Bethesda Rumour Roundup!

Over the past couple of months, leading up to and in the immediate aftermath of the big Xbox Games Showcase presentation, I’ve been hearing rumours about Bethesda Game Studios. Today, I wanted to get into some of what I’ve heard – and debunk a couple of commonly-repeated rumours, too!

Bethesda was notably absent from Xbox’s big summer presentation, with no mention of either Starfield or the upcoming Elder Scrolls VI. To be blunt with you: I’m not surprised that either of those games were absent. In fact, I’d probably have been more surprised if Todd Howard had toddled out onto the stage to make a big pitch! The Elder Scrolls VI is – as we’ll get into in more detail in a moment – still multiple years away from release, and Bethesda has already been burned by its way-too-early announcement. And Starfield? Well, let’s talk about that.

Screenshot of Starfield (2023) first person view, aboard a spaceship.
What – if anything – is next for Starfield?

When Starfield wasn’t so much as mentioned at the Xbox Games Showcase, I saw a lot of folks overreacting. “Starfield is being abandoned!” said one. “Bethesda is ignoring it and moving on!” cried another. While I agree with the overall sentiment that Starfield underwhelmed in terms of both critical reception and sales, and is certainly in trouble, I don’t believe that we need to write its obituary quite yet. Let me explain why.

Starfield is, according to solid insider information, getting a PlayStation 5 port in the not-too-distant future. I wouldn’t be shocked to hear talk of a potential Switch 2 port, too, but that’s much more speculative on my part. But Microsoft and Xbox wouldn’t want to announce this news at their event; it’s like saying “you might as well just buy a PS5!” Instead, it seems much more likely to me that Starfield will be announced for PlayStation 5 later in the year – almost certainly in time for Christmas. Alongside that announcement may well be another piece of DLC.

Promo image of a PlayStation 5 console and control pad.
Starfield may be landing on PS5 soon…

Starfield hasn’t yet had a standalone expansion pack that Microsoft can really use to measure its future prospects. By that I mean that Shattered Space was sold as part of Starfield’s premium edition bundle, which players needed to buy if they wanted to play the game on its real release date in 2023 instead of a week later. Many folks who may have switched off from Starfield already paid for Shattered Space, even if they didn’t play it, and the expansion’s standalone sales in 2024 will be impacted by that. I feel absolutely convinced that Bethesda has enough in the tank for one last Starfield push – and a second expansion pack is certainly gonna be a part of that.

If Bethesda and Xbox have good sense, they’ll announce a PlayStation 5 “deluxe edition” port of Starfield, including not only Shattered Space but also the new DLC, as well as a similar release of the bundle for Xbox and PC. I’d imagine this DLC will be later this year; Shattered Space was in the autumn, so expect anywhere from September to November for this DLC. Some have pointed to Bethesda tradmarking the name “Starborn;” that could be the next DLC’s title.

Screenshot of Starfield (2023) showing the player hitting an invisible wall.
“You cannot go that way.”

So Starfield should be getting a second piece of DLC and a PS5 launch – with a potential Switch 2 port if things go well. But things are not going well right now, and Starfield is really in the last chance saloon. Failure to light up the board on PS5, and/or another poorly-received expansion pack will almost certainly lead to the game being quietly abandoned. There might still be occasional patches to fix major bugs and issues, but if Starfield doesn’t get its redemption arc soon, there really won’t be any point in Microsoft greenlighting even more money on the game’s continued support.

So Starfield isn’t dead… yet. We’ll have to see whether the next DLC addresses the game’s many issues, and whether it’s as big and transformative as it needs to be. Starfield needs something on the scale of Cyberpunk 2077′s Phantom Liberty, as I’ve said before. Whether Bethesda can even do something like that, though… well, we’ll find out later in the year, perhaps.

Steam DB's player numbers for Starfield as of October 2024.
Reviews for Starfield on Steam have been mixed, and the game’s former players didn’t show up in big numbers for Shattered Space.

Up next is The Elder Scrolls VI. I’ll level with you: I’m astonished that anyone thought they’d see this game at the Xbox Games Showcase this year. Some super-fans are still clinging to the desperate “cope” that The Elder Scrolls VI is coming out next year. It isn’t. It simply is not. It’s way too early in its development cycle – a cycle that has only lengthened over time. No, The Elder Scrolls VI might – if Bethesda pushes and Microsoft is okay with a buggy mess – make a late 2027 release date. But realistically, I still think 2028 or even 2029 are more likely.

Starfield took five full years of work. There were changes to Bethesda’s creaking, zombified, thirty-year-old game engine which took up some of that time, sure, but the game still took five years to make and polish. Microsoft insisted on a year-long delay which was largely spent on bug fixing; I shudder to think what Starfield might’ve looked like if it had been pushed out on its original release date! But why, then, have some folks convinced themselves that The Elder Scrolls VI will be ready in half the time? Bethesda hasn’t been working on the game since 2018; development only started in earnest after Starfield’s release in late 2023, and realistically, a significant portion of Bethesda’s team was still assigned to Starfield for several months after, working on hotfixes, patches, and DLC.

Still frame from the Bethesda Games event in June 2018 showing Todd Howard.
Todd Howard announced The Elder Scrolls VI seven years ago.

So let’s be bold and make a prediction: you will not see The Elder Scrolls VI this year. Not a teaser, not a trailer, not concept art… nothing. You probably won’t see any of that stuff next year, either, unless Microsoft has supreme confidence in the game and its ability to make a 2027 release date. The Elder Scrolls VI is still a ways off and it needs time in the oven. And there’s another potential wrinkle in this equation, too: the Oblivion remaster that was released earlier this year.

This is a little technical, but bear with me. Oblivion was remastered using a process that combined two different game engines. Oblivion’s original code is still there, running on Gamebryo/the Creation Engine. But layered on top of that is Unreal Engine 5, which renders the game’s graphics. This process has led to Oblivion looking absolutely fantastic, by the way… so might Bethesda want to implement the same technology into The Elder Scrolls VI? I mean, it would be pretty awkward if the game launches and people begin comparing it unfavourably to the Oblivion remaster! If Bethesda does choose to go down that route, that could add to the game’s development time – and it’s something Bethesda may not have even considered until recently.

Promo screenshot of The Elder Scrolls IV: Oblivion Remaster.
The Oblivion remaster adds Unreal Engine 5 graphics to the game’s original code.

There is one additional consideration here, one that could bump up The Elder Scrolls VI’s release date a little. It seems that Microsoft may be intending to launch new hardware in 2027 – and you could hardly get a better-sounding launch title than the sequel to Skyrim! Microsoft might want The Elder Scrolls VI to be the new Xbox console’s “killer app;” a system-seller that could potentially outmanoeuvre PlayStation. If that’s the case, maybe the 2027 holiday season could be a targetted release window.

Finally, there’s talk of a remaster of Fallout 3 using the same process as Oblivion. With a new season of the Fallout TV series officially on the schedule for December this year – a mere six months from now – could we see that remaster sooner than we think? Timing it to coincide with the new season would be perfect, if Bethesda and partner Virtuos could manage it. It might be a tall order to release the Fallout 3 remaster so soon after the Oblivion remaster, though! Still, there could be news of that game sometime around the holidays, as hype for the show’s second season builds.

Still frame from the Fallout TV series showing Lucy.
Could a potential Fallout 3 remaster be released in time for the show’s second season?

So that’s it for now. Those are the Bethesda rumours I keep hearing – and my response to them!

I’ve been a Bethesda fan since I played Morrowind on the original Xbox back in 2002. I still consider that game to be one of the best I’ve ever played, and I’ve enjoyed other Bethesda titles in the Elder Scrolls and Fallout franchises, too. But I’ll be honest with you… I’m not excited about anything the studio has on the slate right now. Starfield’s absolutely appalling microtransaction marketplace – which feels like something from a shitty free-to-play mobile game – speaks volumes about the company’s current direction and how they view their audience. Even if The Elder Scrolls VI looks great, and even if Starfield were to get a miraculous new update and expansion that completely transformed the game… I just don’t want to support that kind of behaviour in the single-player space.

Look around at other single-player role-playing games. Baldur’s Gate 3, Cyberpunk 2077, Kingdom Come: Deliverance… none of them have the kind of egregious in-game marketplace and paid mods that come baked-in with Starfield. If you think The Elder Scrolls VI will be spared the same fate, well… I wouldn’t bet on it. Bethesda has been trying to implement these kinds of paid mods and microtransactions for years, and I don’t see the company being persuaded to stop now.

Screenshot of Starfield (2023) showing the in-game microtransaction store.
Words cannot express how much I hate this.

Whether you’re okay with that… that’s up to you. For me, at the very least it’s reined in my potential hype or excitement for The Elder Scrolls VI. And even if Starfield were to get that Phantom Liberty-sized DLC that it desperately needs, if the microtransactions and paid mods remain in place, I’m still not inclined to play it or support it. It’s sad, because Bethesda used to be one of my favourite developers and, as I said, they created one of my favourite games of all-time. But this greed… it’s just sickening, to be honest with you.

Anyway, we got a little off-topic there at the end, but I think I said everything I wanted to about The Elder Scrolls VI and Starfield based on the rumours I keep hearing! I hope this has been interesting, at any rate. A lot of this is speculative, but I’m fairly confident about most of my predictions and my analysis!

Until next time!


Starfield and The Elder Scrolls IV: Oblivion Remastered are out now for PC and Xbox Series consoles. All titles discussed above are 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.

The Xbox Price Hike

I’ve been critical of PlayStation and Nintendo in recent months for unnecessarily jacking up the prices of their consoles and games – and now it’s Xbox’s turn. If you haven’t heard, the prices of Xbox consoles, Xbox games, and most Xbox accessories are rising, coming hot on the heels of a significant price hike in Xbox’s Game Pass subscription service.

Don’t believe the lies: this isn’t because of “tariffs” or “inflation” – if anything, these price hikes are a cause of, not a reaction to, inflation. Xbox, like Nintendo and PlayStation before them, planned to jack up their prices months or even years ago. The latest economic turmoil may be a convenient excuse and shield – just like covid, “supply chain issues,” and inflation were a few years ago – but they aren’t the real reasons. The real reason is simple: greed.

Xbox consoles, games, and accessories just got a lot more expensive.

Not even two days ago, at the end of April, Microsoft bragged to investors on an earnings call about how well their Xbox brand and gaming division were performing. Where PlayStation, Nintendo, and other big players in the industry have been mostly stagnant for a couple of years, Xbox enjoyed significant growth – leading to higher than expected profits. Microsoft attributes this to the successes of Game Pass, the Call of Duty series, and Minecraft – the latter of which is probably connected to the release of A Minecraft Movie in cinemas.

The news caused Microsoft’s share price to rise, dragging up other related tech companies at a time when the stock market has been on a downward trend. Partly thanks to the continued success and growth of Xbox, Microsoft is now worth well over $3 trillion – that’s trillion, with a T. In spite of making record profits and enjoying growth that other gaming companies are struggling to maintain, less than two days later Microsoft has turned around and told customers and families that we’re going to have to pay significantly more for their products. They’re too expensive to make in these “challenging economic times.”

Microsoft boasted about ever-growing profits – including in its gaming business – mere hours before this announcement.
Image: Microsoft Investor Relations

Although these price hikes will have been planned months or years in advance, the timing of this announcement is – at least in my opinion – connected to the Nintendo Switch 2 situation that we talked about last month. Nintendo may have been roundly criticised for its announcement that games like Mario Kart World will cost $80/£75… but that doesn’t seem to have impacted pre-orders all that much at this stage. In fact, Nintendo announced record pre-order numbers at least in Japan, and as I suggested would happen, the vocal backlash to Nintendo’s announcement hasn’t been met with a comparable “boycott” or even a noticeable decrease in sales.

The same must be true of Sony and PlayStation. PlayStation consoles rose in price not that long ago, and the PlayStation 5 Pro became one of the most expensive pieces of hardware ever when it launched last year. But despite generating online protests, Sony’s devices and games have continued to sell – leading to the company making record profits in 2024. In that environment, Microsoft might as well join in, right? From a business and financial perspective, they’d be silly not to – it’s like leaving money on the table.

Nintendo was the first company to announce an $80/£75 game last month.

But for those of us who live in the real world, where incomes haven’t risen in line with inflation and where government help is harder to come by than ever, it’s a pretty tough pill to swallow. Nintendo and Xbox may claim at this stage that only “some” games will be priced at $80/£75 going forward, but that’s unlikely to hold for very long. Less than five years after the base price of games already went up by $10, another permanent price hike is happening. And if speculation about Grand Theft Auto VI turns out to be true, this might not be 2025’s only price rise. As I said when discussing the Nintendo Switch 2 situation just a couple of weeks ago: by this time next year, $90 or even $100 could be the asking price for AAA games across the board.

“But game development is expensive!” Or so goes the whiny retort from corporate sell-outs. Here’s my problem with that: if your corporation has literally never made more profit before in its existence, as is the case for Sony, Nintendo, and Microsoft… that argument is dog shit. The same corporate suits can’t brag to investors and shareholders about how much money they’re making, then in the very next breath plead poverty to consumers and players. It doesn’t work like that – you gotta choose one or the other. If these companies were genuinely struggling to keep the lights on, I guess I’d be more receptive to that kind of argument. But when you see the financial reports and hear how eagerly the vacuous suits boast of their financial success, it’s pretty grating to be told that selling games for an already-inflated price is somehow “unaffordable.”

Microsoft brags about profits one minute then tries to plead poverty the next.

I said this several years ago, but here we go again: there really shouldn’t be a “cost of living crisis.” What we have is a “cost of greed crisis,” where almost every major corporation is making more money than ever, but they continue to jack up their prices to squeeze even more profit out of overstretched and overburdened people. It’s not because of “tariffs,” it’s not because of some nebulous concept of “inflation,” it’s pure and simple greed. And it’s disgusting.

That’s the lens through which I see Xbox’s price hike – and Nintendo’s and PlayStation’s, too.

The problem is that those three companies have an effective monopoly on the console gaming space. And while I’d never want to libel anyone by suggesting the executives at all three corporations are colluding to rig the market and raise prices… I wouldn’t put it past them. And if Xbox follows Nintendo’s lead and raises its prices to match – with Sony presumably set to do the same thing soon, too – what’s the difference? The end result is the same for those of us who just want to play a game or two.

Corporate greed is to blame.

The reality is that, even with disruption to the stock market and a potential recession looming, Microsoft and Xbox could’ve easily absorbed any financial impacts and still turned a very healthy profit. Nintendo could’ve done the same – even if it meant making a net loss on individual Switch 2 consoles in North America, the company would remain profitable. These price rises are a choice, one driven by corporate greed.

