminds me of my childhood, of playing “cowboys” with a toy six-shooter and dressing up in Davy Crockett’s coonskin cap! Yes, I really did own a replica coonskin cap as a kid.

The Freestar Collective is giving me wild west vibes!

The city of Neon feels like a ton of fun, too. A kind of “space Vegas,” where anything goes and all forms of pleasure are available – for a price, of course! Neon reminded me of places like Mass Effect’s Omega, Star Trek: Picard’s Freecloud, and other such “outside the rule of law” settlements that are a common enough trope in sci-fi stories. Its unique origin as a former fishing platform-turned-drug haven helps it to stand out, though.

Beyond the major settlements that we’ve seen there are bound to be smaller places to visit, either colonies on planets or spaceships and stations out in space. We caught a brief glimpse of a couple of these in the showcase, and I’m absolutely eager to see more! Bethesda’s past games have often had multiple settlements to visit, so I’m sure there will be several hitherto-unseen places to go.

Vasco the robot.

One feature I cannot wait to get stuck into is spaceship customisation. The idea of being able to create and customise my very own spaceship already sounded like something special – but knowing that I can also recruit a crew and then head out into a Bethesda-created open galaxy… it’s beyond exciting, and again this feels like a feature that was created from the ground up with me and my tastes in mind!

There are multiple methods for… shall we say, “acquiring” a spaceship, too. It sounds like the player character will get access to their own spaceship fairly early on in the game – and this ship can then be modified at will. But there are other options: purchasing a spaceship is possible, but so is stealing one! I don’t know whether it will be possible to land on a random planet or go to a spaceport and simply fly away in someone else’s ship – but after defeating an opponent in ship-to-ship combat, it’s possible to board their vessel, kill the crew, and claim it.

Dogfighting in space.

I’m absolutely in love with the idea of becoming a space pirate! And even if piracy isn’t going to be the focus of a playthrough, I can definitely see how hijacking and then selling a spaceship (or at least parts of a spaceship) could be an incredibly lucrative way of making a ton of money in-game. High-risk, sure… but with a potentially massive payday at the end!

In the showcase, Bethesda employees had designed some wonderfully creative spaceships of their own. And this was an easily-missed feature that Bethesda didn’t draw attention to, but it seems almost certain that it’s possible to re-name spaceships, too. I’m already thinking of names for my own vessel! I wonder if “Enterprise-D” is taken…

A customised ship that looks like it could carry a lot of cargo!

Within days of Starfield’s release we’re sure to see the community’s most creative players sharing their designs. Some will opt to recreate the likes of Firefly’s Serenity, the Millennium Falcon from Star Wars, or any of the hero ships from the Star Trek franchise. There are bound to be some incredibly wacky designs in the mix, too. I love the way that Bethesda described this; spaceship design will err on the side of fun, not of realism. What that means in practise should be that players can get really creative without having to worry about the likes of aerodynamics or mass.

There will be limitations to this spaceship creator, and I’m trying not to go overboard with my hype! We haven’t seen, for example, the extent to which interiors of ships can be customised, and whether things like colours can be changed, furniture can be repositioned, and so on. I hope there will be at least some of that, so that we can truly make our spaceships feel like ours instead of like a collection of pre-made pieces.

One possible cockpit style.

But what I love about the spaceship creator is that the interior is fully-explorable. If you place a cargo hold next to a crew cabin, you can visit them – and the design of the ship will be reflected in-game. If you chose to make a really large ship, for example, with a long corridor connecting different rooms, you can actually walk down that corridor and see each of those rooms in the places you put them. In first-person or third-person!

When I was playing Star Trek: Starship Creator in the late 1990s, I’d have loved nothing more than to explore my weird Federation ship in first-person! This spaceship customisation feature is absolutely something that could be a fun game all by itself – and if it lives up to the hype and meets the expectations that Bethesda has set, I can see myself spending hours and hours customising every last detail of my spaceship before I actually get any questing done!

You can give your ship a paint job, too.

But maybe we should say “spaceships,” plural! Because in the showcase, Bethesda confirmed that it’s possible for players to have their very own fleet. We saw that at least nine ships can be owned at any one time, and all of them can be fully-customised. Only one ship can be the “home” ship, but I imagine which ship is the primary one is something that can be changed at will.

The showcase appeared to show a range of different spaceship parts, with different manufacturers having different styles and designs to choose from. We didn’t get a particularly long or in-depth look at all of these options, but we saw enough to at least know that there’s a decent range of potential pieces. The number of possible combinations of parts must be positively astronomical! It will almost certainly be possible to create spaceships with a huge range of believable and fantastical designs, and to fit very different aesthetic styles.

Another custom spaceship.

And we haven’t even talked about functionality yet! Some spaceships that were shown off at the showcase were small, designed perhaps for combat. Others were far larger, with massive cargo holds that can presumably carry a lot of resources – or smuggled goods. It’s possible to add or upgrade every component – such as engines, shields, and weapons. And these things are sure to have a noticeable impact on gameplay, with larger, heavier ships controlling differently from smaller, lighter craft.

I will be tinkering with all of these – adding different kinds of weapons in different combinations is something I’m particularly keen to experiment with. There were three types of spaceship weapon highlighted during the showcase: ballistic, laser, and missile. Again, what the limitations may be on how many weapons a single spaceship can have weren’t mentioned, but it looks like there will be appropriate options for different sizes of vessels.

Customising a spaceship’s weapons.

Sticking with weapons, one area of gameplay that looked great in the Starfield showcase was first-person shooting. Past Bethesda titles – the Fallout games most notably – haven’t always excelled in this area. In Fallout, the VATS system (which paused gameplay to allow for targeting) covered up at least some of those games’ sub-par gunplay, but that won’t be the case in Starfield. Some rumours and reports had suggested that Doom developer (and fellow ZeniMax studio) id Software had been brought on board to help out.

Todd Howard, in a post-showcase interview, confirmed that Bethesda had worked with id Software, but seemed to suggest that they’d been helping more on the technical side with things like lighting and graphical fidelity. Either way, the influence of recent titles like Doom and Doom Eternal looked to be present in Starfield – at least looking in from the outside. It isn’t always possible to get a fair impression of something like gunplay from compressed video footage on YouTube, but from what we could see, gunplay in Starfield looks to be a vast improvement over past Bethesda titles.

An example of a pistol/handgun.

That’s good news, because shooting and blasting your way across space is going to be a big part of the game! Whether you’re wrangling with pirates, getting into a shootout with western-inspired outlaws, or being pursued by aggressive fauna on an unexplored planet, guns are sure to come in handy! What we’ve seen of Starfield’s gunplay looked good – solid, I’d say. It’s probably never going to rise to the level of something you’d see in the likes of a Halo or Call of Duty game, because it’s only one part of a much broader experience. But solid, enjoyable gunplay is a must – and the signs are positive in that regard.

I was also pleased to see that Bethesda hasn’t abandoned the idea of melee weapons in Starfield. Bethesda’s melee combat has usually been pretty solid, at least by role-playing game standards, and it’s a hallmark of their games going all the way back to the first Elder Scrolls titles in the 1990s. Even though melee combat is sure to play a smaller role in Starfield – as the game promises lasers, electro-magnetic weapons, and a range of different guns – it’s not something I’d want to miss out on as it feels like it’s a core part of the Bethesda role-playing experience.

Swordfighting on Pluto? Yes please!

One criticism that I made of 2020’s Cyberpunk 2077 was that the player character’s backstory ultimately mattered very little in-game. Developer CD Projekt Red made a big deal in pre-release marketing material of the three different “life paths” available to players, but these amounted to little more than a short prologue and a single event midway through the game that we might generously call a “mission.” That was a disappointment and hampered Cyberpunk’s replayability.

In Starfield, there appear to be multiple character backgrounds, from action game staples like “bounty hunter” to less common ones like “chef!” The extent to which these will have an impact on gameplay, and the amount of content that may have been created for each possible background isn’t clear, but even if there are just a couple of missions and a few places where different dialogue options are available, it’ll still be fun – and better than Cyberpunk 2077.

One of the character traits will make you an introvert… just like me!

Then there are “traits” – of which players can choose up to three. These are additional pieces of character creation that can be mixed and matched, with each giving an advantage and prospective disadvantage, too. Some look certain to unlock dialogue options and will have an impact on the way the player will engage with different factions and groups, and some even unlock entire characters. Again, this feels like something that has a tangible impact on gameplay, and could be a lot of fun to experiment with.

Past Bethesda titles offered players the opportunity to create a custom character class – rather than just being able to pick from staples like mage or warrior. Starfield’s complex system of backgrounds, traits, and skills looks like it could be something very similar, allowing players to either customise their character in detail or to go with a standard build suited to the likes of combat or stealth. I’m very much someone who likes to tinker and customise, and in my first playthrough in particular I expect I’ll spend ages agonising over which background to pick, then which traits to select, and so on!

There are a lot of things to tinker with!

Starfield also looks like it will offer a fair amount of diversity in its character creator. There were different skin tones, naturally, but also different hair types and hair styles, as well as tattoos, and Bethesda noted in the Starfield showcase that they worked with people from a range of different ethnic groups to ensure that there are a range of characters both as NPCs and as options for the character creator. That’s fantastic! Being able to represent oneself in a game like this is important – and I know a lot of folks like to spend a long time in the character creator recreating their own appearance.

There were also options for body type – including larger bodies that can sometimes be excluded in games like this. That’s also great! Most of the options in the character creator looked like they could be applied to any character – a male-bodied character could use a feminine walk style, for example. I didn’t see makeup options, but there were things like piercings, jewellery, scars, and the like. The player character isn’t fully-voiced, as far as I’m aware, so again I think there are options here for making a male, a female, a trans character, or even someone non-binary. I’m non-binary myself, so I appreciate feeling included!

Body type and walk style options in the character creator.