The main reason why I criticised PlayStation for hiking up the price of its consoles was because of how unusual a mid-generation price hike is. And Xbox is now firmly in the same camp. The trend for decades has been that consoles and games get less expensive as time goes on, not more. This console generation may have had some great games, but in many ways it’s been underwhelming. There’s been far less innovation, with corporations largely choosing to play it safe. There hasn’t been much by way of graphical improvement, thanks to companies choosing to launch many of their biggest titles on last-gen hardware. And there are fewer and fewer console exclusives – especially on Xbox’s side.

Most of Xbox’s biggest brands and games are available on other platforms.

With all of that in mind, is an Xbox Series S worth the new price of $400/£300? And is a Series X worth $600/£500? When the majority of the consoles’ price hikes are going directly into the pockets of investors, shareholders, and executives – and not to the people who are actually developing games – I’d say no. Absolutely not.

At the end of the day, as consumers we’re pretty stuck. If you want a home console, there are only three names in town – and they’re all jacking up their prices. If you want a brand-new game, from here on out they’re gonna cost $80/£75 at a minimum. Gaming just got a whole lot more expensive for no good reason.


All brands mentioned above are the copyright of their respective corporation/owner. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Elder Scrolls VI: A Game In Peril?

It seems silly to be talking about a game this far out from its potential launch – and I can appreciate that. However, I find myself with things to say about The Elder Scrolls VI, in part to expand upon something I touched on earlier in the year when discussing Starfield’s absolutely disgusting microtransaction marketplace, and with news breaking in 2024 that Bethesda Game Studios is ramping up development on The Elder Scrolls VI… well, it can’t hurt to share my thoughts at this early stage, right?

Let’s briefly re-tread some ground so we’re all on the same page. The Elder Scrolls III: Morrowind is one of my favourite games of all-time, and I also enjoyed Oblivion, Skyrim, and Bethesda’s entries in the Fallout series. In 2023, I got swept up in the hype for Starfield… only to crash and burn on that game pretty quickly when I found it to be last-gen, small, and basically just boring. I am not any kind of “hater” of Bethesda or their games – and I’m definitely not trying to pick on any individual developers, producers, or creative folks. I approach this subject as someone who desperately wants to enjoy The Elder Scrolls VI… but I feel so incredibly turned off the game at this early stage that it would take a miracle to even convince me to play it.

Screenshot of Morrowind showing the settlement of Ghostgate (two buildings, a gateway, and a magical fence).
Morrowind is one of my favourite games of all-time.

The Elder Scrolls VI feels vulnerable right now. Bethesda is, to be frank, coming off not just one poorly-received game… but a decade’s worth. Fallout 4, while enjoyable enough, is generally considered to be less impressive than its predecessor, with fans proclaiming Obsidian’s spin-off Fallout New Vegas as the “best” entry in that series since Bethesda acquired the license. Fallout 76 has, to my surprise I will admit, clawed back some players and gone some way to rehabilitating its reputation as a multiplayer title… but it launched in such a shockingly poor state that there was a very low bar. And then we come to Starfield and its Shattered Space expansion.

Starfield was the game that, for me, hammered home how little Bethesda has learned and how unwilling the company is to adapt and evolve. Starfield was built on the creaking reanimated corpse of a twenty-five-year-old game engine… and it showed. Massively outdated gameplay was compounded by weak world-building and an uninspired and incomplete main quest – leading me to uninstall the game after a meagre thirty hours of gameplay. I was then massively disappointed to see Bethesda add paid mods and microtransactions to this single-player title.

Screenshot of Starfield showing a first-person perspective, a rifle, and a custom spaceship.
Starfield has led to me feeling sceptical about Bethesda’s next game.

The microtransactions really stand out to me. They reveal how Bethesda sees Starfield – and by extension, how the company will presumably treat The Elder Scrolls VI, too. Instead of making a complete game with an expansion or two – like they used to do in the Morrowind days – Bethesda sees its games as platforms for every shitty monetisation trend going. Starfield’s in-game marketplace looks like something out of a free-to-play mobile game, complete with an in-game currency that has an awkward exchange rate, tiny packs of massively overpriced skins and cosmetic items, and even whole missions locked behind a paywall. I was disgusted to see the game descend so quickly into this overly-monetised mess – even more so because Bethesda hid the extent of microtransactions during Starfield’s important first few months on sale.

Paid mods will have to be the subject of a longer piece one day, but for now it’s sufficient to say that I’m not a supporter of the idea and never have been. But to see Bethesda greedily trying to grab even more money for something they didn’t even make… it makes me sick to my stomach to see how ridiculous Starfield’s in-game marketplace is.

Screenshot of the Starfield in-game shop showing one of the items available for purchase (a pack of cosmetic items).
One of Starfield’s many microtransactions.

And that, I’m afraid, has completely changed how I feel about The Elder Scrolls VI.

I could have written off Starfield as an unsuccessful experiment; a game with some good ideas but that was let down by an overreliance on outdated tech and poor world-building that never succeeded at generating that sense of scale that a game set in space needs to have. I would have been content to put Starfield back on the digital shelf and see what Bethesda could do with the next entry in a series that I have a genuine fondness for.

There would still have been concerns, of course. The Creation Engine is so outdated that using it for yet another game feels like a seriously bad idea, one that could harm The Elder Scrolls VI immeasurably. But I would have looked past that if the story and world-building were good enough – just as I can look past the jankiness of titles like Morrowind.

The logo of Bethesda's Creation Engine 2.
Bethesda’s insistence on retaining the outdated Creation Engine was always going to be a cause for concern.

But having seen the microtransaction hell-hole that Bethesda created, paywalling off little packages of content left, right, and centre in a game that – let’s be blunt – wasn’t exactly brimming with content to begin with… I feel increasingly sure that that’s how the company plans to make games from now on. The Elder Scrolls VI may launch with no microtransactions, but if it follows the Starfield pattern they’ll be added in within the game’s first few months – and you can expect to pay extra for anything from a shiny new pair of boots to an entire questline or faction.

I loathe this approach to single-player games, and I really don’t think it’s too much to ask for to be able to buy and play a complete game. Look at other titles in the single-player action/RPG space: Cyberpunk 2077, Elden Ring, Kingdom Come: Deliverance, Baldur’s Gate 3… what do they all have in common? They might have an expansion pack or two, but they don’t paywall fan-made mods, they don’t make you pay for in-game currency, and they don’t try to sell you skins, cosmetic items, and missions.

Promo image for Baldur's Gate 3 showing the game's box art, logo, and main characters.
If Baldur’s Gate 3 can succeed and turn a profit without microtransactions, why can’t Bethesda’s games?

But that’s just my personal take on Bethesda, Starfield, and how I feel about The Elder Scrolls VI. There’s more to say – and I think there are legitimate reasons for Microsoft and Bethesda to worry about the prospects of this game as it’s currently envisioned.

Starfield was in development for a long time – and Bethesda, over the past few years, has taken anywhere from four to six years on development. Rumours abound that Starfield was forcibly delayed by Microsoft in order to quash as many bugs as possible, with perhaps as much as a year of “polish” and bug-fixing after the game’s primary development was complete. It doesn’t seem unreasonable to me to think a similar five- or six-year timeframe is likely for The Elder Scrolls VI.

Screenshot of Starfield showing a first-person perspective and a circular building in the distance.
Starfield took Bethesda years to create.

If we generously assume that Bethesda jump-started full development on The Elder Scrolls VI the second Starfield was out the door in September 2023, that puts the game’s potential launch in late 2028 or even 2029. Forget these so-called “rumours” of a 2026 launch… that seems like a total fantasy to me. It will take time to develop a game like this… and if I dare to hope, Bethesda may be taking on board feedback from Starfield and perhaps making some changes – like reducing the need for loading screens in between areas – which may make things take even longer.

So what else might be happening in 2028 or 2029? Well… in 2024 we’re about halfway through the current generation of home consoles, right? It doesn’t seem impossible to me that the PlayStation 6 and perhaps a new Xbox console could be targeting a 2028 or 2029 launch; I’d be surprised if we don’t see the next generation of home consoles before the end of the decade. With a new console generation there will be new games – and new improvements to graphical fidelity and gameplay. That doesn’t bode well for a game that’s being created on underlying technology that will be thirty years out of date by the time it launches.

A PlayStation 2 Emotion Engine chip; a silver chip mounted to a green circuit board.
By the time The Elders Scrolls VI is ready, a new generation of home consoles could already be on the way.
Pictured: A PlayStation 2 Emotion Engine chip.

I’m not saying that The Elder Scrolls VI will be exclusive to next-gen hardware; I think it’s almost guaranteed that it’ll launch on the Xbox Series S and X – with the possibility, perhaps, of a deal to bring it to PlayStation 5 further down the line. But what I am saying is that, if the game arrives in 2028 or 2029 as predicted above, it’ll be landing in a very competitive marketplace, one where people are beginning to get hyped for new consoles – or where new consoles may even have launched.

That isn’t to say being late to the party in a console generation is always a bad thing. The Last Of Us was one of the final PlayStation 3 exclusives, for example, and it launched to critical and commercial acclaim. Microsoft could well be hoping that The Elder Scrolls VI will net Xbox a late consolation goal – ending a troubled console generation on a high note. That’s a good aspiration to have, I guess.

Still frame from the 2018 teaser trailer for The Elder Scrolls VI showing mountains in the mist.
Is Microsoft banking on The Elder Scrolls VI to see out this generation with a bang?

But even if the PlayStation 6 and the next Xbox aren’t out by the time The Elder Scrolls VI launches, it’s quite possible that players will already be seeing trailers and teasers for those consoles’ launch titles – and those games could look bigger, better, and much more visually impressive than anything Bethesda is capable of. The Elder Scrolls VI could seem underwhelming or disappointing to an audience already preparing to move on from this console generation.

There’s also a perception – an incorrect one, but one that Bethesda inflicted upon itself – that The Elder Scrolls VI has been in development since 2018. While it’s true that early pre-production was going on during Starfield’s development, it simply won’t be true in 2028 that this game “took ten years to make.” But I already see this idea taking root, and even some commentators and critics who should know better have been talking about The Elder Scrolls VI as a game that’s been in development since 2018.

Still frame from Bethesda's 2018 E3 presentation showing producer Todd Howard.
The Elder Scrolls VI was announced in 2018.

By announcing The Elder Scrolls VI so early, before any major work had been done on the game, Bethesda has set some dangerously wrong expectations. If the game is bad – or even if it’s good but not great – people will ask “what did you waste ten years doing?” or “how did a game this mid take a decade to make?” There’s nothing that can be done about that now; the 2018 announcement is out there and has been part of the gaming landscape for six years at this point. But it was an own goal from Bethesda; the company shouldn’t have rushed to announce a game that they weren’t actively working on and that they knew wouldn’t be ready any time soon.

Skyrim is, for many folks, Bethesda’s high-water mark. It was a landmark title that did a lot for the fantasy genre in gaming as well as action/RPGs. There hasn’t been a new mainline Elder Scrolls game since 2011; by 2028 we’ll be closing in on Skyrim’s 20th anniversary. Such a huge gap in between games brings with it its own expectations, and players will expect to see genuine improvements in everything from combat and exploration to world-building and voice acting. Failing to live up to those expectations will cause the game to suffer – and if there’s a gulf in between player expectations and reality, that could be catastrophic.

Screenshot of Starfield showing the player reaching an invisible wall at the edge of the map.
“Walk on, brave explorer.”

Bethesda is also a company that I would argue massively over-promises – to the point where some statements in the run-up to Starfield’s launch felt borderline deceptive. Remember “walk on, brave explorer?” Well, it turned out you could “walk on” for about ten minutes before hitting an invisible wall… which wasn’t exactly a great look. You can shout at me till you’re blue in the face that technically nothing they said was an out-and-out lie, but there’s no doubt in my mind that Starfield’s marketing was mishandled and that Bethesda deliberately encouraged excessive hype – hype that ultimately ended up harming many players’ enjoyment of the game.

The Elder Scrolls VI needs to be marketed fairly and honestly – even if it’s not actually that good! The basic job of marketing is to show a product in the best possible light, but it’s also incumbent upon a good marketing department not to set incorrect expectations nor allow hype to get out of control. That happened with Starfield, and the result was that too many players crashed down to earth pretty quickly when they hit the game’s limitations – and loading screens.

Screenshot of Starfield showing an NPC on a medical bed.
It must be some kind of visual metaphor…

For me, The Elder Scrolls VI is – at best – a game I’m going to wait a year to decide on after it launches. Bethesda was duplicitous with Starfield’s microtransactions and paid mods, concealing them as best they could during the game’s first few months on sale – and while reviews were being written – before adding them in later. If Bethesda won’t explicitly commit to having no such marketplace in The Elder Scrolls VI, then I’m going to wait at least a year to see if they add one in and how bad it is. If it’s anything like Starfield, I really don’t think anyone will be able to convince me to play it.

But there are other reasons to be sceptical of this game. Bethesda’s refusal to modernise – in terms of the underlying game engine as well as in both writing and game design – left Starfield feeling decidedly out of date; a game surpassed in so many ways not only by its contemporaries, but by games that were several years old by 2023. Without major changes internally, I worry that The Elder Scrolls VI will be in the same boat. If that’s what fans want – and some fans will clearly be satisfied with “just” another Bethesda game that’s no different from all the others – then that’s okay, I guess. But when I look ahead to the second half of the 2020s and beyond, I hope and expect to see improvements in game design… improvements that Bethesda has shown absolutely no signs of making.

Promotional screenshot of The Witcher 3 showing Geralt on his horse.
Bethesda doesn’t seem to have learned anything from its competitors in the action/RPG space.
Pictured: The Witcher 3 from CD Projekt Red

So that’s where I am when it comes to The Elder Scrolls VI… at least at this early stage. There are red flags galore and plenty of reasons to leave this game on the shelf, even if it launches to positive reviews. And after a difficult few years for Bethesda – a decade, basically, in which their least-bad title is arguably Fallout 76 – there is a lot riding on the success of The Elder Scrolls VI. Despite Starfield’s issues, its mediocre reviews, and a player base that seems to have largely deserted the game, Microsoft seems content at this stage to let Bethesda do its thing and push ahead with The Elder Scrolls VI. I find it impossible to think that Microsoft and Xbox will tolerate another disappointment on that scale, though.

Bethesda may have earned some goodwill through publishing titles like Doom Eternal and Indiana Jones and the Great Circle – the latter having become a surprise hit just this month. But the company’s development arm is struggling, and Microsoft has shown it can be brutal when it comes to shutting down studios that fail to deliver. It’s incredibly important for Bethesda that they get this right.


The Elder Scrolls VI is currently in development and will release on PC and Xbox Series consoles at an unknown future date. The Elder Scroll series, Starfield, and other properties discussed above are the copyright of Bethesda Softworks, ZeniMax Media, Inc., and/or Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Shattered Space: Thoughts and Advice for Bethesda

Remember Starfield? That space game we got all excited about in 2023? I wouldn’t blame you if you’d forgotten all about it by now; I haven’t touched the game in months myself and I have no real plans to go back to it. Any lingering feelings of positivity I might’ve had toward the game – and developer Bethesda Game Studios in a more general sense – evaporated pretty quickly when microtransactions and paid mods were added to this single-player title, so I’ve pretty much moved on.

But the launch of Shattered Space – the first of several larger pieces of DLC that are planned for the game – has dragged up the shambling corpse of Starfield for me once again, and I couldn’t let it pass by without sharing my thoughts on what I’ve seen… and offering some unsolicited advice to Bethesda and parent company Microsoft. There are things to consider for both Starfield’s future as well as any potential new games that Bethesda may be lucky enough to make. Let’s get into all of that today.

Still frame from the Shattered Space launch trailer showing a character approaching an alien structure.
So far at least, Shattered Space doesn’t appear to have saved (or even really helped) Starfield.

The reaction to Shattered Space has been mediocre at best outside of Bethesda and Starfield mega-fans. The expansion is currently sitting at a “mixed” rating on Steam… but far more worrying for Microsoft and Bethesda should be the real lack of engagement that Shattered Space is driving. There are, at time of writing, fewer than 1,000 reviews of Shattered Space on Steam – a number that seems pitifully small for the first major expansion pack for the newest Bethesda role-playing game. And the release of Shattered Space didn’t give the game much of a boost in terms of player numbers, either; Starfield was beaten by both Fallout 4 and Skyrim on the day the expansion launched and every day since.

This is even more alarming when you consider that many players will have already pre-purchased Shattered Space last year. In order to pick up the “deluxe” version of Starfield (or whatever it was called), which gave players access to the game on its real release date instead of almost a week later, players had to fork over an additional £35 on Xbox, Steam, and even Game Pass. Included in that price was Shattered Space, so even players left underwhelmed by the base game should have still had access to this DLC. The fact that so few of them could be bothered to even download it or check it out should be ringing alarm bells at Bethesda HQ and for Xbox, too.

Screenshot of SteamDB and Steam showing player counts for Starfield and reviews for Shattered Space.
Shattered Space’s launch (date highlighted) didn’t bring in a lot of players.
Image Credit: SteamDB (above) and Steam (below).

The mixed reception to Shattered Space from those who did bother to fire it up is something that I think could’ve been avoided – and could at least be mitigated in the future. But it would require a change in approach from Bethesda. I’ll try to explain what I mean.

Over the last few weeks and months, Bethesda has been rolling out updates to Starfield. Among the biggest of these have been the rover/buggy, which allows players to traverse the game’s maps more quickly, and also the ability to decorate the interior of spaceships. Both of these were highly-requested by players, and the fact that Bethesda added them is a positive thing.

But part of the disappointment some players and critics are noting with Shattered Space is that it’s “only” a story expansion. The DLC doesn’t add anything of substance to Starfield beyond one new planet and some quests, and that’s leaving some people feeling underwhelmed yet again.

Still frame from the Shattered Space launch trailer showing a character praying.
A scene from the Shattered Space trailer.

A few months ago, I wrote a piece here on the website in which I argued that Starfield’s first piece of DLC needed to be comparable in how transformative it is to Cyberpunk 2077′s Phantom Liberty, which was released last year. That expansion came with a new area of the map and new quests – just like Shattered Space. But it also came with a major update that overhauled whole in-game systems, completely fixed some of the biggest disappointments with the game, and significantly improved the experience. That’s what Starfield needed… and that’s what it still needs.

The conversation around Shattered Space might’ve been different if things like detailed city maps, interior ship decorating, and the rover vehicle had all arrived along with it. It wouldn’t have fundamentally “fixed” Starfield, but it might’ve given the game more of a boost and gotten more players talking about the game in a positive light for a change. Instead, this opportunity was missed.

Still frame from the Shattered Space launch trailer showing a rover.
Starfield has a rover now.

So here’s my advice for Microsoft and Bethesda: stop the trickle of minor updates. Obviously you’ve gotta keep working on fixing bugs, so there can’t be a total lack of patches, but from now on, everything should be saved up for the next DLC. The next and final DLC.

Take two years – or three, if that’s what you need. Use that time to craft a larger expansion to Starfield’s world and story – perhaps one with an actual ending to the game’s main quest. But save up all of the smaller things that might’ve been added along the way, and add them all at once. Instead of trying to wring as much money as possible out of a disappointed and shrinking player base, focus on transforming the game into something that more people might actually want to buy. For me, that also means stripping out the entire microtransaction marketplace… but since that doesn’t seem realistic, at the very least focus on making one significantly larger expansion that can launch alongside overhauls to in-game systems. In a word, make Phantom Liberty… but for Starfield.

Still frame from the Starfield Direct (2023) showing executive producer Todd Howard.
Starfield’s executive producer Todd Howard.

Starfield feels like a very greedy game right now, and £35 for a single expansion pack that only really adds one new location and questline isn’t doing anything to change the narrative. A “single-player live service” type of game – which is clearly what Bethesda wanted to create – is absolutely not my thing and never will be, and for that reason I’m almost certainly never going to play Starfield again. But even knowing that, and knowing what kind of penny-pinching game this is… Shattered Space still seems pretty unexceptional.

There should be a way around this, but only if Bethesda and Microsoft are willing to listen to feedback. Right now, Starfield is on its last legs. It’s been surpassed in so many ways by its contemporaries, and most players have just moved on already. Shattered Space, because of how it was designed and launched, was never going to bring them back en masse. And part of that is because of the way the DLC was structured and how these other free updates have been drip-fed to players over the months since Starfield launched. At a time when the game needed a win, decisions taken earlier in the year tripped up Shattered Space’s launch… and the end result seems to be that most players just aren’t paying attention any more.

Screenshot of the Xbox store showing in-game currency packs for Starfield.
Microtransactions and paid mods have been added to Starfield since the game was released last year.

For me, Starfield would only become playable again if the microtransactions and paid mods were removed and all of that content added either totally for free or as part of the next expansion. Given the lack of things like costumes, skins, and other cosmetic items in both the base game and Shattered Space, I’d argue that all of those should be added for free. But rather than doing so bit by bit in small updates over the span of months, what Starfield really needs is one big update and one big expansion that can get players talking about the game once again. Phantom Liberty for Cyberpunk 2077 is my go-to point of comparison, but I’m sure you can think of other similarly large and similarly transformative expansion packs that have been released over the years.

As to the content of Shattered Space itself… I have to say that, based on what I remember of the game, this House Va’Ruun stuff seems like it should’ve been part of the base game from day one. I mean, you literally have a companion character who’s an ex-member of this faction, and they’re mentioned multiple times across the main quest. Shattered Space, having been planned and developed alongside Starfield, basically feels like cut content to me.

Screenshot from Starfield (2023) showing a first-person view.
I’m over Starfield at this point.

I’m not surprised that Shattered Space hasn’t turned things around for Starfield based on what I’ve seen. And as someone who was genuinely looking forward to this game once upon a time, my concern now is that Bethesda is running out of chances to make Starfield into the game that I thought it should’ve been. Without a serious re-think and complete change in approach, I don’t see that happening. And given how brutal Microsoft can be when games and studios aren’t performing to their high expectations… well, let’s just say it probably isn’t a great time to be a Bethesda executive right now.

Despite how I feel, I will be keeping up with the latest Starfield news to see if there are going to be changes or improvements in the future. I sincerely hope that Bethesda takes its time with the next update and expansion, because that feels like the game’s best chance to come back strong and re-capture at least some of its lapsed players.

But I have to be honest: the microtransaction marketplace has killed any residual support I had for the game, and it will be a weight around its neck for as long as it continues to exist. Charging £10 for a single mission, £7 or £8 for a tiny pack of cosmetic items, and selling in-game currency at the usual awkward exchange rate are all truly scummy, shitty things for a massive company to try to get away with. I loathe Starfield’s microtransactions, and seeing the way Bethesda has behaved not only with this game but with Skyrim’s “creation club” and Fallout 76 too… it’s really put me off The Elder Scrolls VI. I can’t root for Starfield’s redemption as long as this stupid live service marketplace remains in a single-player game.


Starfield and the Shattered Space DLC are out now for PC and Xbox Series consoles. Starfield, Shattered Space, and all other properties discussed above are the copyright of Bethesda Softworks, Bethesda Game Studios, 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.

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.

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.

Halo (TV Series): Season 2 Review

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for Halo Seasons 1-2, and for the Halo video game series.

In 2022, I was one of the relatively small number of folks who enjoyed the first season of Halo. I didn’t think it was the best thing since sliced bread or anything, but it felt like a decent adaptation of the long-running video game series – albeit one that had been trimmed and cropped to fit a very specific mould used by other serialised streaming shows. Season 1 seemed to be a reasonable foundation upon which the next chapter of Halo could be built, so it was with some degree of anticipation that I awaited Season 2’s arrival.

And before we go any further, let’s acknowledge just how long that wait actually was. Halo Season 1 ran from March to May 2022 – meaning it’s been basically two full years since it went off the air. And as I’ve noted in the past with other made-for-streaming shows like Amazon’s The Wheel of Time, The Witcher on Netflix, or even some of the Star Trek shows on Halo’s platform, Paramount+, there are issues that result from long breaks in between short seasons. I needed a recap before the first episode – and at least in the UK, no such recap was forthcoming on Paramount+. Aside from the Master Chief and Kai, I couldn’t remember who was who nor where exactly the story left off – which wasn’t helped by a time-jump of six months in-universe, in which characters had moved around and at least one major story beat had taken place off-screen.

Promo poster for Halo Season 2 (cropped).
Promo poster for the second season of Halo.

Although it took me a while to get back into Halo during that first episode, as I was hampered by the lack of a proper recap, I will say that I did find myself engaging with the series as its story got going. Although I had to look up a plot synopsis for Season 1 online – something I really shouldn’t have needed to do – once I’d got myself properly reacquainted with the main players, and recapped the major story beats from the end of Season 1, I found a story that was entertaining enough to justify paying for a month’s worth of Paramount+, and that I didn’t mind following to its conclusion.

That being said, I still don’t feel that Halo has truly excelled – at least, not yet. Season 1 laid a solid foundation, but Season 2 seems to have disregarded parts of it, as well as deviated in a major way from the story that I remember from playing (most of) the main Halo video games. While I’m by no means a “canon purist,” I have to wonder: why go to all the bother of licensing a major entertainment property only to jettison most of its story and some of its characters? The story of the Halo video games – at least the first two or three titles, plus Halo: Reach – would have made for a strong and captivating story in itself, and with only a few tweaks could’ve seen the addition of new characters to join the Master Chief.

Concept art for 2010's Halo: Reach.
The story of Halo Season 2 was radically different from that of Halo: Reach.

In my review of the show’s first season, I said that re-interpreting and changing the story – and particularly finding a way to humanise the otherwise stoic Master Chief to make him into a sympathetic protagonist – was something I was generally on board with. And I stand by that to a certain extent; I don’t think a faceless, monotone character who’s an unfeeling killing machine would make for a good television protagonist, even if such a character works well in an action-heavy video game. But this time around, the Master Chief’s story felt muddled and seemed to rely on a few too many clichés and contrivances.

And partly, it must be noted, that’s because Halo’s writers have now taken the story in a significantly different direction to its source material. In Season 1, with the Master Chief getting entangled with a Covenant agent, discovering his humanity, and unlocking the mysteries of a strange alien artefact, there was still the potential to call all of this a preamble; the hitherto-unseen prequel to more familiar events. But in Season 2, with the Fall of Reach being depicted on screen in a radically different way to how it unfolded in the games, and with the story more interested in the intrigue within the UNSC and ONI, that possibility has evaporated. I’m not sure whether the new story that the writers have replaced it with is as compelling or as entertaining as the one that was sitting there, waiting to be adapted.

Still frame of Halo Season 2 (2024) showing a close-up of the Master Chief.
The Master Chief.

There was clearly an ambition on the part of some of Halo’s writers to use the UNSC, ONI, and the admiralty to look at the politics of war and the calculations that leaders have to make. This concept is sound, but it was let down by poor execution in Halo, unfortunately. In the first season, it felt as if most of the major characters – including Keyes, Halsey, and Parangosky – all had their own agendas. The Master Chief and his squad were caught in the crossfire and let down by the internal workings of the admiralty and leadership.

This message was somewhat streamlined in Season 2… but the way it was done necessitated some major contrivances. Corporal Perez, who Master Chief saved during the first episode of the series, refused to elaborate on what she saw of the Covenant during her debriefing… for seemingly no reason other than “because plot,” and when her words would have corroborated what Master Chief reported, that just doesn’t feel very satisfying. There was potential in Perez’s story to look at trauma and in particular the post-traumatic stress that soldiers can suffer from – but this angle was so undeveloped that I’m loathe to even include it as a plot point. In any case, it went nowhere – and thus doesn’t work as a justification for the narrative contrivance.

Still frame of Halo Season 2 (2024) showing the Master Chief and Perez in a chapel.
The Master Chief with Corporal Perez.

Perhaps this is the armchair general in me speaking… but I have a hard time seeing a character like Ackerson as an out-and-out villain. When confronted with the reality that a Covenant attack was imminent and unstoppable, he and the other admirals took what seems the only rational path open to them: a covert, quiet evacuation of high-ranking personnel and valuable assets in order to establish a new command centre to continue the fight and co-ordinate the defence of other worlds. Reach was, as Cortana explained, already lost before the explosions started – there was no way to prevent it.

Yet because we’re following the story of Master Chief and his crew, the series paints Ackerson and Parangosky as antagonists – more antagonistic, in some ways, than the Covenant themselves. And while we could entertain a more nuanced discussion of the “calculus of war” and how some leaders might try to use it as a justification to seize power or leave rivals for dead… Halo doesn’t really do any of that. It manoeuvres its characters into place – using more than a couple of contrived moments to get them there – and then… that’s it. Master Chief rages about how “they stole [his] armour” and his identity, but that just felt incidental and not like a driving force behind either the character or the story. The series came close to making a point about politics and war – albeit one that other, stronger narratives have already made – but then baulked on it at the last moment, despite the convoluted setup, in order to tee up the next big action sequence.

Still frame of Halo Season 2 (2024) showing Admiral Parangosky.
Halo came dangerously close to making a point about the politics of war with the character of Admiral Parangosky.

When such a story requires characters to act in a specific way to move things along, it can feel forced. And parts of Halo absolutely fall into this trap. During the climactic fight at Fleetcom, Master Chief and his Spartans are conveniently called away at the last second so they can be in just the right place to encounter Soren and Halsey, then Makee and the Arbiter, and finally to be rescued by Laera and Kwan. Master Chief was conveniently obscured by both fog and a communications blackout when he first encountered the Covenant, and the only other character to witness them refused to admit the truth. Laera was able to track down Soren just in time to save everyone from the attack on Reach. And so on.