Starfield has officially been delayed twice: from an initial November 2022 release to a nebulous “the first half of 2023,” and then again to September. Given Bethesda’s reputation for buggy games, and the difficult launch of Fallout 76 in particular, I absolutely see that as a positive thing. There’s a lot riding on Starfield for both Bethesda and Xbox, with the game being Bethesda’s first exclusive title since the Microsoft takeover. Getting it right – and ensuring the game is truly ready for launch – is incredibly important, and in an industry that seems all too happy to adopt a “release now, fix later” approach, I think it’s worth complimenting the approach that Microsoft and Bethesda claim to be taking.

In a recent interview, Xbox Game Studios head Matt Booty suggested that the reports he’d been receiving about Starfield were looking great – even making the audacious claim that the game would “already have the fewest bugs of any Bethesda game ever shipped” if it was released today. All of this is marketing speak, of course, but given the serious risk to the reputation of both Xbox and Bethesda if it turns out to be untrue… I think it’s positive, at least. Microsoft clearly recognises the issues that have been present, and on the surface at least it seems that they’ve given Bethesda more time to get Starfield ready. We’ll have to judge that for ourselves when the game arrives – and Starfield is, for me anyway, still in the “wait for the reviews” column – but these are positive noises nevertheless.

Xbox Game Studios head Matt Booty (centre) was interviewed about Starfield shortly after the showcase.

Characters are the heart of any good story, and Bethesda has created some fantastic and memorable characters for their games over the years. Off the top of my head I could pick out Fallout 3′s Three Dog, Yagrum Bagarn from Morrowind, and Alduin the dragon from Skyrim – and there are many, many more. After the disappointment of Fallout 76 with its empty world devoid of characters, it was wonderful to see so many different NPCs in the Starfield showcase.

The three major cities that we know of in Starfield look set to be large, dense, and full of people to engage with. And the diverse environments and factions should make many of these people feel unique. We’ve barely scratched the surface here, and there are bound to be hundreds or perhaps even thousands of individual characters to meet in Starfield.

Who’s this fella, and what might his story be?

One thing we know for certain is that Starfield is Bethesda’s biggest-ever game. And that includes recorded lines of dialogue: Starfield will have more than double the amount of dialogue that was recorded for Fallout 4. That game had approximately 700 NPCs, but also had a fully-voiced protagonist, something Starfield appears not to have. With so much dialogue having been recorded for the game, there’s bound to be a huge number of people to meet and engage with.

Some of these people can be recruited, joining the crew of your spaceship, being assigned to another spaceship, or being assigned to an outpost. Bethesda didn’t confirm how many recruitable NPCs there are in Starfield, but one thing I absolutely love is the idea of encountering some of these people at spaceports or just out in the wild. Bringing them on board, figuring out what skills and talents they have… it all adds to the immersion and the sense of truly being the captain of a spaceship in this open galaxy.

A potential companion and the skills they offer.

More than two decades ago, Morrowind was the game that I was looking forward to. I was incredibly hyped up for what was my first real open-world role-playing game. I’ve said a couple of times already that I don’t think any game since then has grabbed my attention in quite the same way, nor generated such a high level of interest and excitement – not until Starfield, that is. Ever since I first played Morrowind, I’ve ranked that game as one of my absolute favourite titles of all-time, and if Starfield is as good as Bethesda and Microsoft are promising, I can see it potentially joining Morrowind on that list.

Are there worries and points of concern? Absolutely. As I said, I wrote up all of my biggest fears for Starfield in an article here on the website just the other day. But at the same time, I still feel that sense of hope. This game, if it lives up to the hype, has the potential to be incredible. A friend of mine recently suggested to me that Starfield might end up being “the best video game that either of us will ever play,” and that assessment is hard to challenge. This game feels tailor-made for me.

So we’ve talked about some of the things I’m most excited about when it comes to Starfield! Stay tuned, because if we get any big updates about the game – or if I find that I have more to say – I’ll be sure to write about it here on the website. And when the game launches in September, I’ll do my best to share my first impressions and more!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

I still don’t know what Star Trek Infinite is supposed to be…

I genuinely don’t understand what Star Trek Infinite is. Am I stupid? Have I missed some key piece of marketing material? Or could it be that Paramount and publisher Paradox Interactive haven’t actually done a good job at communicating what this unexpected game is going to be?

I’ve been a huge advocate of the Star Trek franchise when it comes to video games. In the ’90s and 2000s, when Star Trek video game adaptations were at their peak, I bought practically every title on the market. Some of my favourite games of all-time are from the Star Trek franchise, including relatively obscure titles that didn’t sell very well!

Box art/promo art for Star Trek Infinite.

I’m also a fan of Paradox Interactive – though some of their games can feel overly-monetised, with vast arrays of DLC that can be incredibly pricey. Paradox Interactive has created such titles as Europa Universalis IV and Hearts of Iron IV, and has a reputation for being the undisputed master of the grand strategy, economy-management genre.

Combining Paradox’s in-depth gameplay with the Star Trek franchise should be something special, and I am genuinely looking forward to what the game might have in store. But I feel that its announcement was poor, and that the game hasn’t been marketed especially well thus far. That could be an issue for Infinite, so I’ll try to explain what I mean in this article… as well as share my thoughts on what Infinite might be.

A Cardassian fleet and space station.

Of the three Star Trek video games released so far this decade, I want to say that Infinite would be the one I’m most interested in. I adore a good strategy game, and strategy is a genre that the Star Trek franchise hasn’t touched since the days of Star Trek Armada and Armada II around the turn of the millennium. Those games were a blast; I have very fond memories of LAN parties with Armada II in particular! A return to the strategy space is incredibly welcome, then!

But Star Trek Infinite has had a very strange announcement. Initially announced at Summer Game Fest, a brief CGI teaser promised that more information would follow on “Captain Picard Day” – i.e. the 16th of June, which was only a few days later. That already didn’t make a lot of sense to me; why not simply show the real trailer at Summer Game Fest? Surely more eyes would be on Star Trek Infinite at that moment than would be on it at a random date that isn’t actually celebrated by Paramount. No other Star Trek events were planned for the 16th of June… so what was the point of this weird double announcement?

A promo screenshot that appears to show the main map.

Then there was the second trailer itself, which I dutifully tuned in for a few days ago. Actually, calling it a “trailer” is being unnecessarily generous to Paradox, because we saw barely any gameplay and didn’t get much of a feel for the game itself. It was a poor trailer, one that neither generated much excitement nor showed off a significant amount of gameplay. We caught a glimpse of the game’s four playable factions: the Federation, Klingons, Romulans, and Cardassians… but that’s about it.

Hopping over to Paradox’s website, there is a bit more information about the game. We know that Infinite will be a grand strategy game, presumably in the Paradox mould, taking the game Stellaris and its mechanics and systems as a starting point. I confess that I’m not familiar with Stellaris, but it’s a Paradox grand strategy title that seems to have a good reputation among players. A solid start, then!

Star Trek Infinite is supposedly built atop the bones of Paradox’s grand strategy game Stellaris.

The game promises to put players in charge of one of the four competing factions – so presumably there will be more to the game than fleets and space battles, with some amount of economy management, perhaps planetary and space station management, and other related things, too. Although Infinite claims to have “streamlined” some elements of Stellaris, it still promises to be an in-depth and complex strategy experience.

But there’s still a lot we don’t know. How will fleet battles work, for instance? The first teaser trailer prominently featured the Borg – yet they aren’t listed as a playable faction. The game looks to be set in The Next Generation era, but again I couldn’t find any specific details about this beyond what was implied in artwork and screenshots.

A Federation fleet and Borg vessel as seen in the first teaser trailer.

I’m absolutely on board with the idea of Infinite as a Paradox grand strategy game set in the Star Trek universe. If that’s what it is! But the game’s announcement was poor, with two trailers on different days that didn’t really show off much in the way of gameplay, nor succeed at really communicating what kind of title this is going to be. It’s only because of my familiarity with some of Paradox’s other titles that I even have a vague idea of what I’m going to be in for with this new game.

The Star Trek franchise has long struggled in the video game space, despite Star Trek and gaming being a perfect match on paper. A game like Infinite has the potential to reach out beyond the current Star Trek fandom to fans of these kinds of grand strategy games – potentially bringing a few newbies into the fan community. That’s a great idea… but I fear that Infinite’s lacklustre announcement and marketing is going to get in the way of that.

The four playable factions.

I shouldn’t have to waste time digging through websites and reading marketing doublespeak to understand what a new game is going to be at its most basic level. I’m thrilled that Paramount is being more open with licensing Star Trek games, and a deal with a successful developer like Paradox Interactive feels like it could be a real coup. Taking the skeleton of another successful space-based strategy title and bolting Star Trek onto it is also a clever concept, one that I hope bears fruit.

But again, the way the game has been teased, announced, and marketed has been poor. And even after doing some digging and reading official announcements and press releases, I confess that I’m still not entirely sure what Star Trek Infinite is going to be like to play. The strategy genre is massive, broad, and varied – and there are many different styles of gameplay even within the grand strategy sub-genre.

A promotional screenshot that appears to show a Klingon starbase and starship.

Still, I’ll be keeping my fingers crossed for a fun, enjoyable, and perhaps even in-depth experience with Star Trek Infinite when it’s ready. No release date has been announced, though the game is tentatively on the schedule for 2023. That may change, of course, but for now it seems as if we might get to play Infinite before Christmas. If so, I hope there will be a better and more elaborate marketing push in the weeks leading up to release.

I don’t like to be negative here on the website, especially not about a brand-new game that I haven’t gotten to play for myself. But I’m deeply unimpressed with the way in which Star Trek Infinite has been announced, and the difficulty in figuring out just what kind of gameplay experience this is going to be. I’m positively thrilled at the idea of a Star Trek grand strategy game, and the franchise’s long overdue return to the strategy genre. And I will do my best to cover Infinite here on the website if we get a significant update, or to share my thoughts on the title after its release. But for now, sadly, a lacklustre announcement and a lack of clarity have taken at least some of the shine off Star Trek Infinite.

Star Trek Infinite has no solid release date, but will be coming to PC and Mac sometime in 2023. Star Trek Infinite is the copyright of Paramount Global, Paradox Interactive, and Nimble Giant Entertainment. The Star Trek franchise is the copyright of Paramount Global. Some screenshots and other promotional material used above courtesy of Paradox Interactive. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: my biggest concerns

Spoiler Warning: Although there are no major story spoilers for Starfield, minor spoilers may be present. This article also uses screenshots and promotional artwork of the game.