Although Ackerson and Parangosky were manipulating the situation and keeping everyone in the dark about what was about to happen, their machinations can’t account for all of this – and the result is that the story is built on weak foundations. There are still successful moments of tension, excitement, and drama, and the deaths of major characters still manage to carry emotional weight. But that comes in spite of – not because of – the way in which the story has been structured. Halo is in real danger of getting in its own way.

Still frame from Halo Season 2 (2024) showing the character of Ackerson.
Ackerson was presented as an antagonist.

In terms of visuals, Halo made a couple of missteps. Physical props used for things like spaceship doors, armour, and other pieces of supposedly “roughed-up” metal could look pretty phony in places, and while it wasn’t enough to take me out of the story entirely, it was definitely something I noticed across multiple episodes. This isn’t something unique to Halo, as I’ve noted it in big-budget productions from Star Wars to the upcoming Fallout series, but that doesn’t excuse it. Set design was generally okay, though, and I liked the interiors of the Covenant ships and the way they were laid out – as well as how the show got creative with re-using certain sets for Makee’s ship, the training simulator, and a real Covenant ship in battle.

Halo had some successes with its CGI – and one pretty epic misfire. The assault on Reach midway through the season, as well as the attack on another planet in the first episode, were fantastic, with explosions and plasma weapons that looked stunning. These were well-blended with physical sets, and the transitions between the two were great. The fleet battle toward the end of the season was likewise solid; a well-animated series of CGI sequences that lived up to the excitement I was hoping for from such a powerful narrative climax.

CGI sequence from Halo Season 2 (2024) depicting the Battle of Reach.
The Fall of Reach.

Then we got on the ground and came to the climactic one-on-one duel between Master Chief and his Covenant adversary, the Arbiter. The Arbiter felt vastly under-developed as a character, and while his hatred for the Master Chief was stated in almost every scene in which he appeared, there was no reciprocity there whatsoever, so the conflict itself felt very one-sided. I will say, though, that I liked the concept of this duel, and seeing plasma swords clashing almost like Jedi lightsabers was a fun idea, and a great way to take a rather clumsy weapon from the video game series and improve upon it. So in principle, this duel should have worked reasonably well.

But my god, the animation work here was atrocious. Neither the Master Chief nor the Arbiter looked at all real, with that “too shiny, too smooth, and too airy” CGI feel that I thought we’d left behind a decade ago. Even the shaky camera and fast-moving sequence couldn’t cover up these absolutely glaring flaws in the way these characters looked, and the entire duel – which, thankfully, was pretty short – entirely fell apart for me. There were clearly limitations in Halo’s animation budget that were showing, because the series completely failed to make either character look realistic at this moment. Because the Arbiter is a largely CGI creation to begin with, perhaps the way he looked wasn’t as bad as the Master Chief during the duel – though it was certainly the worst the character had looked all season long. But the Master Chief in particular just looked so hollow and fake, and that really took the shine off what was supposed to be one of the season’s final climactic moments.

Still frame of Halo Season 2 (2024) showing Master Chief and the Arbiter engaged in a duel.
It’s difficult to convey in a single JPEG just how bad this sequence looked.

One thing we didn’t see much of this time, unfortunately, was the first-person perspective that I noted in Season 1. Last season, this unusual blend of camera work and CGI was used sparingly, but at a couple of key moments it really worked well. As an homage to Halo’s video game origins, I enjoyed what the first-person viewpoint brought to the series. It’s also something a little different in the action space, at least in the medium of television, and in Season 1 it was used infrequently enough as to not be too obtrusive for folks who didn’t like it. It was a little disappointing to get so little first-person action this time around; there was one scene – or a clip, really, as it was so short – that I noticed… but that was all.

This season, Halo struggled to find a good character to pair with the Master Chief. In Season 1, the Master Chief spent time with Kwan, Kai, Makee, and of course Cortana, as well as butted heads with Dr Halsey and Admiral Keyes. His relationships with Makee and Cortana in particular, as well as the resentment he felt toward Halsey, went a long way to humanising him and turning him from that faceless video game protagonist into a character better-suited to a new medium. But in Season 2, Master Chief didn’t really spend enough time with any single character to have those kinds of moments. He spent much of his time angrily barking out orders and pushing his team beyond their limits, and his relationship with the under-developed character of the Arbiter was so non-existent that their conflict and climactic duel didn’t really work.

Still frame of Halo Season 2 (2024) showing a close-up of the Master Chief's helmet.
Halo struggled to find another character to pair with the Master Chief this season.

There’s something to be said for a storyline that puts its characters through a tough set of challenges, or even one that forces them to confront their own limitations and mistakes. But Halo didn’t really give us any of that, with the series presenting the Master Chief as having been “right all along,” even though he was basically behaving like an irrational dick for several episodes in a row. Combined with the lack of a partner or confidant for most of the season, this meant that the series’ protagonist spent much of his time angry and brooding – and that just never feels particularly fun. Shows like Game of Thrones did wonderful things with an ensemble cast that was broken up into distinct groups, taking literally years in some cases before some of the main characters even met one another. But Halo… I don’t think it has the chops to pull off something like that anywhere near as successfully, so splitting up its few noteworthy characters for so much of the story feels more a weakness than a strength at this point. I’d love to be proven wrong about that – but realistically, the show would need to run to six or seven seasons to develop these characters well enough to pay it off.

So after two seasons of a series called “Halo,” we’ve belatedly arrived at the titular ring-world. By this point, the Halo itself has been mythologised out of all proportion, and again this feels like a weakness when compared with the original story present in the first part of the video game series. Again, I have to point out that I’m not well-versed in the more recent lore of the expanded Halo franchise, and perhaps by this point the Halo ring-worlds are as legendary as the TV show depicts. But there was something to be said for the way in which humanity stumbled upon the first Halo, and how the Covenant were the ones who knew more about them and treated them with reverence. This “race to the Halo” idea that was underpinning the story of this season was just another way in which I felt it had diverged significantly from the story I remember.

Still frame from Halo Season 2 (2024) showing Makee and the Halo ring-world.
Halo has finally arrived at the titular Halo.

The introduction of the Flood – which unfortunately came pretty late in the season – is at least potentially a point of interest. Presenting the Flood as akin to zombies from the likes of The Walking Dead or 28 Days Later certainly went some way to ramping up the fear factor as Halo came to the end of its final episode – but I can’t help but feel that more could have been made of this storyline if it had emerged earlier in the season and been drawn out for longer. There were a couple of key points at which the story needed to move rapidly thanks to the time constraint of being halfway through the series finale, and that just left things feeling a bit rushed and unsatisfying.

The biggest example of this is Soren and Kwan’s rescue mission. No one stops to ask “hey, what’s going on here?” because the episode just didn’t have time for the diversion, and when Laera revealed her “zombie bite,” it shouldn’t have been at all clear to Soren and the others that a bite wound would lead to infection. There was no time to explain this in-universe to the characters – nor really to us as the audience, either, as elsewhere in the base, infection seemed to spread by way of small spider-like creatures that emerged from the mouths of the infected. Perhaps Season 3 will be able to expand upon this storyline, flesh out its concepts and ideas a bit more. But as far as an introduction goes… it was a bit of a mixed bag.

Still frame from Halo Season 2 (2024) showing a character infected by the Flood.
The Flood’s “patient zero” in a holding cell.

On a more positive note, Halo took strides for representation, and it did so in a way that I’m always going to advocate for. There was a gay couple shown partway through the season; friends of Riz who she turned to for help. The fact that they were gay wasn’t front-and-centre in either of their characterisations, it was simply treated as an entirely unexceptional part of this sci-fi future. Representation can work incredibly well when handled in this way, and I’d point to Halo Season 2 as an example of how to include LGBT+ characters in a series when there isn’t the time or narrative space to include full-blown LGBT+ storylines or themes. Simply seeing a couple like this represented on screen is a positive thing.

As in Season 1, acting performances were solid across the board, and I wouldn’t want to single anyone out for criticism on that front. Halo’s sound design and music were solid; understated, perhaps, but in line with its source material. I heard several sound effects that were lifted directly from the video game series, which was great! With the exception of some unnecessary “shaky cam” sequences that made it difficult to follow the action, cinematography was pretty good, and the series’ use of light and shadow led to some tense moments of mystery and action at various points.

Still frame from Halo Season 2 (2024) showing the Master Chief wielding a rifle.
The Master Chief.

Unlike in 2022, I don’t think I’m going to call Halo one of my favourite TV shows of the year when I dish out my annual awards in December! It was alright; entertaining enough popcorn action fare. But there were significant weaknesses and narrative contrivances this time around that I feel got in the way of the fun, as well as a weak CGI sequence during what was supposed to be a climactic battle. I didn’t hate Halo by any means, but it wasn’t all it could’ve been.

However, now that the action has moved to an actual Halo… maybe there’s hope for Season 3. Although an official renewal hasn’t been announced at time of writing, it’s hard to see how the series could be cancelled at this point, given where it ended. With positive reactions from a number of critics and plenty of social media buzz, a third season feels like a sure thing. If it goes ahead and does actually take place on a Halo ring-world, that could certainly shake things up and perhaps go some way to bringing Halo back to firmer and more familiar ground.

I will be crossing my fingers for Season 3, then – and a story that successfully builds on what Seasons 1 and 2 laid out could go a long way to making some narrative decisions feel better in retrospect. So there are reasons to be positive as Halo continues its run. If for some reason, however, Halo isn’t renewed… I doubt it’ll be remembered particularly fondly, and instead will simply be tossed on the growing heap of video game adaptations that failed to light up the board.

Halo Season 2 is available to stream now on Paramount+ in countries and territories where the platform is available. Season 1 is also available on DVD and Blu-ray. Halo is the copyright of 343 Industries, Microsoft, Showtime Networks, Amblin Television, and Paramount Global. This review 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Starfield: Why game delays are a good thing

If you missed the announcement, Bethesda Game Studios’ upcoming sci-fi role-playing game Starfield has been delayed. Originally planned for a November 2022 release, that has slipped back to “the first half of 2023,” which potentially means that the game is a year or more away. With Starfield having shown off a cinematic teaser and some concept art but no real gameplay yet, perhaps the delay was not entirely unexpected! Regardless, some folks are upset by this move, with some PlayStation super-fans even hailing it as a “failure” for Xbox. Obviously that isn’t the case, so today we’re going to use Starfield as an example of why delays really are a good thing.

First up, it’s never fun when a game I’m looking forward to receives a delay. I don’t think anyone is trying to pretend that a delay to a highly-anticipated title – particularly a lengthy delay of six months or more – is something that fans and players are thrilled about or want to see. Instead, I’d describe delays as “understandable.” Particularly in light of a number of recent titles that have been disappointing due to feeling like they weren’t ready to go on launch day, I think more and more players are coming around to that point of view.

Concept art for Starfield.

Increasingly, these kinds of announcements are treated with maturity and understanding by players – and you need only look to some of the comments and responses to Bethesda’s announcement about Starfield as a case in point. Yes, there are some folks who are angry or unhappy – toxicity exists within the gaming community, who knew? And there are the aforementioned PlayStation ultra-fans who are taking a victory lap. But many responses were positive, saying something along the lines of “if it needs more time, that’s okay.”

Failing to delay a game when extra development time is clearly required never ends well. A game’s reputation is largely set within a few hours of its release, and attempting to change the narrative once “it’s bad” or “it’s full of bugs and glitches” has become the overwhelming impression is nigh-on impossible. For every No Man’s Sky that manages to pull off some kind of rehabilitation, there are dozens of titles such as Anthem, Aliens: Colonial Marines, or Warcraft III: Reforged. It’s much better to launch a decent game out of the gate than to try to fix a broken mess after players are already upset.

Concept art for Starfield.

One game has done more than any other in recent years to soften attitudes in favour of delays and to remind players just how badly it’s possible to screw up a premature launch: Cyberpunk 2077. Despite receiving a significant delay earlier in 2020, Cyberpunk’s launch in December of that year was so catastrophically bad that the game ended up being forcibly removed from the PlayStation store, found itself widely criticised by players, and it even saw CD Projekt Red’s share price take a tumble from which it has yet to fully recover.

Starfield exists in a similar space to Cyberpunk 2077 – both are role-playing games, both include science-fiction elements, both are open-world titles, and so on – so many of the players anticipating Starfield have been burned already just eighteen months ago by a game that was released far too soon. Those players, perhaps more than any others, are inclined to understand the reasons behind this decision. And even folks who didn’t personally get caught up in the Cyberpunk 2077 mess are at least aware of what happened.

Cyberpunk 2077 needed a delay or two of its own.

In 2022, with so many games having been released too soon, the attitude from players in general has shifted. Where delays may once have been met with a louder backlash from those who felt disappointed, reactions today are more mature and understanding. That’s not to say toxic or aggressive individuals don’t exist or that there won’t be any criticism of such a move, but rather that the scale of backlash that delays receive is now less significant than it used to be.

At the end of the day, even the most aggressive critics of delays are still likely to buy a game that they’re excited for when it’s ready. It would take some serious self-harming spite to say “because you didn’t release the game in 2022 I’m never going to play it ever!” so from Bethesda and parent company Microsoft’s point of view, the longer-term damage is limited. That isn’t true for every company, though.

Bethesda is owned by Microsoft.

Delays have a disproportionate impact on smaller companies and independent developers, because a delay in those cases can potentially mean that there won’t be enough money to fund their project. If a developer only has enough money in the bank to keep the lights on and the computers powered up for a certain number of weeks, then there’s naturally going to be a hard limit on how far they can push back a release – and the income it brings. In those cases, more leniency can be required when assessing a game.

But when we’re dealing with Starfield, Bethesda, and Microsoft, that’s a non-issue! Backed up by one of the biggest corporations on the planet, Bethesda doesn’t need to worry about running out of cash, and from Microsoft’s point of view it’s infinitely better to ensure that Starfield gets all the time that it needs to be ready for prime-time. This is Bethesda’s first big title for Microsoft, their first new IP in years, and a game that has a lot riding on it for the success of Microsoft’s Xbox brand and Xbox Game Pass. Getting it right is so much more important than rigid adherence to arbitrary deadlines, so if release windows need to shift then from a business perspective that’s what makes the most sense.

Starfield is likely to be a big title for bringing in new Game Pass subscribers.

There are instances where release dates are announced that seem, even at the time, to be unrealistic. Bethesda’s 11th of November 2022 release date for Starfield, for instance, came eleven years to the day after another of their titles: Skyrim. In addition to getting the game out in time for the Christmas rush, there was also clearly something poetic or symmetrical about such a release date that was appealing to Bethesda. But they recognised that the release date wasn’t practical and changed it – good for them!