I touched on this subject when I gave my thoughts on the recent Starfield showcase, but I wanted to expand on some of my concerns about Bethesda’s upcoming sci-fi role-playing game. For context, Starfield is absolutely my most-anticipated game right now, and it’s one I’m very excited about! The hype train has definitely left the station, and I’m going to be riding it until September!

But that doesn’t mean that there aren’t concerns to be addressed. Some of these are things we can’t know or won’t get to see until Starfield is released, but others are things that Bethesda can – and really ought to – begin to address right away, before things get out of hand. We saw with Cyberpunk 2077 how dangerous an ever-growing hype bubble can be, and it doesn’t serve any game if players are allowed free rein to speculate and build up an inaccurate and even impossible picture of what it could be.

An unknown character seen in the recent Starfield showcase.

That’s perhaps my single greatest concern: that Bethesda and Microsoft aren’t doing enough to step in when speculation gets wild. I’ve seen commentators and critics propose entirely unannounced features that are almost certainly not going to be included in Starfield, dedicating entire forum threads or YouTube videos to discussing them. Theorising can be fun, but there’s a line somewhere that falls in between speculating about what might be present and convincing oneself (and others) that an exciting-sounding feature is certain to be included.

This is where a good marketing department is essential! There are ways to let players down gently, or to redirect the conversation to other areas of the game, without deflating the hype bubble or crushing players’ expectations. It’s infinitely better to do so at this stage, months before the game is launched, rather than attempting to clean up ambiguous statements and explain the lack of features fans felt certain they’d get to see after a rocky release.

Todd Howard, executive producer at Bethesda and director of Starfield.

In different ways, this is basically what tripped up Cyberpunk 2077 and No Man’s Sky. Both games were subject to intense criticism and even hate upon release, and while Cyberpunk 2077 in particular suffered from being in an incomplete state, both games had been over-sold. In both cases, marketing departments seemed incapable of saying “no,” promising players a genre-busting, once-in-a-lifetime experience that no game could ever hope to live up to. When it turned out that No Man’s Sky was pretty barebones and barren, and that Cyberpunk 2077 was so unfinished that many folks found it to be unplayable, the dejection that players felt as they fell back to Earth was unparalleled. They’d been promised something special, but all they found when the dust had settled was a sense of crushing disappointment.

Starfield is absolutely in danger of doing this. There are going to be limitations within the game: limited NPC numbers, limited character traits and skills to choose from, limits to customisation for spaceships and the player character, limits on exploration, and limits to the role-playing experience. It’s essential that Bethesda and Microsoft use the next few months wisely, setting appropriate expectations and not allowing players to build up an image of Starfield in their heads that the game could never live up to.

Spaceship customisation is sure to have its limits.

Let’s talk about the size of Starfield itself. With 1,000 explorable planets being promised, I can’t be the only one who thinks that Bethesda might’ve made the game too big… can I? Don’t get me wrong, it’s essential that Starfield’s galaxy feels expansive, and if exploration, mining, and resource collection are going to be key parts of gameplay, it’s important to ensure there’s enough space to do all of those things. But 1,000 planets seems like a lot – arguably too many for any one player to even visit, let alone explore thoroughly in a single playthrough.

With the way Starfield’s procedural generation has been described, there’s a risk that players will miss things, too. If some characters, locations, and even missions are randomly assigned to planets, there’s only a one-in-one-thousand chance of finding a particular mission on a particular world. That potentially means that Starfield will be awkward to replay, or that it will be difficult for players to try out a mission that they’ve seen or to share something exciting with their friends.

A close-up scan of a planet.

In Fallout 4 or Skyrim, every single player could go to the same point on the map and encounter the same NPC or start the same quest. But that won’t be possible in Starfield – which is fun in some ways, but could become frustrating. If players find a fun quest or a useful item on one playthrough, locating it again on another save file could be like trying to find a needle in a haystack. That can be fun in some cases… but it will definitely be frustrating in others.

Some of the planets shown off in the Starfield showcase also looked pretty flat and barren. One of the key marketing lines is “if you can see it you can go there,” with words to that effect being used in reference to a moon in orbit of a planet. But here’s the thing: if that moon or planet has nothing of note except, perhaps, for some crafting resources to collect… going there won’t actually be a lot of fun.

Some of these planets look lifeless and barren.

For all the talk of Starfield having 1,000 planets, only a handful of those – perhaps a dozen at most – are going to have a significant amount of content. Whether we’re talking about small settlements, villains’ lairs, shipwrecks to scavenge, random character encounters, ruins, or other hallmarks of exploration in a Bethesda game… there’s only going to be so many of those. My fear here is that 1,000 planets might spread this content too thin, leaving swathes of the galaxy feeling empty.

There was also talk of planets consisting of “puzzle pieces” – i.e. hand-made pieces of content stitched together at random. That seems to solve one problem, but might it create another? Unless Bethesda has created enough of these puzzle pieces to make each planet totally unique, at some point is there not a danger that they’ll have to be recycled? It would be immersion-breaking to land on a planet and see the exact same mountain or ruin as we’d just been exploring somewhere else.

The map, focusing on a single solar system.

I don’t think that Bethesda has done enough to allay some of these concerns about the scale of the map and the amount of content it may contain. One of the criticisms of No Man’s Sky when that game launched was that its planets felt empty – and outside of some of the main settlements and story locations, I’m just not sure how Bethesda will get around this.

Starfield will be Bethesda’s biggest game to date, with some reports suggesting it may have twice as much recorded dialogue as Fallout 4. Fallout 4 had close to 700 non-player characters, but even if we generously assume that Starfield might have as many as 2,000, that still spreads them out very thinly. Even more so if we assume that the three major settlements we know of will congregate a lot of NPCs in one place.

Sarah Morgan, one of the game’s important non-player characters.

Complaining that a space game is “too big” seems silly – and I freely admit that. But my concern is less to do with the size of the map itself and more with the amount of content relative to the size of the map. One of my main complaints about Fallout 76 was that its open world felt utterly lifeless due to the complete lack of non-player characters to engage with… and outside of settlements and space stations, I just fear that parts of Starfield’s galaxy could fall into the same trap.

The game is going to clock in at a whopping 125GB – at least on PC. That sounds huge, but when you compare it to other modern games, it actually isn’t. Star Wars Jedi: Survivor is comparable in size, for example, as is Red Dead Redemption II. Now don’t get me wrong, I adore Red Dead Redemption II’s open world – but is its patch of the wild west in the 19th Century a fair comparison with Starfield’s 1,000 planets? Again, my concern is really the amount of enjoyable content relative to the size of the map.

Starfield’s system requirements.
Image Credit: Steam/ZeniMax

Let’s hop over to the character creator now. This might seem like a nitpick, and as facial hair is something I seldom use on custom characters, it isn’t something that will affect my own playthrough. But the facial hair in Starfield’s character creator… well, it just looks a bit shit, doesn’t it? I’m not the only one who thinks so, surely. In fact, I’d go so far as to call facial hair the worst-looking part of Starfield that we’ve been shown so far, and on some character models it seriously detracted from the way they looked, dropping the realism down several notches.

Hair and hairstyles looked pretty good, with a variety of hair types and styles that should allow players to create a diverse array of characters. That’s fabulous – but it raises the question of why facial hair is struggling to hit that same level of quality. This is something past Bethesda games have struggled with, too – Oblivion most notably, but also Skyrim and the Fallouts to a lesser extent.

Facial hair does not look great in Starfield.

I fear that facial hair may be the first outward sign of another of my big worries: Starfield’s game engine. Bethesda has insisted on using their proprietary Creation Engine 2 for Starfield – but the underlying technology here is more than twenty years old. The core technology of Creation Engine 2 is Morrowind’s Gamebryo, a piece of kit that Bethesda has literally been using since the late ’90s when that game first entered development. Changes and additions have been made, but this technology has its limits. The facial hair problem, which is a hallmark of prior Bethesda titles, could be the canary in the coal mine here.

There are advantages to working with a familiar toolkit. If Starfield had been built on, say, Unreal Engine 4 or 5, it would have required a completely different development cycle, with a different team who were familiar with how that technology worked. I’m not saying that would have been better, and I’m not arguing in favour of any one of the well-known game engines that other modern titles use. There are drawbacks and disadvantages to working with practically all of them.

Starfield’s game engine uses the same core technology that Bethesda has relied on since Morrowind.

But what I am saying is that Bethesda’s technology is at best untested on a title this massive. Some of the in-game features and mechanics promised for Starfield, such as spaceflight and ship-to-ship combat, have never been done before in any form of Gamebryo or the Creation Engine. That’s one concern.

Then there are things that have been done before – but haven’t always been done particularly well. I noted in my piece on the Starfield showcase how impressed I was with the gunplay. Partly that’s because gunplay in Bethesda’s Fallout duology was pretty poor without those games’ signature VATS system covering for it. An update to the engine should allow for significant improvements in that area, but again this is something that’s untested, and something like shooting can be difficult to judge from compressed YouTube video footage – especially carefully-edited marketing bumf. Any developer worth their salt can make even the most lacklustre game look fast-paced, fluid, and exciting in their own marketing material.

Gunplay looked great in the showcase.

Bethesda has earned itself a reputation among players for releasing games bedevilled by glitches and bugs. The company wouldn’t be the first to release a broken, buggy game in 2023 – but that’s no excuse! I’ve already said that Starfield is a game that I’ll be waiting to see reviews and tech breakdowns of before I commit myself, and that’s because Bethesda has done so much to warrant such a cautious approach.

Look back to trailers and marketing material shown off for Cyberpunk 2077 in 2020. Or Redfall earlier this year. It’s easy for a clever publisher to compile footage – even in-game footage – that looks great, and to show off a “vision” for how the game could look under the right circumstances. Trailers, teasers, and gameplay reveals often turn out to be inaccurate, and the version of a game that arrives on launch day – or during a pre-order exclusive access window – can be a million miles away from how it was promised or presented. Bethesda has done this too, with Fallout 4 and especially Fallout 76 receiving well-deserved criticism for bugs and glitches when they were released.

Fallout 76 at launch had, uh, a few issues…

There’s a specific story concern that I have – one that hadn’t even entered my mind until someone commented on it somewhere online. I can’t remember where I first saw this idea or theory posited, so I apologise to its original creator for that! But several people have suggested that Starfield could be some kind of sequel to the Fallout series – noting in particular that Earth looks barren, devastated, and uninhabitable in teases we’ve been shown… not unlike Fallout’s nuclear wasteland.

To be clear, there’s no indication whatsoever that this will be the case. Bethesda hasn’t denied it outright, but they haven’t actually commented on it at all as far as I can tell.

For my money, this would be an atrocious idea. Even if this was a secret that was kept, with the player character not finding out until well into the main story… it just wouldn’t work. It would make Starfield feel diminished, living in the shadow of another game – and it just isn’t necessary. Starfield can and should stand on its own two feet, doing its own thing, and not needing to be constrained by other games in a different fictional universe.

This is one rumour I hope proves to be false.

After Starfield is launched, a lot of attention will be paid to how well the game sells. But as I’ve said before, in an era where Game Pass has tens of millions of paid subscribers, sales numbers no longer tell the full story. I fully expect the PlayStation fanboys to jump all over Starfield – as they are already for any point of criticism they can find – and if the game seems to be selling fewer copies than other Bethesda games or than comparable PlayStation 5 games, you can bet they’ll take that and run with it. There’s sure to be content proclaiming Starfield a “failure” no matter what happens!

But it isn’t fair to judge Starfield – nor any Microsoft or Xbox game – purely on sales numbers any more. Game Pass is a game changer; it’s quite literally changing the way many of us play games. The way players on Xbox and PC engage with Bethesda titles and other Microsoft-owned games and studios is changing rapidly, with more and more subscribers joining Game Pass every day. Starfield’s release is sure to see a spike in Game Pass numbers, too – because it makes a lot of sense from a player’s perspective! I’ll be playing Starfield on Game Pass, and several people I know will be doing the same thing. Each Game Pass player represents a sale not made – so look to Microsoft and Bethesda for player numbers rather than raw sales data.

Starfield is a big deal for Game Pass.

Speaking of sales and money, another area of concern is that Starfield seems to be quite aggressively chasing some recent cash-grabbing trends that have blighted the modern games industry. It was a given that Starfield would have a collector’s edition and a special edition at launch – such things are so commonplace nowadays that they don’t even raise an eyebrow. But I admit that I was a little surprised at how steep the price was and what kind of content was on offer.

Firstly, for an additional £25 – on top of Starfield’s £60 (US$70) price tag – players get a couple of skins, a digital soundtrack, an “art book,” which will be a collection of JPEG images of the game’s concept art, and access to the first piece of planned DLC. We’ll get to DLC in a moment, but there’s one more thing that pre-ordering this expensive special edition gets players: five days of early access to the game.

Starfield has a special edition – because of course it does.

Let’s look at this another way: Starfield’s release date isn’t the 6th of September, it’s the 1st of September – but only for players who splurge some extra cash. The rest of us plebs will have to wait five days, close to a week, in order to play the game. I find these kinds of paid access periods to be a particularly revolting way of monetising a game, and I’m disappointed that Microsoft and Bethesda would stoop so low in order to manipulate players into pre-ordering Starfield.

Then we have these character costumes. I hope I’m wrong about this, but I fear these paid outfits are a harbinger of some aggressive in-game monetisation. This might be something that’s already present in Starfield, or it might be something Bethesda plans to implement after the game’s release – but either way, it doesn’t bode well. A fully-priced game shouldn’t be selling costumes like it’s some free-to-play MMO, but the games industry has been getting away with more and more of this kind of aggressive in-game thievery. And Bethesda is one of the pioneers of this nonsense, with Oblivion’s infamous “horse armour” DLC.

Yup.

If I’m paying £60 – or £85 – for a game, I should expect to be able to equip my character with all of the costumes that the game has to offer. This isn’t Roblox or Fortnite; free-to-play titles that use in-game purchases and subscriptions to turn a profit. For the money Bethesda and Microsoft are demanding, it’s positively disgusting to think that some character outfits – and possibly other pieces of content too – have been cut out to be sold separately.

I mentioned the first expansion pack there, too, and this is another thing that’s ringing alarm bells. Starfield is still almost three months away from release – this is not the time to be talking publicly about expansion packs and DLC. It worries me that attention and development resources may be diverted away from what should be Bethesda’s top priority: getting the game ready for launch. DLC is great – and if Starfield is as amazing an experience as we’re all hoping for, I’ll definitely be picking up every major expansion pack that gets released! But now is not the moment to be advertising it.

Let’s get the game launched before we talk about DLC.

I do have one final point of concern before we wrap things up. Since the Starfield showcase was broadcast, hype for the game has gone way up. Players like myself who had been on the fence about Starfield or who were tentatively looking forward to it have now well and truly boarded the hype train – and that brings with it a degree of expectation. Microsoft and Bethesda have promised a release date of the 6th of September (or the 1st for people who pay up). There’s now more pressure than ever to meet that deadline.

That means two things. First of all, crunch. Having once worked in the games industry, I’ve seen crunch first-hand, and I know the toll it can take on developers and everyone working at a games company. Crunch is something that should be avoided at all costs – but rigid deadlines make it far more likely.

It’s on Bethesda (and Microsoft) to avoid a difficult crunch period.

Secondly, Microsoft and Bethesda are now far less likely to delay Starfield. The game has already been delayed twice officially – or four times unofficially, if you believe certain reports. If Starfield isn’t ready in time for September, there’s going to be a lot of pressure for the game to be pushed out anyway – and that could be disastrous. Look at Cyberpunk 2077, a game which, despite pulling off an admirable recovery, will be forever tainted in the minds of players by an atrocious launch. Likewise No Man’s Sky. And for every game like those that manage to recover, there are dozens of titles like Anthem, Babylon’s Fall, or 2013’s Star Trek that never do. Bethesda has some experience in this field, both with Fallout 76 and as the publisher responsible for this year’s Redfall.

I praised Starfield last year for being delayed. I stand by what I said then: it’s never fun when a game I’m excited for gets delayed, but more and more players have the maturity to understand that it can be necessary. Practically everyone would rather play a good game a few months later than a bad, broken, or unfinished game a few months earlier. But with so much hype building up and a release date seemingly set in stone, a further delay at this stage might be something that Microsoft and Bethesda are unwilling to consider. I hope that, if Starfield needs a few more weeks or even a few more months, that they will ultimately be willing to take that tough decision.

A spaceship!

So I think that’s all I have to say for now. I know it’s a lot – and if you feel like I just took a big stinking dump all over your excitement for Starfield, well… sorry!

Despite everything we’ve discussed today, I’m still incredibly excited for Starfield. I’m trying to restrain myself and not get overly hyped up – and that’s partly why I decided to put metaphorical pen to paper and write out all of my concerns and issues with the game. But the truth is that in spite of some worries and fears, I’m still really looking forward to this game. In fact, I can’t think of any other title since Bethesda’s own Morrowind more than two decades ago that I’ve been this excited to play for myself.

I’m keeping my fingers crossed, and I truly hope that all of the points I’ve raised today will turn out to be misplaced fears. In three months’ time, feel free to come back and have a good laugh at my expense if Starfield really does live up to our expectations! I know that’s what I’ll do… if I’m not too busy playing Starfield, of course.

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten games to play while you wait for Starfield

Spoiler Warning: There may be minor spoilers ahead for some of the titles on this list.

Are you as excited for Starfield as I am? Bethesda’s upcoming sci-fi role-playing game had been on my radar, of course, but the recent showcase has absolutely got me hyped up! Although I’m trying to restrain myself and not get overexcited, especially with Bethesda’s track record and 2023 having already seen some truly awful game launches, I just can’t help myself! I want to play the game now now NOW!

So what’s a wannabe Starfield-er to do? With three months to wait until the game’s launch – assuming it won’t be delayed again – what should we play? Today I thought it could be a bit of fun to pick ten games that might scratch part of that Starfield itch!

I can’t wait to build and pilot my very own spaceship!

I’ve picked games for this list that are either in the sci-fi realm, the space-sim or space-adventure genre, the role-playing genre, or that have expansive open worlds. Those are the key traits that Starfield has, so it seems logical to look for games that exist in a similar space – even if they won’t be on the same scale!

As always, a few caveats. Hype can be a dangerous thing, and as I said in my recent look at Starfield, it’s a game that has firmly earned its place in the “wait for the reviews” category! I shan’t be pre-ordering it, and while I’d never want to tell anyone else what to do, I think it’s sensible in most cases to avoid pre-ordering games in order to see what state they’re in when they arrive. Such is the nature of the video games industry in 2023!

Ship customisation in Starfield. I cannot wait to get stuck into this!

Everything we’re going to talk about today is the subjective opinion of one person. If you don’t care about Starfield, if you hate all of the games on this list, or if I don’t include a title that seems blindingly obvious to you… that’s okay! There are myriad opinions on Starfield and video games in general, and all I’m trying to do is offer my personal suggestions for games to play while we wait.

I have no “insider information,” and I’m basing my list on information that has been publicly revealed about Starfield.

With all of that out of the way, let’s get started!

Game #1:
X4: Foundations

Promo screenshot featuring a spaceship.

I have to confess that I’m not terribly familiar with either X4: Foundations or the X series as a whole. But looking in from the outside, X4: Foundations seems to have many of the space-based elements that players might be looking for in Starfield. It’s possible to become the captain of a ship, to trade with a variety of factions, and to participate in combat, piracy, and more. There are dozens of ships to control with different specialities, from small mining craft to large freighters.

X4: Foundations is the kind of game that looks quite complex, but could be a blast to really get stuck into. The X series has a dedicated community, and X4: Foundations has received four DLC expansions since its initial 2018 release, with more supposedly in the pipeline.