As consumers in this marketplace, I think we have a responsibility not only to call out and criticise companies when they get it wrong, but to at least acknowledge when a correct decision has been made. As I always say, I have no “insider information” – so I don’t know what condition the current version of Starfield may or may not be in – but if the developers, testers, and management at Bethesda have recognised that the game isn’t far enough along to be in with a realistic chance of hitting its release date, then the smart move is to announce a delay as early as possible. That seems to be what they’ve done, and I commend them for it.

Concept art for Starfield.

In an industry and a marketplace that is too demanding of its employees sometimes, delays can be incredibly welcome respite. I’ve talked before about “crunch” – a practice that I have some personal experience with having once worked in the games industry – and that’s another reason why delays can be a positive thing. Maybe Bethesda could have crunched the teams working on Starfield hard enough to get some semblance of a playable title ready in time to hit its planned release date – but if doing so would have come at the expense of those developers and their health, then I wouldn’t want to get Starfield this year.

Crunch is a bigger subject that we’ll need to talk about at length on another occasion, but if a delay like this one helps to minimise the stress and difficulty of working under such conditions, then suffice to say we have one more reason to be supportive.

I’m looking forward to Starfield, despite some missteps by Bethesda in recent years. If this delay means that the game will be significantly more polished, free from as many bugs and glitches as possible, then I’m all for it. If this delay means that developers and staff at Bethesda aren’t pushed too hard and overworked this year, then I’m all for it. And if this delay means that Starfield will be an all-around more enjoyable experience, then I’m all for it. Though there will be critics and a vocal minority of toxic “fans,” more and more players are coming around to this way of thinking. Delay Starfield if necessary, and if it isn’t ready for the first half of 2023 then delay it again! All that really matters is that the game is in the best possible shape when it finally arrives, and if that means waiting a little longer, that’s fine by me.

Starfield has been delayed and is now due for release sometime in the first half of 2023. Starfield is the copyright of Bethesda Softworks, Bethesda Game Studios, and the Microsoft Corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Microsoft buys Activision Blizzard

Well that certainly came out of nowhere! Microsoft has opened its wallet once again, this time buying up massive video games publisher Activision Blizzard for a whopping $69 billion. Nice.

After receiving criticism during the previous console generation for the lack of exclusive games on its Xbox One system, Microsoft has stepped up in a big way in the last few years. Early moves brought on board companies like Obsidian and Rare, and then last year came another shock announcement: the acquisition of ZeniMax – the parent company of Bethesda. All of those laid the groundwork for something big, and Microsoft has now added Activision Blizzard to its lineup, bringing on board hugely popular games and franchises like Call of Duty, Overwatch, World of Warcraft, and even popular mobile game Candy Crush.

Microsoft will soon own Candy Crush!

At almost ten times the price of its Bethesda purchase, Microsoft clearly has big plans for Activision Blizzard and its games. Even by the standards of other corporate takeovers, $69 billion is a lot of money – an almost unfathomable amount. As Microsoft looks to expand its Xbox and PC gaming platforms, though, it makes a lot of sense to bring on board a company like Activision Blizzard.

Keep in mind that Microsoft is currently pushing hard to take gaming as a whole in a new direction, pioneering a subscription model based on the likes of Netflix – indeed, Game Pass was originally pitched as the video game equivalent of Netflix. Though on the surface the company seems to be taking a two-pronged approach, with its Xbox home console family and PC gaming being separate, in many ways that isn’t really the case any more. Microsoft’s goal is to bring these two platforms as close together as possible, offering most games to players regardless of their chosen platform. One need only look to two of the biggest releases of the past year as an example: both Halo Infinite and Forza Horizon 5 came to both Xbox and PC, despite originally being franchises that were exclusive to consoles.

Forza Horizon 5 was a massive title for both Xbox and PC – and came to Game Pass on release day.

Let’s step back for a moment. My initial reaction to this news was disbelief! But after double-checking my sources and confirming that this was, in fact, not some kind of elaborate prank, my next thoughts were of the Activision Blizzard scandal, and how from Microsoft’s point of view this may not have been the best time to announce this acquisition.

There’s no denying that Activision Blizzard is a tainted brand in the eyes of many players, with the severity of the sexual abuse scandal cutting through to make the news in mainstream outlets when it broke last year. Perhaps somewhat counter-intuitively, the scandal is part of the reason why Microsoft may have felt that the timing was right – Activision Blizzard shares had lost basically a third of their value over the last few months (down from almost $100 per share to below $65 prior to the acquisition announcement). Microsoft arguably made a savvy deal in some respects.

Activision Blizzard is a company embroiled in scandal right now.

There also seems to be a sense from at least some quarters of the gaming press and gaming community that Microsoft is “swooping in” to save Activision Blizzard from the scandal, perhaps even preserving the jobs of some employees or protecting games and franchises from cancellation. I didn’t really expect this reaction, and while it’s safe to say there’s been plenty of criticism to balance out some of the positivity, overall the mood of players seems to be more in favour of this acquisition than opposed to it.

We should talk about exclusivity before we go any further. Despite the hopeful – almost desperate – claims being made in some quarters, Microsoft isn’t going to publish Activision Blizzard titles on PlayStation forever. Once the deal has gone through and existing contracts have been fulfilled, expect to see all of Activision Blizzard’s new titles and big franchises become Xbox, PC, and Game Pass exclusives.

Starfield is a highly-anticipated Bethesda title – and it will be an Xbox and PC exclusive following Microsoft’s acquisition of Bethesda.

This is exactly what happened with Bethesda. Some players clung to the argument that Microsoft somehow wouldn’t want to limit the sales of some of these games to Xbox and PC players only, with some even going so far as to claim that we were witnessing the “death of console exclusives.” That hasn’t happened (to put it mildly) and we’re now expecting massive games like Starfield to become Xbox, PC, and Game Pass exclusives.

When Microsoft first jumped into the home console market in 2001 with the original Xbox, a lot of games industry critics and commentators argued that the company would open its wallet and spend, spend, spend in order to compete with the likes of Sega, Nintendo, and Sony. Microsoft certainly made some sound investments in games early on, but it’s really taken almost twenty years for some of those concerns to be borne out – and by now, the gaming landscape has so thoroughly shifted that it doesn’t feel like a bad thing any more.

It’s been more than two decades since Microsoft jumped into the home console market.

When Microsoft announced the acquisitions of the likes of Oblivion, Rare, and even Bethesda, there was still a sense that the games industry was pursuing its longstanding business model: develop games, release them, sell them, turn a profit, repeat. But now I believe we’re actually in the midst of a major realignment in the way the entire games industry operates – a realignment that’s shaping up to be as disruptive as Netflix’s emergence as a streaming powerhouse in the early 2010s.

Microsoft isn’t making all of these big purchases just to make games and sell them individually. That approach will remain for the foreseeable future, of course, but it isn’t the company’s primary objective. In my view, this is all about Game Pass – Microsoft’s subscription service. Microsoft has seen how successful the subscription model has been for the likes of Netflix – but more importantly for the likes of Disney with Disney+.

Disney+ is both an inspiration and a warning for Microsoft and Game Pass.

As streaming has become bigger and bigger in the film and television sphere, more companies have tried to set up their own competing platforms. In doing so, they pulled their titles from Netflix – something we saw very recently with Star Trek: Discovery, for example, which will now be exclusively available on Paramount+. Microsoft is not content to simply license titles from other companies – like Activision Blizzard – because they fear that a day is coming soon when other companies try to become direct competitors with their own platforms – muscling in on what Microsoft sees as its turf. If Sony gets its act together and finally manages to launch a Game Pass competitor on its PlayStation consoles, Microsoft will be in an out-and-out scrap, and pre-empting that fight is what acquisitions like this one are all about.

If Netflix had had the foresight to use a portion of the money it had been making in the early 2010s to buy up film studios or television production companies, it would have lost far fewer titles over the last few years, and wouldn’t have needed to pivot so heavily into creating its own content from scratch. I think that the Activision Blizzard deal is one way for Microsoft to shore up its own subscription service ahead of a potential repeat of the “streaming wars” in the video game realm.

The official announcement image.

So it isn’t just about “more games for Game Pass” – this deal is about Microsoft’s vision for the future of gaming as a medium, and also their concerns about other companies trying to elbow their way in and become serious competitors. Spending $69 billion may be a huge financial hit up front, but if it pays off it will mean that Game Pass will remain competitive and profitable for years – or even decades – to come. That’s the attitude that I see through this move.

And I don’t believe for a moment that Microsoft is done. Activision Blizzard may be the company’s biggest acquisition to date, but it won’t be the last. When the deal is done and has officially gone through – something that most likely won’t happen for at least twelve months – expect to see Microsoft lining up its next big purchase, and it could be yet another games industry heavyweight. There have been rumours in the past that Microsoft had considered making a move for Electronic Arts, for example… so watch this space!

Could another big purchase be on the cards in the next couple of years?

As a player, these are exciting times – but also turbulent times. I increasingly feel that it’s hardly worth purchasing brand-new games, because several massive titles that I’ve spent money on have ended up coming to Game Pass. In the last few days the Hitman trilogy has arrived on the platform, Doom Eternal landed on Game Pass last year, and even Mass Effect: Legendary Edition is now on the platform less than a year after its release. What’s the point in buying any new games any more? Let’s just wait and it seems Microsoft will eventually bring them to Game Pass!

This is, of course, an attitude Microsoft wants to foster. If Game Pass is an appealing prospect, players will stop buying games. Once they’re “locked in” to the Game Pass ecosystem, Microsoft thinks it’s got them for the long haul. This is how Netflix, Disney+, and other streaming platforms view their audiences, too: once someone has been hooked in, they tend to stay hooked in. That’s why they put the majority of their time and energy into recruiting new subscribers rather than ensuring current subscribers stay signed up.

This is all about Game Pass.

So it’s an interesting moment in gaming, and one that has the potential to herald an entirely new chapter in the medium’s history. People who decry the death of buying individual titles increasingly feel like they’re on the losing side; relics of an era that’s rapidly drawing to a close. Subscriptions have basically become the norm in film and television, with sales of DVDs, Blu-rays, and the like in what seems to be terminal decline. Television viewership, along with cable and satellite subscriptions, are likewise declining.

And who really feels that the death of broadcast television is something to mourn? Subscription platforms offered viewers a better deal – so they snapped it up. If Game Pass can do the same for gaming, more and more players will jump on board.

The Call of Duty series will soon join Game Pass.

Speaking for myself, I’ve been a subscriber to the PC version of Game Pass for almost a year-and-a-half. In that time, my subscription has cost me £8 per month ($10 in the US, I think). Call it eighteen months, and that’s £144 – or roughly the same amount of money as three brand-new full-price video games. In that time I’ve played more than three games, meaning Game Pass feels like a pretty good deal. If Microsoft continues to splash its cash on the likes of Activision Blizzard, bringing even more titles to the platform without asking me to pay substantially more for my subscription, then as a consumer I gotta say it’s worth it.

One corporate acquisition on its own does not irreversibly shift the gaming landscape. But we’re on a trajectory now that I believe will see gaming move away from the old way of doing business into a new era where subscriptions will be a dominant force. There will be advantages and disadvantages to this, but I don’t see it slowing down. As the likes of Sony and even Nintendo try to compete with Game Pass, if anything we’re likely to see this trend speed up.

Watch this space – because this certainly won’t be Microsoft’s last big move.

All titles mentioned 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.

Forza Horizon 5 – video game review

Forza Horizon 5 was released in November for Xbox One, Xbox Series S/X, and PC. It took a little while, but after spending quite a bit of time with the game over the past few weeks I’m finally ready to put pen to paper and share my thoughts!

Forza Horizon 5 is a big game. There are different kinds of races and events to participate in, ranging from multi-race championships all the way to smaller challenges and mini-events. The game’s open world is huge and offers varied terrains and scenery. And perhaps most importantly for a racing game, Forza Horizon 5 offers a veritable smorgasbord of cars to choose from.

What Forza Horizon 5 is not, though, is massively different from its predecessor. If you’ve played Forza Horizon 4 at all, you know the formula. This time around there’s more: the game world is bigger, there are more roads to drive on, more races and events to take part in, and so on. But it isn’t a fundamentally different experience – aside from the scenery changing from the quaint English countryside to the deserts, jungles, and beaches of Mexico, it’s basically an iterative instalment of the series. I don’t think that’s necessarily a problem for Forza Horizon 5; it’s a riff on the same concept, expanding it in some significant areas but without really breaking new ground. However, when the formula works, why shake it up too much? As the saying goes: “if it ain’t broke, don’t fix it.”

The Horizon spin-off series has always taken a more casual approach than mainline games in the Forza Motorsport series, and that trend continues here. There’s a party atmosphere that runs through the entire game, with a handful of named characters who all take a very laid-back approach to running the titular Horizon festival. That feeling extends to gameplay, too. Races are organised seemingly haphazardly, and there’s a lot of fun to be had simply by exploring the open world, making your own fun, and driving some fancy cars at high speed!

Forza Horizon 5 is perhaps the most accessible racing game I’ve played – except, maybe, for Mario Kart 8. The game is geared up for fans of arcade racing, with a “pick-up-and-play” attitude that feels perfectly aligned with the aforementioned casual, laid-back approach taken by characters within the game itself. That isn’t to say that Forza Horizon 5 presents no challenge – not at all. But this is a game that allows players to tailor the kind of challenge or fun that they want to the way that they like to play. There are options to tweak practically every aspect of single-player gameplay, meaning Forza Horizon 5 would be a great introduction to racing games for a complete newbie – but a game that experienced racing fans can enjoy as well.

As a gamer with disabilities, I always appreciate games that go out of their way to be accommodating. In Forza Horizon 5, it’s possible to slow down single-player gameplay to give players more time to react or make moves. It’s possible to see a guide line on the ground or along racetracks pointing players in the right direction. And there are different levels of assistance; cars can be set up to brake automatically, for example, as well as change gears. Forza Horizon 5 also recommends specific cars for specific races, ensuring that players who aren’t familiar with cars or racing games won’t find themselves in an unwinnable situation.

None of these things have to be used, and they can all be turned off for players who want a more realistic or challenging racing experience. The game has pre-set difficulty options, but within those pre-sets it’s possible to tweak many different individual characteristics so players can get the kind of experience that they want. This really does open up the game to many different skill levels, and Forza Horizon 5 would be a great game for someone brand-new, a kid seeking a more realistic racer than the likes of Mario Kart, and everyone else all the way up to racing simulation fanatics.

Forza Horizon 5 also brings a lot of customisation options to the table. Every car (at least, every car that I’ve unlocked so far) can be customised. Cars can be repainted in every colour of the rainbow, and can have custom liveries applied – including advertising logos for famous brands. There’s already a bustling customisation scene, with players from all over the world sharing their custom creations for others to download and use in-game. I love a game with strong customisation elements, and Forza Horizon 5 absolutely delivers in that regard!