Game #2:
The Outer Worlds

Box art for The Outer Worlds.

The Outer Worlds is smaller in scale than Starfield will be, but it brings many of the same elements to the table. Players have their own ship, can recruit companions for their quest, and can create a custom character. The game’s developers Obsidian once worked alongside Bethesda to develop Fallout: New Vegas, and some commentators hailed The Outer Worlds as Obsidian’s “spiritual successor” to that game.

Though The Outer Worlds is much more linear than Starfield aims to be, it’s still a ton of fun. Gunplay and combat are exciting, there’s an engaging main storyline, and some memorable characters to meet and interact with. A sequel is also in the works – but with Obsidian currently working on Avowed, it might not be coming any time soon!

Game #3:
The Elder Scrolls III: Morrowind

The city of Vivec in Morrowind.

If you have a PC and can play with mods, Morrowind can almost feel like a brand-new experience even more than twenty years on from its release. It’s a fantastic role-playing game, one that actually has a lot more to do than either of its sequels. There are some fantastically diverse locations to visit across its open world, a multitude of factions to join, and more side-quests than you can shake a stick at!

I played and adored Morrowind when it was first released in 2002, but to this day there are still quests I haven’t completed and skills I’ve yet to master – that’s how overstuffed with content this game is! Whether you want to be a sneaky assassin, a powerful wizard, a brawling brute, or anyone else you can imagine, you can do it in Morrowind’s fantasy world.

Game #4:
Fallout 4

Promo art for Fallout 4.

Fallout 4 may not be Bethesda’s best-ever game, but it’s plenty of fun for what it is! Many of the in-game mechanics and systems that Starfield will employ are present in some form in Fallout 4, such as settlement-building. The game has an engaging main questline, and its post-apocalyptic setting has a unique Americana charm thanks to its ’50s inspiration.

There are several pieces of DLC for Fallout 4, too, two of which are major expansions that add new areas to the game world. For PC players there are also a ton of mods to get stuck into – including some absolutely massive ones that completely change the game and add new features. For my money, Fallout 3 is probably superior… but Fallout 4 is still fun to get stuck into.

Game #5:
No Man’s Sky

Starships, a space station, and a suspiciously red sky!

I’ve seen a lot of commentators and analysts comparing Starfield with No Man’s Sky, and there are some superficial similarities. Both are space-adventures, both use procedural generation to create planets, and both have exploration, mining, resource collecting, and crafting elements. No Man’s Sky is a different kind of game, though, with a focus on exploration rather than factions, questing, and storylines.

This may be a bit of a “hot take,” but I felt that No Man’s Sky was decent when it launched. It wasn’t buggy or broken in the way some titles are, and the problem really was that expectations weren’t appropriately managed due to some poor marketing decisions. There’s definitely an element of dishonesty in the way the game was sold, too. But to the credit of Hello Games, No Man’s Sky has received a lot of ongoing support and free updates – and it’s now much closer to that original vision.

Game #6:
Cyberpunk 2077

A combat encounter in Cyberpunk 2077.

Another game that suffered a rough launch was Cyberpunk 2077. Though I’d absolutely argue that its core gameplay is nothing special, Cyberpunk 2077 has a visually beautiful open world set in a sprawling dystopian city, and an engaging main story to follow. Non-player characters can be fantastic, brought to life with some great voice acting and motion-capture, and there’s fun to be had here.

By the time I got around to fully playing through Cyberpunk 2077, most of the worst bugs and glitches had been patched out. The game is in a much more stable and playable state today than it was when it launched, and it’s well worth a second look for anyone who hasn’t picked it up since then. An expansion pack, titled Phantom Liberty, is due for release the same month as Starfield.

Game #7:
Star Wars Jedi: Fallen Order
(and Jedi: Survivor if it ever gets fixed)

Cal Kestis takes on the Empire.

I cannot in good conscience recommend Jedi: Survivor right now. At least on PC the game is in poor shape, with serious performance issues even on higher-end machines, and one questline that’s so utterly broken that it literally cannot even be played at time of writing. EA has been slow to respond to these issues, too. Once Jedi: Survivor is eventually fixed, however, I daresay I’ll get stuck into it! I just hope that the fix comes before September!

In the meantime, though, Jedi: Fallen Order is an exciting adventure game. Set in a galaxy far, far away, players get to take on the role of Cal Kestis, a former Jedi padawan, and join the crew of the Stinger Mantis on an adventure that spans several planets. It’s a great game with an incredibly fun story.

Game #8:
The Mass Effect trilogy

Garrus!

The Mass Effect games are a blast – though the first entry in the series is beginning to show its age gameplay-wise. If only there’d been some kind of remaster that could have addressed those concerns… oh well! The original Mass Effect trilogy tells a phenomenal and engaging sci-fi story, and if you haven’t experienced it for yourself – or if it’s been a while since you last played – it’s definitely a great way to get ready for Starfield.

Some commentators have noted what they perceived to be similarities with Mass Effect in some parts of Starfield’s design. I confess that I don’t really see that, at least not in terms of the game’s visual style. But as another role-playing game in the sci-fi space, it’s not hard to see how Mass Effect may have been an influence on Bethesda.

Game #9:
Star Trek Online

Promo art featuring Seven of Nine and Michael Burnham.

Oh, how I wish I could find a way to enjoy Star Trek Online! As a huge Star Trek fan, I really wanted to like this game and I gave it my best shot… but I just can’t get on with massively-multiplayer games for the most part. But if you can, or if the MMO scene is your jam, Star Trek Online could be worth a look. It has plenty of story missions to play, starships to buy and customise, and crew members that can be recruited. Quests can take place both in space and on the ground – and so can combat.

Bethesda once held the license to make Star Trek games, and I can’t help but feel that in another world we might be about to play Starfield Trek… or Star Trekfield! At the very least, I think it wouldn’t be totally unfair to say that there’s been some kind of Star Trek influence on Starfield, particularly with the exploration-focused Constellation organisation.

Game #10:
Red Dead Redemption II

The great train robbery…

Bethesda executive producer (and Starfield’s director) Todd Howard compared Starfield to Red Dead Redemption II in a recent interview, suggesting that the depth of the game’s open world is comparable to Rockstar’s wild west masterpiece. If that’s even close to being true, we’re in for a whale of a time – because Red Dead Redemption II is one of the best games I’ve ever played.

Red Dead Redemption II has an incredible open world, packed with characters and locations that truly succeed at capturing the look and feel of the United States at the end of the 19th Century. It has some fun customisation, too, with weapons and outfits befitting the time period. The game’s story also packs an emotional punch!

So that’s it!

Swordfights on Pluto will have to wait…

I hope I’ve given you some ideas or inspiration for games to play over the next three months while we wait for Starfield with bated breath!

As I said at the beginning, this is a title that has rocketed up my list of most-anticipated games… and try as I might to slam on the brakes, the hype train has already left the station! Bethesda has a reputation for rough launches, and we’ve seen some recent disappointments from Xbox, too. There are reasons for scepticism – and I will certainly be checking out reviews and technical breakdowns before I commit to Starfield in September.

Firing a laser in Starfield.

I’d also like to take this opportunity to once again encourage Bethesda and Microsoft to consider delaying the game if it needs more time in the oven. Sure, it will be disappointing in some ways if Starfield can’t be ready for September… but I’d rather play it six months later in a better state than struggle to enjoy it because it was released prematurely.

So there really isn’t much more to say! I’m really excited to play Starfield, and I’ve been considering my options for games to play in the meantime while I wait. Though I included one title each from Bethesda’s Fallout and Elder Scrolls series, I tried to avoid making this list too lop-sided and too heavily-dominated by one company and one genre.

I had fun, anyway, and if even one person comes away from this list thinking to themselves “oh, I’d never have thought of that!” or “yeah, that seems like a good game to try,” then I’ll have done my job!

All titles discussed above are the copyright of their respective developer, studio, and/or publisher. Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Some screenshots used above courtesy of Bethesda and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Thoughts on the Starfield showcase

Spoiler Warning: Although there are no major spoilers for Starfield’s main story, minor spoilers may be present – and this article includes screenshots and images of the game.

As part of Xbox’s big summer event – or rather, as a standalone addendum to it – Bethesda recently showed off the first proper deep dive into its upcoming role-playing shooter Starfield. The game is due for release in September, barring any further delays, and today I wanted to share my thoughts on how Starfield looks to be shaping up!

It’s been a while since we last took a look at Starfield here on the website. In fact, it’s been over a year since I last commented on the game at length – a piece that was prompted by news that it had been delayed. A single teaser trailer had been released since that announcement, but this showcase offers a much deeper and more expansive look at the game.

The game’s director and Bethesda executive producer Todd Howard spoke at the Starfield showcase.

I would be lying if I said I wasn’t excited for Starfield – even more so knowing that it will come to Game Pass on day one. The game that Bethesda showed off and talked about looks fantastic, with a multitude of complex systems and mechanics to get stuck into, and an engaging retro-sci-fi story that I can’t wait to follow.

But at the same time, hype isn’t always a positive thing – and I’ve already seen players and commentators starting to speculate about unannounced features in the game, potentially setting themselves up for disappointment. I’m trying to restrain myself from doing the exact same thing; building up an image in my head of the “perfect” role-playing game that Starfield – and indeed no game – could ever possibly live up to.

Concept art for Starfield.

Bethesda’s games are fantastic. Morrowind in particular will be a permanent fixture on my “favourite games of all-time” list, and I’ve also enjoyed Bethesda’s other modern titles like Skyrim and their Fallout duology. But the company has a reputation, and mistakes have been made over the past few years that are absolutely worth bearing in mind before the Starfield hype train accelerates too much.

Fallout 76 was, for me at least, utterly unplayable. Forget the bugs, the glitches, and the crappy marketing – it was a role-playing game with no characters in it. To Bethesda’s credit they’ve been continuing to work on Fallout 76, but it was a mistake to launch the game in such an unfinished state. Fallout 4 also had its issues – particularly with bland and repetitive side-quests and open-world busywork. And we’d be remiss not to mention the fact that Bethesda’s publishing arm is responsible for such recent abominations as Redfall.

Fallout 76 was a big, empty game that had a very difficult launch.

Even Bethesda’s better titles have a reputation for being buggy at launch – and with Starfield being the company’s biggest release to date, the potential for bugs and glitches to sneak through quality control is off the charts! The game has been delayed from an initial November 2022 release, first to “the first half of 2023,” and then again to September. Delays are almost always good news – but there can be pressure to meet a deadline, especially one that’s been pushed back more than once.

I’d absolutely encourage Bethesda, Microsoft, and anyone who’ll listen to consider delaying Starfield again if the game needs it. The gameplay we got to see in the showcase looked smooth, fun, and bug-free – but any developer worth their salt can create a “vertical slice” of gameplay for a presentation like this. Until the game is actually in the hands of independent reviewers, analysts, and of course players, we won’t be able to say with certainty that it’s in a good enough state.

A mining laser as seen in the Starfield showcase.

There are other concerns I have, too. Bethesda has insisted on re-using their creaking, ageing game engine for Starfield. Creation Engine 2 is a modified, updated version of Bethesda’s old Creation Engine, itself a modified version of Gamebryo. In some form, Bethesda has been using this same technology since the Morrowind days, and I fear that we’ve already seen some of the limitations of Creation Engine 2 in the showcase itself. Look, for example, at the low-quality facial hair and beards present on some characters – this is a hallmark of Gamebryo/Creation Engine, as we’ve seen similar shortcomings in other Bethesda titles.

The Creation Engine was originally designed for role-playing games – not space combat or colony-building, two elements of Starfield that have been teased. Fallout 4′s settlement-building was good – but it had its limitations and could be clunky to work with, especially for new players. Spaceflight and ship-to-ship combat are entirely new for Bethesda in this context, and again there’s a concern about how well Starfield’s underlying technology can deal with that.

It’s an open question as to how well the Creation Engine can handle all of these new gameplay mechanics.

Then there’s the idea of procedurally-generated planets. Procedural generation will allow Starfield to be far larger than any hand-crafted game could ever be… but it has its limits. No Man’s Sky is the title many folks will call to mind when thinking of procedural generation in a space-adventure title, and while that game has pulled off an amazing recovery following a rocky launch… it’s not exactly a comparison that Bethesda would be thrilled to see.

There were a few moments in the showcase where I felt that player characters were gazing out over pretty barren, uninteresting landscapes and vistas. For all the proclamations of “if you can see it, you can go there,” if “there” is an empty wasteland, a barren patch of dirt, or a procedurally-generated mountain with nothing at all to see or do… then I’m sure I won’t be alone in saying I don’t think I’ll bother!

A beautifully-rendered but barren-looking planet.

This is perhaps another case of expectations being raised that can’t be met. Starfield may indeed have 1,000 planets to visit – but only a handful are going to be worth visiting, with solid missions, story content, non-player characters, and hand-crafted locales to explore. Maybe I’m wrong, and maybe Bethesda has found a way to take procedural generation to another level. I hope so! But I’m not convinced of that yet.

I was also not thrilled to see two things as the showcase drew to a close: a timed early-access release for players who pay an extra £25/$30, and talk of a “story expansion” already. Bethesda has created some wonderful expansions and pieces of DLC in the past for all of its games… but it’s premature to be talking about that at this juncture. Let’s worry about getting the game released first!

Starfield has a “digital premium edition” with extra content and early access.

There were also some pre-order exclusive costumes and outfits, and I sincerely hope that won’t be a trend that Starfield aggressively pursues. We’ve seen too many single-player, fully-priced games trying to sell microtransactions and cosmetic items via an in-game marketplace, and to me that kind of thing crosses a line. In a free-to-play title, sure. Go for it. But let’s not have that nonsense in Starfield.

So those are my negative takeaways from the showcase, and I wanted to get them out of the way up front! There are concerns about Starfield, and as excited as I am for the game, it’s another one that has firmly earned its place in the “wait for the reviews” column!

But there’s a lot more to say about Starfield, and I have some very positive impressions and takeaways from the showcase that I’d like to share now.

Concept art of a neon marketplace.

First of all, this game is giving me a “Star Trek-meets-Disney World-meets-old-school sci-fi” vibe! The positivity of Star Trek’s exploration-focused future seemed to be present, and as a massive Trekkie I’m all there for that! Bethesda once had the license to make Star Trek games, and I can’t help but feel that in another world we might be looking at Starfield Trek… or should that be Star Trekfield? Maybe one day Paramount will license a game like that! A fan can dream, eh?

If you’ve ever been to Disney World and ridden the likes of Spaceship Earth or visited Tomorrowland, maybe you’ll also pick up on the same feeling that I did. Perhaps it’s because of the aesthetic, perhaps it was the talk of humanity expanding into the stars, but something in the showcase absolutely harkened back to those Disney experiences for me – and I absolutely mean that as a positive thing.

Paging Mr Morrow…

Finally we have Starfield’s deliberately retro look and feel. Described by Bethesda as “NASA-punk,” this visual style takes NASA’s technology as a starting point and looks to a future inspired by those machines and devices – and their aesthetic – in much the same way as the Fallout games take the early ’50s as inspiration. I adore this look, and while there’s more to Starfield’s galaxy than just one visual style, it seems to fit perfectly with the game’s theme of exploration.

Each faction, locale, and/or area of the galaxy looks to have its own distinct aesthetic, too, which is fantastic. In Morrowind, and to an extent in Oblivion as well, different regions of the map and factions were distinct from one another with radically different styles of dress and architecture. This was far less visible in Skyrim, and while there were distinctive looks in Bethesda’s Fallout games too, by and large those titles had their own post-apocalyptic thing going on that tamped down at least some of the potential for creativity and diversity in terms of style. Starfield doesn’t have that – and it was fantastic to see different cities, different factions, and different characters with pretty diverse styles that complimented or clashed with the “NASA-punk” look of the main character and spaceship.

Starfield has a visual style that Bethesda calls “NASA-punk.”

Let’s talk a bit more about spaceships – because this is one area where I’m beyond excited. With the caveat above about the game’s engine being relatively untested in this area, the idea of building, customising, living aboard, and finding a crew for my very own starship is something I literally cannot wait to get stuck into. Starfield is making my knickers moist with anticipation; this is something I’ve been looking for in a game of this type for a long time.

I adore customisation options in practically any game, and there have been some fun games with base-building elements. Going way back, there are even games like Star Trek: Starship Creator, which, while limited by the technology of the time, were an absolute blast to get stuck into. But being able to build and customise a ship, recruit a crew, and then take that ship on untold adventures in a Bethesda sandbox… I can hardly think of anything more appealing in any video game that has ever been announced in the history of ever!

Spaceship!

At first it seemed as if this feature might be akin to Fallout 4′s settlement-building in the sense that it would feel tacked-on, and like a part of gameplay that could be sidelined or even ignored. And I suppose some players will choose to do the bare minimum when it comes to spaceship customisation, putting their focus into the story or into side-missions. But from what we saw in the showcase – and again, with the caveat that all of this is heavily-edited marketing bumf – it looks like the player’s ship is going to be an integral part of the game. Maintaining it, upgrading it, and finding a good crew will all have tangible effects on gameplay – making space battles easier to win and potentially even unlocking new areas of the galaxy and new planets to explore.

It seems as though there will be a choice of crewmates; this isn’t a Mass Effect situation where there are only handful of characters who could join the squad. Bethesda games have had companions in the past, but I usually found them to be quite limited in what they could do. If each member of the crew brings skills with them when they join up, that completely reframes the entire concept of companions – and makes it way more interesting. That at least some of these people can be found randomly out in the wild is even more enticing!

Ship customisation looks amazing.

My excitement about building my own starship extends to the colony/base-building feature, too. Again, this looks like a ton of fun, and provided that there are enough customisation options – and that things like colours can be changed inside as well as out – it will be an absolute blast to get stuck into. Being able to set up a base on a random planet or moon… again, I feel like this is as close as I’m ever going to get to living out my Star Trek/Disney/retro-sci-fi fantasy!

The game’s character customiser looked good – but as I said above, facial hair seems not to be as well-done in Starfield as we’ve seen it in other modern titles. That’s unlikely to affect my own custom character, but it’s worth noting regardless. I don’t think the character creator will quite match the likes of Cyberpunk 2077, which probably has the best on the market right now, but it should be a solid next-gen improvement over even Fallout 4, which had been Bethesda’s best to date. As long as I have a decent range of options to pick from, I daresay I’ll be satisfied!

The character creator. Note the low-quality facial hair.

Starfield will have two different kinds of combat: ship-to-ship in space and first/third-person on the ground. It can be difficult to tell from compressed video how well these will work, but the signs from the showcase were positive – at least as far as I can tell. Some of Starfield’s combat looked positively Doom-like – thanks, no doubt, to support from Doom developer (and fellow ZeniMax studio) id Software. Gunplay looked fast-paced and fluid, and I even caught a glimpse of some melee weapons in the mix, too.

Combat – and especially firearm combat – had been a bit of a concern. In the Fallout series, the VATS system, which essentially paused gameplay to allow for targeting, went a long way to covering up some decidedly average or even sub-par gunplay. This came to the fore with Fallout 76, which as an online multiplayer title couldn’t implement VATS in the same way. Gunplay in Starfield looks a million miles away from the lacklustre shooting seen in Fallout 76, which is fantastic.

Melee weapons are present in Starfield.

Ship-to-ship space combat reminded me of Everspace 2 and even No Man’s Sky in the way it appeared at the showcase. That’s a compliment – as both games are easy to get to grips with! For players who want to focus less on spaceship battles and more on piloting and exploration, or who see going to space as merely a way to travel to the next destination, ensuring that these combat sequences don’t feel awkward and annoying is a must. I can think of a fair few titles where these kinds of sequences could feel like they got in the way – and I hope Starfield won’t be one of them!