As I was getting started with Forza Horizon 5, I actually found myself getting a little emotional. As you may know, I’m non-binary – meaning that my gender identity falls in between male and female, and I prefer to use they/them pronouns. When setting up my Forza Horizon 5 character, the option to use they/them was present alongside male and female pronouns – something that was amazing for me, and for other non-binary players as well I hope. It’s still quite rare to see games offer this option, so it was an incredibly welcome surprise.

I’m not the world’s biggest car enthusiast. My knowledge of cars mostly comes courtesy of Jeremy Clarkson and the rest of the crew of Top Gear! But for people who know more about cars than I do, I reckon Forza Horizon 5 has a lot to offer. Although the game goes out of its way to be accessible and to have cars ready-to-race from the moment of being unlocked or purchased, there are still plenty of tuning options to fiddle about with. At the game’s uppermost echelons, where elite players are duking it out and races are won or lost by the millisecond, perhaps some of these things will make a difference. I’m not at that level – but some folks are, and there are tuning and customisation guides already for many of the game’s vehicles.

Although Forza Horizon 5 includes a lot of ultra-expensive supercars from manufacturers like Bugatti, Koenigsegg, and Lamborghini, I think it’s great that the game offers classic cars, “normal” street cars, and even some novelty vehicles or cult favourites as well. For example, the game includes a classic Land Rover (a personal favourite of mine), as well as every nerd’s favourite car: the DeLorean! There’s a VW Camper available, a classic Mini, a Morris Minor, as well as a Hummer, and even a car taken straight from Hot Wheels! In short, there’s fun to be had with some of these vehicles, and while some may not be suitable for winning every race or clocking the fastest time, for having fun driving around the game’s open world I think some of these additions are absolutely fantastic!

Some racing games offer light-hearted fun, and for me, Forza Horizon 5 is absolutely that kind of game. I can pick it up for even just a few minutes at a time, hop into a race or two, and then put it down knowing I can do the same thing again later on. It absolutely can be more than that; players with the inclination can take it more seriously, spend more time on their vehicles, and really push hard to get the best lap times and reach the top of the various leaderboards. That’s not the way I personally play – but the fact that Forza Horizon 5 has plenty to offer to all kinds of players is a huge mark in its favour in my book!

I’m a subscriber to the PC version of Xbox Game Pass, so for me Forza Horizon 5 was available on release day to download and play at no extra cost. On that basis, I’m thrilled with the game. That being said, for folks who don’t like the idea of a subscription or who like owning games outright, I can absolutely recommend Forza Horizon 5 as a purchase. Game Pass is a great service, but I recognise that it isn’t for everyone. When I looked at Halo Infinite a few weeks ago I said that paying £55 for just the campaign felt a bit much, so getting the game on Game Pass made a lot of sense. But there’s a heck of a lot of value in Forza Horizon 5 for players of varying skill levels and with varying levels of interest in cars – so it feels like a solid buy.

I think that’s all I have to say about this one! I’m thoroughly enjoying my time with Forza Horizon 5 and I’m looking forward to jumping back in and getting into my next race. See you on the track!

Forza Horizon 5 is out now for Xbox One, Xbox Series S/X, and PC. Forza Horizon 5 is the copyright of Playground Games, Turn 10 Studios, Xbox Game Studios, and/or Microsoft. Promotional images and artwork courtesy of Xbox and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Halo Infinite: first impressions

Spoiler Warning: There are minor spoilers ahead for Halo Infinite, Halo: The Master Chief Collection, and other iterations of the Halo franchise.

After the longest gap in between games since the franchise began, Halo Infinite was finally released last week. I haven’t yet completed the campaign, but I’ve spent a couple of hours with the game so far – enough time to give you my first impressions and initial thoughts about Halo Infinite.

First up, make sure you choose the right version when you go to download it! I have Game Pass for PC, and on the homepage of the Xbox app there was a big Halo Infinite icon, so I clicked it and it began to download – taking hours on my painfully slow internet connection. When it was done I booted up the game… only to find I couldn’t play the campaign, just the multiplayer! The campaign is a separate download, so I had to wait another few hours for that. Not the best start – and this should really be made clearer on the Xbox app.

Promo art for Halo Infinite.

When I was able to load the campaign, I immediately encountered an issue with the audio. I usually play games with headphones on, but although my headphones were plugged in there was no audio. After some investigating, the only way I could find to fix it came from someone else who’d had a similar problem and shared their solution on a forum – I had to go into my PC’s sound settings and change my headphone settings. Something uncomplicated but stupidly obscure; how this person figured it out I’ve no idea! It worked fine after that – but again, Halo Infinite made a poor first impression as a result.

The game opens with a cut-scene showing the Master Chief being thrown into space by an alien monster – the leader of a villainous faction called the Banished. This villain, and a couple of other Banished leaders who we’re also introduced to in cut-scenes across the game’s opening act, all feel quite generic. The vocal performances were hammy and over-the-top, and I don’t really get the impression that the leaders of the Banished are anything other than “evil for the sake of it” kind of villains. By default this makes the game less compelling and less interesting!

The game opens with Master Chief getting beaten up by this guy.

I haven’t played Halo 5; it wasn’t included as part of The Master Chief Collection when that was released on PC a couple of years ago, and it hasn’t been released as a standalone title. But the pre-release marketing and chatter about Halo Infinite seemed to indicate that the game was some kind of soft renewal of the franchise and would be a good jumping-on point for players unfamiliar with the world and lore of the Halo series – a series which, lest we forget, has recently passed its twentieth anniversary. Based on my first couple of hours with the game, I have to disagree with that.

Halo Infinite feels like an unapologetic sequel. We don’t find out why the Master Chief happened to be aboard that starship, and pretty quickly as he retrieves not-Cortana from a nearby Halo ring the game seems to reference events that took place in Halo 5 – something about Cortana going rogue and needing to be deleted. At this point I feel pretty lost with the story, with Master Chief blindly shooting his way through waves of enemies without any readily apparent goal or purpose.

I didn’t play Halo 5 so I feel a bit lost with the story.

I took a decade off from the Halo games after Reach, and it was only when I got The Master Chief Collection on PC that I played the fourth game in the series and the ODST spin-off. So I’m not the world’s biggest Halo fan by any stretch, and maybe big fans of the franchise are having a whale of a time – if so, that’s fantastic. I don’t want to detract from anyone’s enjoyment by being an old sourpuss! But Halo Infinite’s story appears to rely heavily on what came before, so for new fans or for folks who’ve been out of the loop, maybe The Master Chief Collection would be a better way to get started.

I found a couple of very odd graphical bugs during my relatively short time with the game, too. During the second mission, when Master Chief has arrived at the Halo installation, doorways appeared to glitch out: they’d appear to be solid even after “opening” and it was possible to just clip through what looked like a solid, graphically buggy door. Then shortly after, every alien of a particular kind (I think the Elites) were also completely bugged, and they ended up looking all stretched out and just broken. It’s hard to put into words, so see the screenshots below (click or tap the images for a larger version):

All of this kind of added up to mean that the game left a weaker-than-expected first impression. I’d been excited for Halo Infinite; the prospect of a franchise I remember with fondness from the days of the original Xbox getting a soft renewal and a new coat of paint was something I found genuinely appealing. I want to like Halo Infinite – but the somewhat dense backstory, a villain who feels silly at best, and a handful of bugs and glitches that should really have been fixed before launch have definitely got in the way of that.

So that’s the bad stuff out of the way. But my experience with Halo Infinite so far hasn’t been entirely negative by any stretch. There is definitely a good game at its core, one with some truly exciting and fun sci-fi shooting. The guns that I’ve used so far have been varied, ranging from standard rifles and pistols to Halo staples like the Needler. Halo Infinite’s gunplay is fluid, the environments so far have been well-designed, and were it not for those few bugs and issues that I’ve encountered I’d be giving it a ten out of ten for its gameplay.

Halo Infinite has great gunplay.

As a multiplayer player-versus-player online shooter, which is what many folks come to Halo for, I think that bodes well. I can absolutely see it being a game that keeps players hooked well into 2022 and perhaps even beyond that, as there seem to be teases of a lot more multiplayer content to come. And that’s great… for people who like that kind of game. As someone who came to Halo Infinite for its campaign, I feel underwhelmed more than anything else. Halo Infinite’s campaign isn’t exactly bad, it just isn’t as good or well-written as I’d hoped it would be.

So far, in addition to the Master Chief I’ve met two major characters: a pilot and not-Cortana – an AI named “the Weapon.” Both characters seem interesting, and I’m definitely curious to see how their stories progress as the game goes on. The voice and motion-capture performances for both characters have been great so far, with some of the Weapon’s facial expressions in particular being extraordinarily well-animated. The Halo games have come a long way from their 2001 origins in that respect. Were it not for those graphical bugs I encountered, I’d say Halo Infinite makes the franchise look better than ever.

Not-Cortana… a.k.a. the Weapon.

So I guess I need to read a synopsis of Halo 5 or something… get myself caught up with all of the story that I missed (and all the other story that I’ve forgotten about!) Maybe then I’ll have a better time as I progress through the campaign. Halo Infinite has potential, but I guess what I’d say is that I’m glad I picked it up as part of Game Pass; I’d feel far less charitable about its flaws and shortcomings had I paid £55 for it.

If you’re only interested in multiplayer, I think Halo Infinite will be a fine shooter going through 2022. Of this year’s big first-person shooter releases, there’s surely no question that Halo Infinite is the best choice by far. Battlefield 2042 and Call of Duty: Vanguard can’t compete, not by a long-shot. If you’re interested in the campaign, though, I think Halo Infinite isn’t as much of a soft reboot or fresh start as I was expecting – so make sure you’re caught up on what happened in previous games before you jump in.

Promo screenshot.

The bugs are disappointing, but so far they haven’t been so overwhelming that I felt the need to quit the game. Hopefully these issues can be patched out in the days ahead. There don’t seem to be as many reports of similar issues affecting the Xbox One or Xbox Series S/X version of the game, which is positive news for those of you using those platforms.

So that’s it, I guess. An unspectacular start, but not a terrible one. Halo Infinite could certainly do a lot worse, and in a first-person shooter market that increasingly only caters to the multiplayer crowd, it’s nice to see that Microsoft and Xbox are sticking with single-player campaigns. It’s also great that Halo Infinite got a simultaneous release on PC, and a day-one launch on Game Pass. Microsoft has become quite a player-friendly company in that regard, and I have to respect that.

If you already have Game Pass, it’s hard not to recommend Halo Infinite – you might as well give it a shot, at least. And its multiplayer mode is currently free-to-play for everyone, Game Pass subscriber or not. For £55/$60 though, the campaign alone might not be worth it. You’re probably better off signing up for Game Pass just for a month, beating the campaign, and then cancelling your subscription!

Halo Infinite is out now for PC, Xbox One, and Xbox Series S/X. Halo Infinite is also available via Xbox Game Pass and Xbox Game Pass for PC. The Halo series – including Halo Infinite – is the copyright of 343 Industries, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Xbox turns 20!

On the 15th of November 2001, the original Xbox launched in the United States. That makes today the 20th anniversary of the console and Microsoft’s gaming brand, so I thought we should mark the occasion with a look back! I haven’t yet had the chance to play on an Xbox Series S or X, but I’ve owned an original Xbox, an Xbox 360, and an Xbox One at different points over the past couple of decades so I like to think I’m qualified to comment on the brand!

It’s hard to remember now, especially for younger folks who’ve quite literally grown up with the games industry looking the way it does, but the Xbox was a massive risk for Microsoft in 2001. The games industry at the turn of the millennium felt settled – Nintendo and Sega were the “big boys” and PlayStation had been the new kid on the block, shaking things up as the world of gaming moved from 2D to 3D titles.

Xbox turns 20 today!

For practically all of the 1990s, it had been Japanese games companies – Sega, Nintendo, and Sony – that had dominated the video game hardware market. Challengers from the ’80s like Atari and Commodore represented American manufacturers, but they’d fallen away by the end of the decade leaving the worldwide video game hardware market the sole domain of the Japanese.

I remember reading more than one article in 2001 promising that the Xbox would be an expensive failure for Microsoft, arguing that “no one” was looking for a new console manufacturer at that time. It would be impossible to enter a market where things were already stable, and even with Microsoft’s money, challenging the mighty Sega, Nintendo, and PlayStation was just going to be a waste of time. How wrong is it possible to be, eh? We should all remember articles like those before making big predictions!

Bill Gates unveiled the Xbox and showed the console to the world for the first time in 2001.

The video games industry was far less settled in 2001 than anyone seemed to realise, of course. Sega’s Dreamcast would prove to be such a significant flop that the company ended up shutting down their hardware business altogether, and Nintendo’s GameCube – which also launched in November 2001 – would struggle to compete with the PlayStation 2 and Xbox in terms of sales.

So the market was definitely more receptive to a new entrant than a lot of folks at the time were predicting! But that isn’t why the Xbox succeeded. It helped, of course, that the console was created at a time when Sega was getting out of the way and Nintendo had uncharacteristically faltered. But those external factors weren’t key to the success of the Xbox, and anyone who claims otherwise is doing the console a disservice.

The original Xbox logo.

The Xbox was a great machine. Microsoft had decades of experience in software and plenty of money to boot – they were one of the world’s richest companies even then. Bringing their considerable experience and financial resources to bear led to the creation of a truly world-class machine, one that massively outperformed two of its three competitors in terms of raw processing power and graphical fidelity.

All of those stats would have been meaningless, though, had the console not had a killer lineup of games – and Microsoft delivered there too. Though Microsoft had made some games of their own before 2001, like Age of Empires for example, they didn’t have as much game development experience as the likes of Nintendo and Sony. While development of the Xbox was ongoing, Microsoft worked with a number of third-party developers, signing exclusive contracts and having games built for their new machine from the ground up.

The Xbox was Microsoft’s first video game console.

We can’t talk about the Xbox without talking about its “killer app” – Halo: Combat Evolved. After GoldenEye on the Nintendo 64 had proven that first-person shooters could work well on home consoles, Halo honed the console shooter genre to near-perfection. It was the must-have game of 2001 and 2002, one of the most talked-about and debated titles of the day. Nintendo and PlayStation simply didn’t have anything in reply, and Halo absolutely dominated the conversation going into 2002.

It wasn’t only the first-person shooter genre where Microsoft invested heavily. They contracted a studio called Bizarre Creations – who’d developed a racing game called Metropolis Street Racer for the Dreamcast – to work on an Xbox-exclusive racer: Project Gotham Racing. The game played differently to other racing games at the time – with an emphasis on “kudos” points rather than just winning the race. Project Gotham Racing didn’t quite succeed at eclipsing the likes of the Gran Turismo series on the PlayStation 2, but it was a fun romp nevertheless.

Halo: Combat Evolved was the console’s big launch title.