Having gone to all of the trouble of customising and stocking up my ship, it’ll be a treat to see it zooming around in space! If the ship-to-ship combat is as fun and fluid as the first-person shooting looks set to be, then I think this aspect of the game will be fantastic, too. Again, diversity and player choice are on full display here: piracy is an option, raiding other ships. Trading and even smuggling are available, too. And of course, exploration! It sounds like there will be a ton of different ways to use these ships – and yes, that’s ships plural, as it was confirmed that players can acquire more than one vessel.

A spaceship in orbit of a planet.

After the disappointment of Fallout 76′s big, empty world, it was phenomenal to see so many non-player characters milling around. Several of the locales shown off in the showcase look like big, bustling cities, filled to the brim with people. Smaller settlements also seemed to be populated, and as mentioned above, some of these characters can be recruited to join the crew. I don’t know how many potential crewmates there are, but it was implied to be a decent number.

Characters are at the heart of any story, and Bethesda has created some incredibly fun and memorable characters over the years. I’m genuinely looking forward to seeing what they’ve done in the sci-fi space, and all the different kinds of people we might meet. We’ve already seen some of the members of the Constellation organisation – but in a galaxy filled with corporations, pirates, colonists, independent worlds, and so on… there should be a lot of people to meet!

Sarah Morgan is one of the members of the Constellation organisation.

Starfield’s main storyline is still under wraps, but we got a few tidbits of information at the showcase. The Constellation organisation appears to be in decline, and the player character had a unique connection with an artefact of unknown origin – possibly created by ancient aliens. This idea seems like something that has the potential to be fun and engaging! But as with other Bethesda games, the main quest is sure to be only a small part of what Starfield has to offer.

I first played Morrowind more than twenty years ago, shortly after it was released here in the UK. In that time I’ve returned to the game on multiple occasions – but I still to this day haven’t seen everything or beaten every side-quest. That’s the kind of scope we’re talking about here, and with Starfield promising to be Bethesda’s biggest game ever, there are bound to be factions to join, side-missions to complete, and entire quest lines that are of comparable length to the game’s main story. For many folks – myself included – this is the appeal of Bethesda titles, and thus is the true appeal of Starfield.

Who’s this and what’s his story?

All of the usual Bethesda skills and perks looked to be present in Starfield – along with plenty of new ones, too. Character customisation goes way beyond appearance, and from what we saw in the showcase, players are going to be able to really decide what kind of person they want to be in this sci-fi world – and what kind of gameplay they want to have! I noted options that build up stealth, physical attributes, weapons, engineering, piloting, charisma, and more. And as in any RPG, choosing one set of skills or perks will mean others aren’t available – making Starfield a game with huge replayability potential.

I like tinkering with stats in a good role-playing game, and I hope that Starfield’s skills and perks will be both fun to use and will have a meaningful impact on the game. Some games rightly attract criticism for skills and stats having little functional effect on gameplay – though Bethesda has usually managed to get this right. There were some interesting and unique-sounding skills and perks in the mix, too, including some that seemed to unlock potential characters, dialogue options, and story elements.

Part of the skills menu.

So we’ll have to wrap things up, because this is already running long!

I’m trying hard to suppress as much of my hype and excitement for Starfield as possible. Not only are there concerns about the game engine, Bethesda’s reputation for bugs and glitches, pre-order and monetisation shenanigans, and other things on the technical side, but there’s a very real danger that Bethesda is overplaying its hand. Starfield is being pitched as a kind of genre-busting, once-in-a-lifetime experience… and many players may find themselves falling back to Earth with a thud if the game can’t live up to those impossible expectations.

There are going to be limits to customisation, procedurally-generated locations that may be barren, bland, and less exciting than we’d hoped for, and constraints on what’s possible in terms of both gameplay and story. Both Bethesda and Xbox have track records of poor launches, with Fallout 76 being an unparalleled disaster in 2018, and Redfall being a total mess earlier this year. So there are solid reasons to place Starfield in the “wait for the reviews” category!

Concept art of an outpost or spaceship.

But at the same time, I can’t help myself. A friend of mine recently suggested that Starfield might just be “the best video game that either of us will ever play,” and I can’t argue with their assessment. If Starfield lives up to the hype and the expectations that Microsoft and Bethesda are setting, then it almost certainly will be one of my favourite gaming experiences of the last few years – if not of all-time. I’ve been waiting for a game like this; one that promises to be multiple games with multiple gameplay mechanics all rolled into one.

The showcase did its job, in my view. It succeeded at getting me incredibly excited for Starfield, a title that was already close to the top of my most-anticipated games list. Part of me is saying “please delay it if it needs it!” But another huge part of me wants nothing more than to get my hands on Starfield right now! I don’t think I’ve been this excited about an upcoming game since Morrowind.

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Maybe we should calm down about Phantom Liberty…

Spoiler Warning: Minor spoilers are present for Cyberpunk 2077.

Although the game was blighted by an appalling launch and received plenty of thoroughly-deserved criticism – including from yours trulyCyberpunk 2077 managed to pull off a somewhat decent recovery. The bugs and glitches have largely been fixed, and at time of writing, the game is in a playable state. Finally.

In fact, development on Cyberpunk 2077 has been going so well that CD Projekt Red is now ready to show off the game’s first major expansion: Phantom Liberty. The DLC will add a new area of the map, a new questline, new characters, and more. Fans of the game are already getting excited, and pre-orders for Phantom Liberty are now available. On Steam, the expansion has quickly become one of the platform’s top sellers – and that’s probably going to be the case on other platforms and storefronts, too.

But let’s cool our jets, shall we?

Motorbike versus mech.

Pre-ordering practically any game isn’t a good idea, especially if it’s a digital download with absolutely no danger of scarcity. The tactics corporations have resorted to in order to encourage pre-orders – like exclusive in-game content or even early access – are pretty shady, too. Pre-ordering made sense back when games were sold on cartridges or discs in brick-and-mortar shops on the high street, but it doesn’t any more.

And let’s not forget which game Phantom Liberty is an add-on for. Cyberpunk 2077 was broken to the point of being unplayable at launch, especially on last-gen consoles, and it took a long time for developers CD Projekt Red to get it running properly. Or, to put it another way: they released the game before they’d actually finished making it, and it took months of additional development time to actually do the job that should have been done before the game’s catastrophic launch in December 2020.

A mission in the base game.

I’m disappointed to see that Phantom Liberty is beginning to attract the same level of hype as Cyberpunk 2077 did. Have players learned nothing from what happened? Perhaps we’re all just gluttons for punishment, because if Phantom Liberty starts racking up pre-orders… then I don’t even know what to say. Players will deserve any and all future broken-at-launch, “release now, fix later” games.

I don’t hate Cyberpunk 2077. By the time I got around to playing it in full, the majority of its most egregious bugs and glitches had been fixed, and while the gameplay itself was nothing to write home about – and was actually outdated in more ways than one – it was a visually attractive title, its open world was densely-packed and fun to explore, and it had a solid, engaging story that I was happy to follow to its conclusion. While I wouldn’t ever rate it in my “top games of all-time,” it was decent. An above-average title for sure.

And if you want to know more about my own hands-on experience with Cyberpunk 2077, you can read my thoughts on the game by clicking or tapping here.

Johnny Silverhand looks out over Night City.

Additionally, when CD Projekt suffered a cyber attack in 2021, I even defended the company, saying that the hack it had fallen victim to was nothing to celebrate. So I hope you understand that I’m not approaching this topic as some kind of dyed-in-the-wool “hater” of either Cyberpunk 2077 or the corporation that developed and published it.

Instead, I’m trying to be the voice of reason! Outside of a very small number of cases, pre-ordering just isn’t a good idea any more. And when looking at the absolute abomination that was Cyberpunk 2077 when it launched, how anyone could think pre-ordering Phantom Liberty is a good idea is beyond me. If there was ever a release that warranted a “wait for the reviews” approach, it’s this one.

A marketplace.

I absolutely want Phantom Liberty to be good. The trailer was genuinely interesting, and while a “save the President” story isn’t exactly original, I’d be up for a return to the dystopian world that Cyberpunk 2077 built. Expanding the game’s map is a neat idea, too, and the trailer even seemed to tease some kind of tie-in with the main story. All of these things seem like they have potential.

But I won’t be pre-ordering Phantom Liberty. I won’t be picking it up on release day, either. Instead, I’m going to take the “wait and see” approach that CD Projekt Red has done so much to earn. If reviews look promising, and if the game launches in a bug-free state, I’ll absolutely consider picking it up this autumn. For £25 here in the UK (and I assume $30 or so in the US), it feels like a good buy – and one I can almost certainly find room for in my budget.

New characters Alex and Reed.

But that’s only if Phantom Liberty arrives without the problems that plagued Cyberpunk 2077. I’d hope that CD Projekt Red would have learned the lessons of that disaster – especially as it saw the company’s share price take a big hit. But companies are manipulative, and CD Projekt Red has a track record of lying and dishonesty that must be taken into account. The expansion was recently shown off at Summer Game Fest – but its trailer was carefully edited, and journalists and influencers who got their hands on the game only got to spend about an hour with it… and were only allowed to show off pre-made footage that CD Projekt Red gave them.

None of these points need to be problems on their own. But in the context of Cyberpunk 2077′s launch, I confess a degree of scepticism. I hope it’s entirely unwarranted – truly, I do. I want Phantom Liberty to be fun, exciting… and fully-playable. But I also wanted that of the base game, and the truth is that it took well over a year before it was in that position.

Before Cyberpunk 2077 had even released, I warned here on the website about the dangers of hype. I said then that I was certain that excitement for the game was out-of-control, and that CD Projekt Red’s marketing was failing to handle the situation appropriately. As we gear up for Phantom Liberty, let’s try not to repeat those mistakes.

Cyberpunk 2077: Phantom Liberty will be released on PC, PlayStation 5, and Xbox Series consoles in September, and the base game is out now. Cyberpunk 2077 is the copyright of CD Projekt Red. Some promotional screenshots and artwork courtesy of CD Projekt and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten of my gaming pet peeves

A couple of years ago, I put together two lists of things I really dislike about modern video games – but somehow I’ve managed to find even more! Although there’s lots to enjoy when it comes to the hobby of gaming, there are still plenty of annoyances and dislikes that can detract from even the most pleasant of gaming experiences. So today, I thought it could be a bit of fun to take a look at ten of them!

Several of these points could (and perhaps one day will) be full articles or essays all on their own. Big corporations in the video games industry all too often try to get away with egregiously wrong and even malicious business practices – and we should all do our best to call out misbehaviour. While today’s list is somewhat tongue-in-cheek, there are major issues with the way big corporations in the gaming realm behave… as indeed there are with billion-dollar corporations in every other industry, too.

Gaming is great fun… but it has its annoyances!

That being said, this is supposed to be a bit of fun. And as always, I like to caveat any piece like this by saying that everything we’re going to be talking about is nothing more than one person’s subjective take on the topic! If you disagree with everything I have to say, if you like, enjoy, or don’t care about these issues, or if I miss something that seems like an obvious inclusion to you, please just keep in mind that all of this is just the opinion of one single person! There’s always room for differences of opinion; as gamers we all have different preferences and tolerance levels.

If you’d like to check out my earlier lists of gaming annoyances, you can find the first one by clicking or tapping here, and the follow-up by clicking or tapping here. In some ways, this list is “part three,” so if you like what you see, you might also enjoy those older lists as well!

With all of that out of the way, let’s jump into the list – which is in no particular order.

Number 1:
Motion blur and film grain.

Film grain and motion blur options in Ghostwire Tokyo.

Whenever I boot up a new game, I jump straight into the options menu and disable both motion blur and film grain – settings that are almost always inexplicably enabled by default. Film grain is nothing more than a crappy Snapchat filter; something twelve-year-olds love to play with to make their photos look “retro.” It adds nothing to a game and actively detracts from the graphical fidelity of modern titles.

Motion blur is in the same category. Why would anyone want this motion sickness-inducing setting enabled? It smears and smudges even the best-looking titles for basically no reason at all. Maybe on particularly underpowered systems these settings might hide some graphical jankiness, but on new consoles and even moderately good PCs, they’re unnecessary. They make games look significantly worse – and I can’t understand why anyone would choose to play a title with them enabled.

Number 2:
In-game currencies that have deliberately awkward exchange rates.

Show-Bucks bundles in Fall Guys.

In-game currencies are already pretty shady; a psychological manipulation to trick players into spending more real money. But what’s far worse is when in-game currencies are deliberately awkward with their exchange rates. For example, if most items on the storefront cost 200 in-game dollars, but I can only buy in-game dollars in bundles of 250 or 500. If I buy 250 in-game dollars I’ll have a few left over that I can’t spend, and if I buy 500 then I’ll have spent more than I need to.

This is something publishers do deliberately. They know that if you have 50 in-game dollars left over there’ll be a temptation to buy even more to make up the difference, and they know players will be forced to over-spend on currencies that they have no need for. Some of these verge on being scams – but all of them are annoying.

Number 3:
Fully-priced games with microtransactions.

The in-game shop in Diablo IV.

If a game is free – like Fortnite or Fall Guys – then microtransactions feel a lot more reasonable. Offering a game for free to fund it through in-game purchases is a viable business model, and while it needs to be monitored to make sure the in-game prices aren’t unreasonable, it can be an acceptable way for a game to make money. But if a game costs me £65 up-front, there’s no way it should include microtransactions.

We need to differentiate expansion packs from microtransactions, because DLC that massively expands a game and adds new missions and the like is usually acceptable. But if I’ve paid full price for a game, I shouldn’t find an in-game shop offering me new costumes, weapon upgrades, and things like that. Some titles absolutely take the piss with this, too, even including microtransactions in single-player campaigns, or having so many individual items for sale that the true cost of the game – including purchasing all in-game items – can run into four or even five figures.

Number 4:
Patches as big as (or bigger than) the actual game.

No patch should ever need to be this large.

This one kills me because of my slow internet! And it’s come to the fore recently as a number of big releases have been buggy and broken at launch. Jedi: Survivor, for example, has had patches that were as big as the game’s original 120GB download size – meaning a single patch would take me more than a day to download. Surely it must be possible to patch or fix individual files without requiring players to download the entire game all over again – in some cases more than once.

I’m not a developer or technical expert, and I concede that I don’t know enough about this topic on a technical level to be able to say with certainty that it’s something that should never happen. But as a player, I know how damnably annoying it is to press “play” only to be told I need to wait hours and hours for a massive, unwieldy patch. Especially if that patch, when fully downloaded, doesn’t appear to have actually done anything!

Number 5:
Broken PC ports.

This is supposed to be Joel from The Last Of Us Part 1.

As I said when I took a longer look at this topic, I had hoped that broken PC ports were becoming a thing of the past. Not so, however! A number of recent releases – including massive AAA titles – have landed on PC in broken or even outright unplayable states, plagued by issues that are not present on PlayStation or Xbox.

PC is a massive platform, one that shouldn’t be neglected in this way. At the very least, publishers should have the decency to delay a PC port if it’s clearly lagging behind the console versions – but given the resources that many of the games industry’s biggest corporations have at their disposal, I don’t see why we should accept even that. Develop your game properly and don’t try to launch it before it’s ready! I’m not willing to pay for the “privilege” of doing the job of a QA tester.

Number 6:
Recent price hikes.

It must be some kind of visual metaphor…

Inflation and a cost-of-living crisis are really punching all of us in the face right now – so the last thing we need are price hikes from massive corporations. Sony really pissed me off last year when they bragged to their investors about record profits before turning around literally a matter of weeks later and announcing that the price of PlayStation 5 consoles was going to go up. This is unprecedented, as the cost of consoles usually falls as a console generation progresses.

But Sony is far from the only culprit. Nintendo, Xbox, Activision Blizzard, TakeTwo, Electronic Arts and practically every major corporation in the games industry have jacked up their prices over the last few years, raising the basic price of a new game – and that’s before we look at DLC, special editions, and the like. These companies are making record-breaking profits, and yet they use the excuse of “inflation” to rip us off even more. Profiteering wankers.

Number 7:
The “release now, fix later” business model is still here.

The player character falling through the map in Star Wars Jedi: Survivor.

I had hoped that some recent catastrophic game launches would have been the death knell for the “release now, fix later” business model – but alas. Cyberpunk 2077 failed so hard that it got pulled from sale and tanked the share price of CD Projekt Red… but even so, this appalling way of making and launching games has persisted. Just in the first half of 2023 we’ve had titles like Hogwarts Legacy, Redfall, Jedi: Survivor, Forspoken, and The Lord of the Rings: Gollum that arrived broken, buggy, and unplayable.

With every disaster that causes trouble for a corporation, I cross my fingers and hope that lessons will be learned. But it seems as if the “release now, fix later” approach is here to stay. Or at least it will be as long as players keep putting up with it – and even defending it in some cases.

Number 8:
Day-one DLC/paywalled day-one content.

An example of a “digital deluxe edition” and its paywalled content.

It irks me no end when content that was clearly developed at the same time as the “base version” of a game is paywalled off and sold separately for an additional fee. The most egregious example of this that comes to mind is Mass Effect 3′s From Ashes DLC, which was launched alongside the game. This DLC included a character and missions that were completely integrated into the game – yet had been carved out to be sold separately.

This practice continues, unfortunately, and many modern titles release with content paywalled off, even if that content was developed right along with the rest of the game. Sometimes these things are designed to be sold as part of a “special edition,” but that doesn’t excuse it either. Even if all we’re talking about are character skins and cosmetic content, it still feels like those things should be included in the price – especially in single-player titles. Some of this content can be massively overpriced, too, with packs of two or three character skins often retailing for £10 or more.

Number 9:
Platform-exclusive content and missions.

Spider-Man was a PlayStation-only character in Marvel’s Avengers.

Some titles are released with content locked to a single platform. Hogwarts Legacy and Marvel’s Avengers are two examples that come to mind – and in both cases, missions and characters that should have been part of the main game were unavailable to players on PC and Xbox thanks to deals with Sony. While I can understand the incentive to do this… it’s a pretty shit way of making money for a publisher, and a pretty scummy way for a platform to try to attract sales.

Again, this leaves games incomplete, and players who’ve paid full price end up getting a worse experience or an experience with less to do depending on their platform of choice. That’s unfair – and it’s something that shouldn’t be happening.

Number 10:
Pre-orders.

Cartman from South Park said it best:
“You know what you get for pre-ordering a game? A big dick in your mouth.”

Pre-ordering made sense – when games were sold in brick-and-mortar shops on cartridges or discs. You wanted to guarantee your copy of the latest big release, and one way to make sure you’d get the game before it sold out was to pre-order it. But that doesn’t apply any more; not only are more and more games being sold digitally, but even if you’re a console player who wants to get a game on disc, there isn’t the same danger of scarcity that there once was.

With so many games being released broken – or else failing to live up to expectations – pre-ordering in 2023 is nothing short of stupidity, and any player who still does it is an idiot. It actively harms the industry and other players by letting corporations get away with more misbehaviour and nonsense. If we could all be patient and wait a day or two for reviews, fewer games would be able to be launched in unplayable states. Games companies bank on a significant number of players pre-ordering and not cancelling or refunding if things go wrong. It’s free money for them – and utterly unnecessary in an age of digital downloads.

So that’s it!

A PlayStation 5 console.

We’ve gone through ten of my pet peeves when it comes to gaming. I hope this was a bit of fun – and not something to get too upset over!

The gaming landscape has changed massively since I first started playing. Among the earliest titles I can remember trying my hand at is the Commodore 64 title International Soccer, and the first home console I was able to get was a Super Nintendo. Gaming has grown massively since those days, and the kinds of games that can be created with modern technology, game engines, and artificial intelligence can be truly breathtaking.

But it isn’t all good, and we’ve talked about a few things today that I find irritating or annoying. The continued push from publishers to release games too early and promise patches and fixes is particularly disappointing, and too many publishers and corporations take their greed to unnecessary extremes. But that’s the way the games industry is… and as cathartic as it was to get it off my chest, I don’t see those things disappearing any time soon!

All titles mentioned above are the copyright of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.