My personal experience with the original Xbox came in the wake of the Dreamcast’s demise. I’d invested in a Dreamcast as a replacement for my Nintendo 64, but when Sega announced in early 2001 – scarcely a year after its launch – that the Dreamcast would be discontinued and development would cease I knew I’d have to find a new machine again! The Dreamcast was a great console in its own way, but it felt iterative rather than transformative. When I was finally able to upgrade to an Xbox in early 2002 I was blown away by how modern-feeling the machine was.

The control pad – affectionately known as the “Duke” – was the first thing I noticed that was so much better. The addition of a second analogue stick made controlling all kinds of games so much easier and smoother, whether they were racers, shooters, or third-person adventure titles. The black and white buttons were a solid addition too, giving games more options than older control pads on other hardware. The Duke wasn’t wildly popular, though, due to its large size making it heavy and unwieldy for a lot of players. Within a matter of months, Xbox had released the S-controller as an alternative, and that design has stuck. The popular Xbox 360 control pad was based on the S-controller, and the design has remained more or less unchanged since.

The S-controller replaced the Duke – and its design has been honed and refined in the years since.

Some of my favourite gaming experiences of all time took place on the Xbox. I played my first true open-world games on the platform, with titles like Grand Theft Auto: Vice City and The Elder Scrolls III: Morrowind showing off the console’s power through the size, scale, and density of their worlds – something completely unprecedented at the time. Knights of the Old Republic completely blew me away with its story, and at one point I can vividly remember sitting with the control pad in my hand, mouth open in shock at the way that game’s story unfolded. That’s a moment in gaming – and a moment as a Star Wars fan – that I will never forget!

The Dreamcast had shown me the first game that I felt was genuinely cinematic; a title that would’ve felt at home on the big screen: Shenmue. But that console still had its limitations, and relatively few Dreamcast titles came close to reaching the high bar set by Shenmue. The Xbox feels – at least to me – like the first modern video games console; the first machine to bring together all of the foundational elements of 21st Century gaming.

Knights of the Old Republic was a fantastic Xbox exclusive.

The launch of the Xbox marked a sea change in the video games industry. Sega was getting out of the market, and Microsoft jumped in. Sony’s PlayStation and Microsoft’s Xbox would go on to be the two big powerhouses of gaming in the 2000s, settling their status as the decade wore on. It was also around this time that Nintendo stopped focusing on trying to compete with PlayStation and Xbox in terms of raw power and began looking at different ways to play – culminating in the launch of the Wii a few years later.

Twenty years ago the Xbox was seen as a risk. Now, as we look back on two decades of Microsoft’s gaming hardware, it’s patently obvious that it’s a risk that paid off – and then some! As we stumble into another new console generation, Xbox feels like a safe, solid bet. And the brand is, in many ways, just getting started. Xbox Game Pass offers fantastic value as a subscription service right now, and as Microsoft looks to harmonise their console and PC players in a single conjoined system, things are definitely changing for the better for Xbox as a brand. There have been some bumps in the road over the past couple of decades – the rocky launch of the Xbox One and the failure of Kinect being a couple of big ones – but overall, it’s been a success for Microsoft. I knew a lot of people in 2001 who would never have expected to see Xbox as one of the top two gaming platforms twenty years later.

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

After years in development hell, will the Halo series deliver?

Plans for a television series based on the Halo video game franchise have been kicked around for well over a decade at this point. One incarnation of the project, which languished in development hell for much of that time, even included famed director Steven Spielberg, and appeared to have a decent budget set by franchise owner Microsoft. That version of Halo never made it to screen, and despite some still images and a web miniseries in 2012, Halo remains firmly a video game franchise.

But according to Paramount+ – which is also the home of Star Trek – all that will change in 2022. As part of the advertising campaign for Paramount+ earlier this year, it was announced that the Halo series, which was originally planned to debut on American television network Showtime, will join the streaming service’s lineup. With a lot of sci-fi already on Paramount+ this seems like a good fit – at least in theory. However, after so long in development, and with production clearly suffering from some setbacks, can Halo live up to the hype that fans of the series have? And perhaps more importantly, will Halo be successful at bringing in a wider audience of viewers who are less familiar with the games?

Halo is based on an acclaimed video game series.

On the first point, production on Halo has not gone smoothly. The series was picked up for a ten-episode order, after years in pre-production, over three years ago. Filming began in 2019 in Canada, and while the pandemic has been a disruptive factor, it doesn’t seem to be the only factor in why Halo is still being worked on today. There have been behind-the-scenes changes including major script rewrites and a mid-production switch to a new showrunner, and while neither of those things necessarily spell disaster for Halo, they are hardly encouraging signs.

Sometimes when a series makes these kinds of changes, what results is better than the original version would’ve been. And we have to hope that will be the case with Halo! Still, talk of reshoots, script revisions, and so on doesn’t exactly inspire confidence, and while I’m hopeful that the series will eventually present a fun and exciting story, at least some of the information coming out of the project is ringing alarm bells.

Teaser image for Halo.

As to Halo’s broader appeal, that’s still an open question. The Halo video games are best-sellers on Xbox consoles, but until last year, when Halo: The Master Chief Collection was ported to PC, that was the only place to play the main series. Though the franchise is well-known to gamers even on other platforms, a lot of folks simply don’t have much experience with Halo, and might not be as interested in the series as a result. That being said, having any kind of pre-built following is generally a net positive for any new film or television series, as at least Paramount+ can be sure that some Halo fans will show up to give the series a try!

Sci-fi is doing well at the moment, though, with shows like The Expanse, The Mandalorian, and the reinvigorated Star Trek franchise all bringing in viewers by the millions – so there’s hope that non-fans and those interested in sci-fi in a more general sense might be tempted to check out a new, high-budget sci-fi series. With a decent marketing push, I’m sure there’ll be some interest beyond Halo’s pre-existing audience.

Halo should be able to bring in a wider audience beyond fans of the video game series.

The story of the series remains unknown beyond a simple tease of its premise, and the question of whether it will be a direct adaptation of the first game – or any other title in the series – remains open. The casting of Natascha McElhone as Dr Halsey – the creator of the Spartan project in Halo: Reach – could imply that the show plans to revisit the events of Reach. This could be a prologue, as Reach was a prequel, or it could be a significant adaptation lasting a full season.

Unlike a lot of shooters, which prioritise action and gameplay over story, the Halo games always managed to strike a good mix and had single-player campaigns that were fun, engaging, and suitably long. I’ve always felt that the Halo series – at least, the first couple of games and Reach – were far better as single-player or co-op experiences than multiplayer ones – but then that could just be my general preference for single-player gaming showing through! Regardless, Halo clearly has a lot of story and material from the games that could be adapted, and I would suggest that there are several seasons’ worth of television if the show plans to follow the story of the mainline games.

Will the new series include parts of the storyline of Halo: Reach?

One thing that will be interesting is how Halo deals with the franchise’s two enemy factions – the Covenant and the Flood. Not because the factions will be difficult to adapt from game to screen from any story point of view, but because video games (or animation in general) are able to make use of far more “alien-looking” aliens. None of Halo’s aliens are humans with a forehead or nose prosthetic – like we see often in Star Trek! They’re different shapes and sizes, and practically all of them are very inhuman. Adapting grunts, brutes, hunters, and the Flood for the screen will be a challenge, particularly if the series doesn’t have a wildly-high CGI budget!

Special effects and CGI are improving all the time, and television shows today can easily be more visually impressive than even films from fifteen or twenty years ago, especially on the CGI front. But if we’re talking about animating several major characters, as well as enemy aliens that could be present in practically every episode… well that would eat up a CGI budget pretty quickly!

The Halo games have some very unusual-looking aliens (pictured: a Grunt)
Picture Credit: Halo Wiki

Though Halo never quite broke into the top tier of sci-fi franchises along with Star Trek, Star Wars, and the like, it’s still a richly detailed setting for any television show, film, or game to explore. The idea of humanity fighting a major war against a superior alien force has been done before in many different ways on screen – the Borg in Star Trek, the alien invasion in Falling Skies, and even aspects of the Marvel cinematic universe all put different spins on the same basic concept. Though Halo doesn’t do anything radically different, it will still be a chance for the franchise to put its own stamp on the “evil aliens” narrative.

Though I do have some concerns based on what I’ve heard about Halo’s rocky development and production, I’m cautiously optimistic for what the series could bring to the table. There’s a lot of lore and story to adapt, and even if the show doesn’t intend to be a direct adaptation of any of the stories seen in the Halo games, the universe that those games created is a potentially very interesting setting for the new show to play with. Hopefully, when it debuts on Paramount+ next year, we’ll be in for at the very least an interesting, engaging, and action-packed show.

A promotional screenshot for 2004’s Halo 2.

Adaptations of video games have generally been poorly-received, but the late 2010s seemed to see an explosion of video game spin-offs. There’s the Uncharted film, a television series based on The Last Of Us, a show based on the Fallout games, and even Minecraft: The Movie. Hopefully some or all of these will be better than the likes of Doom and Super Mario Bros. – though the latter film is one of those “so bad it’s actually good” titles that’s fun to watch for a laugh!

So Halo is in good company at the moment! I’m looking forward to it, and at the very least it’ll be interesting to see the various factions and settings brought out of the video game realm into wholly new territory. Whether it’ll be as enjoyable to watch Halo as it is to play the games… well that’s an open question. But I’m curious to find out.

Halo will be broadcast on Paramount+ in 2022 in the United States, Australia, and other countries and territories where the platform is available. Further international distribution has not yet been announced. The Halo franchise is the copyright of Microsoft and 343 Industries, and Halo (the series) is further the copyright of Amblin Television, Showtime, and ViacomCBS. Some screenshots used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

EA Play joins Game Pass

EA Play is bringing a huge library of new games to Microsoft’s Xbox Game Pass service! Because it’s been overshadowed by Microsoft’s recent acquisition of Bethesda, and the arrival of those games to Game Pass in recent weeks, this news seems to have flown under the radar. I almost missed this altogether, and it was only when I saw it on Twitter (of all places) that I realised what a monumental win this is for Microsoft, Game Pass, and quite frankly for subscribers as well.

I initially signed up for Game Pass for PC last year in order to play Forza Horizon 4, and it was well worth it! I’ve since played a few other games on there, and it’s easily value for money at £7.99 ($9.99 in the US) per month, in my opinion. One thing is clear, though, and that’s the fact that Microsoft has continued to invest heavily in the service. The addition of Bethesda’s lineup of titles brought the likes of Fallout 4, Skyrim, and Doom Eternal to Game Pass. And now EA Play has brought games like FIFA 21, Titanfall 2, The Sims 4, Star Wars Jedi: Fallen Order, and many others to the service, too. It seems all but certain that the upcoming Mass Effect: Legendary Edition will be available there as well – so maybe I’ll play it after all!

EA Play and Game Pass have struck a deal.

Game Pass has expanded rapidly, and continues to go from strength to strength. Right now, there’s no question that it’s the best way to get into current-gen gaming, and picking up a preowned Xbox One or – when availability improves – an Xbox Series S will mean that a huge library of games is available to even players on a limited budget. For less than the price of a Netflix subscription there are more games than I could play in an entire year, including some absolutely fabulous ones!

The only pang of regret I feel is because I’d bought a few of these games over on Steam! Of course if you’re worried about permanence it’s better to buy than subscribe, because it’s possible that EA Play and/or any of its games will be removed from the service in future. But just like we’ve seen happen with television and films thanks to the rise of streaming, many people are quite okay with that concept. Sure, losing access to a title is disappointing, and when Netflix removes a big name there’s often a minor backlash. But people have generally come to accept the impermanence of films and television shows on streaming platforms – so I daresay that will happen with games as well.

A few of the titles now available.

In the worst case, if a game you adore is removed from Game Pass, you can always buy it elsewhere. It doesn’t have to be the huge drawback that some folks insist it is. We increasingly live in a society of renting: we rent our homes, vehicles, and sometimes even our furnishings. We rent our films, television shows, and music via services like Netflix, Disney+, Amazon Prime, and Spotify. And now, Microsoft is pushing hard to convince people to rent their game libraries too.

Having built up a Steam library over the better part of a decade I’m not willing to part with it, and I still don’t see Game Pass as a full-time substitute for buying games in a general sense. But you know what? I could be in the minority on that very soon. As mentioned, Game Pass now offers a colossal library of titles, and not only Xbox-exclusive games like Halo: The Master Chief Collection and Sea of Thieves. The FIFA series of football (soccer) games are literally the most popular titles around the world, and now the most recent entries are on Game Pass, with this year’s entry almost certain to follow. And huge multiplayer titles like Apex Legends are as well. Heck, you can even play Anthem… though goodness only knows why you’d want to.

Very specific there, EA.

For a player on a limited budget, Game Pass is now my number one recommendation. Whether it’s on PC or console, I honestly can’t recommend anything else. There’s simply no alternative that offers such a variety of major titles for the cost, and even speaking as someone who doesn’t use it as often as I could, it’s 100% worth it. This new addition of EA titles has taken what was already an enticing offer and made it even better.

There are still some issues with the Xbox app on Windows 10, and it doesn’t always work perfectly. But the games it launches do, and whether you’re interested in a strategy title like Age of Empires II: Definitive Edition or a racer like Forza Horizon 4, there are so many games now that it’s worth a try for almost anyone interested in gaming.

The Xbox Series S with a Game Pass subscription is the most affordable route into this generation – or at least it will be when availability improves!

Microsoft took a risk with Game Pass, banking on players turning away from the model of buying and owning individual titles to rent them via a Netflix-style subscription. As the service continues to grow and expand, both in terms of its library and its playerbase, I think it’s fair to say that the risk is paying off.

So what am I going to play first? That’s a good question! I was tempted by the Mass Effect trilogy, which I otherwise only own on Xbox 360. But with Legendary Edition coming soon I think I’ll wait to see if it comes to Game Pass, which hopefully it will. Titanfall 2 is calling out to me, and despite being a big fan of fantasy I’ve never played the Dragon Age games, so maybe I’ll finally give those a shot. Or maybe I’ll go back and replay Sim City 2000 – there’s nothing like a hit of nostalgia, after all. I feel spoilt for choice!

I might sit down to play some Titanfall 2.

This move makes a lot of sense for both companies. EA’s Origin platform and EA Play have both struggled to bring in huge numbers of players since they launched, and with EA diversifying and bringing many of its titles to Steam, joining in with Game Pass feels like a no-brainer. And from Microsoft’s point of view, anything they can do to increase the appeal of Game Pass shores up the service, and that can only have the effect of bringing in new subscribers as well as convincing existing ones to stick around.

When taken alongside the recent Bethesda acquisition and the launch of the weaker but cheaper Xbox Series S, I have to say that Microsoft is off to a very strong start in this new console generation – far better than I had expected even six months ago.

Xbox Game Pass is available now for PC, Xbox One, and Xbox Series S/X. Prices were correct at time of writing (March 2021). This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Why is everybody so surprised that future Bethesda titles will be Xbox/PC exclusive?

A few months ago I briefly touched on the Microsoft buyout of ZeniMax – parent company to Skyrim developer Bethesda. The deal, which was announced back in September last year, has finally gone through after months of behind-the-scenes legal wrangling, meaning that Microsoft now officially owns Bethesda Softworks, its subsidiaries, and all of the games they’ve developed and produced. This is a significant acquisition for Microsoft, and looks sure to shake up the games market – at least the single-player games market! It will also certainly provide a big boost for Xbox Game Pass, which has already been touting the arrival of Bethesda’s back catalogue to the service.

Almost all Bethesda titles for at least a decade have been multiplatform, with releases on Sony’s PlayStation consoles and some select releases on Nintendo hardware too, and those games aren’t going to be taken away. Microsoft has also pledged to honour existing contracts for upcoming titles, meaning that both Deathloop and Ghostwire: Tokyo will still have timed exclusivity on PlayStation 5. After that, however, we can expect to see future titles arrive exclusively on Xbox Series S/X and PC.

Ghostwire: Tokyo will still be a timed PlayStation 5 exclusive.

Some games industry commentators seem taken aback at this notion, asking with mouths agape if Microsoft will seriously make upcoming Bethesda projects like Starfield and The Elder Scrolls VI Xbox/PC exclusive. To those folks I ask a simple question: really? This seems like a surprise to you?

Microsoft paid $7.5 billion for Bethesda, and for that huge investment they’re going to want a lot more than a few new titles in the Game Pass library. Exclusive games sell systems, and in 2021 exclusive games drive subscriptions too. Microsoft fell way behind in the last generation as the Xbox One was massively outsold by the PlayStation 4, and a lack of decent exclusive games was a huge factor in explaining why that was the case. Microsoft has tried to rectify the situation by acquiring Obsidian Entertainment, Compulsion Games, Playground Games, Ninja Theory, and other studios, and guess what? Those studios now make games for PC and Xbox only. Some of these investments will take time to pay off, but as the new console generation rolls into its second and third years, I think we’ll see a big push from Microsoft with some of these new exclusive games.

Expect to see future Bethesda titles be Xbox/PC exclusive.

Titles from Microsoft-owned franchises like Halo, Gears of War, State of Decay, and standalone games like Sea of Thieves aren’t going to be released on PlayStation (or Nintendo) so I’m afraid that people are getting their hopes up if they expect to see future Bethesda titles on any other platform. Microsoft wouldn’t have spent such a huge sum of money not to capitalise on their acquisition, and while in the immediate term nothing is going to change, give it a couple of years when Starfield is ready, The Elder Scrolls VI is preparing for launch, and Bethesda are working on new entries in the Fallout or Doom series and you can guarantee they will be Xbox/PC exclusive.

Sometimes I sit down to read through opinion and commentary by other games industry writers – including some pretty big names – and I’m surprised how they can get it so wrong. It seems naïve in the extreme to be banking on any future Bethesda title – including huge ones like The Elder Scrolls VI and a potential future Fallout title – to be anything other than exclusive to Microsoft’s platforms. That’s how these things work, and it’s why Microsoft was willing to get out their wallet in the first place.

I wouldn’t bet on being able to play Starfield on your PlayStation 5.

Though it may seem “unfair” to lock games to a single platform (or pair of platforms, in this case) it’s how the industry has operated since day one. Nobody got upset about Marvel’s Spider-Man being a PlayStation 4 exclusive, even though that game wasn’t made by Sony, but rather one of their subsidiaries. It was just expected – Insomniac Games make PlayStation titles, just like 343 Industries make Xbox titles. Bethesda’s acquisition means they join Team Xbox. It may not be great fun for PlayStation gamers who had been looking forward to a future Bethesda title, but that’s the reality of the industry.

Be very careful if you hear an analyst or commentator saying that they believe Bethesda titles will still come to PlayStation. Rather than getting your hopes up or setting up false expectations, it may be better to plan ahead. If Starfield or The Elder Scrolls VI are games you’re dead set on playing, consider investing in Xbox. The Xbox Series S is a relatively affordable machine at £249/$299, and if you only need it for a couple of exclusives that you can’t get elsewhere it could be a solid investment – certainly a lot cheaper than a gaming PC.

The Xbox Series S might be worth picking up.

Despite all of this, I still feel Sony has the upper hand in the exclusives department, at least for now. It will be a couple of years or more before Microsoft can fully take advantage of their new acquisition, and other titles from developers like Obsidian – who are working on a game that looks superficially similar to The Elder Scrolls series – are also several years away. Sony, on the other hand, has games out now like Spider-Man: Miles Morales and the Demon’s Souls remake, as well as upcoming titles like God of War: Ragnarok and Returnal to draw players in. Microsoft is still pursuing a frankly bizarre policy of making all Xbox Series S/X games available on Xbox One for the next year or so, so for exclusive next-gen gaming in the short term, Sony is still the way to go.

I remember when Microsoft entered the home console market for the first time in 2001. A lot of commentators at the time were suggesting that Microsoft were buying their way in, that they would throw their wallet around and other companies would find it hard to compete. It never really happened, though, at least not to the extent some folks feared. The acquisition of Bethesda is a big deal, but Bethesda and all its subsidiaries have published only around 20 games in the whole of the last decade, so in terms of the wider gaming market, and considering how many games there will be on PC, Xbox Series S/X, and PlayStation 5 in the next few years, it’s a drop in the ocean.

That doesn’t mean it won’t sting for PlayStation fans who want to play Starfield or The Elder Scrolls VI, though. Better start saving up for an Xbox!

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

Fifteen games worthy of a second look in Spring 2021

Spoiler Warning: Though there are no major spoilers, minor spoilers may still be present for a few of the titles on this list.

Anthem is gone, Cyberpunk 2077 is still a stinking mess, and there are delays aplenty across the games industry as the pandemic rolls on. What’s a gamer to do? Well, I might have the answer for you! Tomorrow will be the first day of March, and to me March has always meant the beginning of Spring. There are small snowdrops beginning to bloom in my garden, and the nights are getting shorter. A few times this past week I’ve even managed without the heating on in my house – much to the dismay of the cats!

There are still plenty of great games that – all being well – will be released this year. If you missed it, I put together a list just after New Year of ten of the most interesting titles! But considering the delays and that this time of year is typically fairly quiet in terms of releases, I thought it would be a great moment to consider a few games that deserve a second look. I’ve limited the list to titles that are readily available to buy on current-gen platforms and PC, so no out-of-print games this time.

Without any further ado, let’s jump into the list, which is in no particular order.

Number 1: Mario Kart 8 Deluxe (Nintendo Switch, 2017)

Nintendo’s most recent karting game is a ton of fun. It’s the kind of arcade racer that has a very low bar for entry – anyone can pick up and play this fun title. But mastering Mario Kart 8 – especially if you choose to head online – is no small task, and there’s a surprising amount of skill involved to be truly competitive with the best players! I’ve adored the Mario Kart series since its inception on the SNES, and this version is the definitive Mario Kart experience… at least until they make Mario Kart 9!

Number 2: Fall Guys (PC and PlayStation 4, 2020, coming to Xbox and Nintendo Switch this summer)

Among Us gained a lot of attention not long after Fall Guys was released last summer and stole at least some of the cute game’s attention! The fact that Fall Guys isn’t on mobile probably counts against it as far as finding a broader audience goes, but despite what some have claimed, the game is by no means dead. Season 4 – which promises to bring a new set of futuristic rounds – is being released soon, and for less than £15 (at least on PC) I honestly can’t fault Fall Guys. It’s an adorable, wholly unique experience in which your cute little jelly bean character runs a series of obstacle courses in a video game homage to the likes of Total Wipeout. Each round lasts only a couple of minutes, and it really is way more fun than words can do justice to! I’ve recently got back into playing after taking a break, and there’s plenty of fun still to be had.

Number 3: The Elder Scrolls III: Morrowind (PC and Xbox, 2002)

You can find Morrowind on PC, and despite being an older title it’s compatible with Windows 10. There has been an active modding scene for almost twenty years at this point, so even if you’ve already played the base game it may still be worth going back for more. In my subjective opinion, Morrowind is the high-water mark of the Elder Scrolls series. It certainly offers players more to do than its predecessors or sequels – more NPCs to interact with, more factions to join, more types of weapons to wield and spells to cast, and so on. Especially if you hit Morrowind with some of the visual/graphics mods that are available, it can feel almost like a new game!

Number 4: Grand Theft Auto: Vice City (PC, PlayStation 2, and Xbox, 2002)

Another older title that you can find on PC, as well as on iOS and Android, Vice City was one of three Grand Theft Auto titles released between 2001 and 2005. Remember when Rockstar was able to put out more than one game per decade?! If you’ve had your fill of Grand Theft Auto V by now – and it’s been out for eight years, so I wouldn’t blame you if you were ready to play something else – maybe going back to one of the older games will be a nostalgic blast. Many fans of the series consider Vice City to be the best entry, and while I don’t think I’d go quite that far, I had a ton of fun with it back on the original Xbox.

Number 5: Banished (PC, 2014)

There are some great city-builders out there, but one of my favourites from the last few years is Banished. The game was built entirely by one person, which never fails to amaze me! It would still be a fantastic title if it had been made by a full studio, but the fact that the game and all its complex systems were programmed by a single developer is an astonishing achievement. Banished isn’t easy, even on lower difficulty settings, and it will take a little time to get into the swing of how to plan your town and manage your resources. But if you’re up for a challenge it’s a wonderful way to lose track of time!

Number 6: Skully (PC, PlayStation 4, Switch, and Xbox One, 2020)

Skully is a game that I’ve been meaning to write a proper review of since I picked it up last year, but it keeps slipping down my writing pile. From the moment I saw the trailer and heard the game’s premise – a 3D platformer in which you play as a disembodied skull – I was in love, and the game did not disappoint! The environments are beautiful and the game is plenty of fun. It manages to feel at points like an old-school 3D platformer of the Nintendo 64 era, and at others like a wholly modern experience. It’s also an indie title, and it’s great to be able to support indie developers wherever we can!

Number 7: Jade Empire (PC and Xbox, 2005)

If the demise of Anthem has got you missing the “golden age” of BioWare’s role-playing games, make sure you didn’t skip Jade Empire. The Xbox exclusive was overlooked by players in the mid-2000s, and while other BioWare games from that decade, like Knights of the Old Republic, Mass Effect, and Dragon Age Origins are all held in high esteem, the Chinese-inspired Jade Empire is all but forgotten. When Steam has it on sale you can pick up Jade Empire for less than the price of a coffee, and for that you’ll get what is honestly one of the best and most interesting role-playing games of all time.

Number 8: Star Trek: Starfleet Academy (PC, 1997)

Starfleet Academy is unique among Star Trek games because it features the cast of The Original Series in video clips recorded especially for the game. These aren’t scenes from films or episodes of the show; you literally will not see them anywhere else. Starfleet Academy is a starship simulator, and while its visuals obviously don’t look as good in 2021 when compared to other titles, the overall experience is fantastic. You won’t find another game quite like it – especially because ViacomCBS has all but given up on making Star Trek games since the release of Star Trek Online!

Number 9: Forza Horizon 4 (PC and Xbox One, 2018)

I signed up for Game Pass in order to be able to play racing game Forza Horizon 4 – and it was totally worth it! The Forza Horizon series attempts to find a middle ground between true racing sims and arcade-style titles, and generally manages to do so quite well. Forza Horizon 4 has a map which represents parts of Great Britain, and that’s something unusual! I didn’t see my house, but it’s always nice when a game uses a familiar setting. There are plenty of fun cars to race in, and different kinds of races too, including going off-road.

Number 10: Assassin’s Creed IV: Black Flag (Multiplatform, 2013)

Is it just me, or has every subsequent game in the Assassin’s Creed series struggled to hit the highs of Black Flag? Origins and Odyssey were decent, but even in 2021, I think that Black Flag is the definitive title in the franchise! There’s something about its pirate setting and the wonderful crop of NPCs that make Black Flag a truly enjoyable experience from start to finish. For a game that’s approaching its eighth birthday it still looks fantastic, too!

Number 11: The Last Of Us (PlayStation 3, 2013)

Despite its severely disappointing sequel, The Last Of Us is fantastic. If you’re looking for a game with amazing characters and a deep, engaging story, it simply can’t be bettered. I put The Last Of Us on my list of games of the decade as the 2010s drew to a close, and for good reason. Joel and Ellie’s trek across a hauntingly beautiful post-apocalyptic United States was absolutely one of the gaming highlights of the last few years. The characters are so well-crafted that they feel real, and every twist and turn in the intense storyline carries emotional weight. The game is being adapted for television, and I’m interested – cautiously so in the wake of The Last Of Us Part II – to see what will happen when it makes the leap to the small screen.

Number 12: Age of Empires: Definitive Edition (PC, 2018)

Though I know Age of Empires II is the title most folks prefer, I’ve always appreciated what the original Age of Empires did for the real-time strategy genre. If you’ve been enjoying the recent remake of the second game, it could be a great time to give the original a try as well. Age of Empires didn’t invent real-time strategy, but it was one of the first such titles I played after its 1998 release – and I sunk hours and hours into it in the late ’90s! There’s something about building up an army of Bronze Age warriors to smash an opponent’s town that’s just… satisfying!

Number 13: Star Wars Jedi: Fallen Order (PC, PlayStation 4, and Xbox One, 2019)

I played through Jedi: Fallen Order last summer and documented my time with the game here on the website. Suffice to say I had a blast; the linear, story-focused title is exactly what the Star Wars franchise needed after the Battlefront II debacle! Having just seen the dire Rise of Skywalker I was also longing for a Star Wars story that I could actually enjoy for a change, and Jedi: Fallen Order did not let me down! I had a great time swinging my lightsaber across a galaxy far, far away… and I think you will too.

Number 14: No Man’s Sky (PC, PlayStation 4, and Xbox One, 2016)

No Man’s Sky was incredibly controversial at launch. The pre-release hype bubble got wildly out of control, egged on by a marketing push that oversold the game. Remind you of any recent titles? But despite the backlash in 2016, Hello Games has since put in a lot of hard graft, and five years on No Man’s Sky genuinely lives up to its potential. Had it been released in this state I think it would have been hailed as one of the best games of the decade – if not of all time. I understand not wanting to reward a game that was dishonestly sold, and that the “release now, fix later” business model is not one we should support. But there’s no denying that No Man’s Sky is a great game in 2021, and if you haven’t picked it up since its 2016 launch, it could be worth a second look.

Number 15: Tony Hawk’s Pro Skater 1 + 2 (PC, PlayStation 4, and Xbox One, 2020)

A full remake of the definitive skateboarding game is hard to pass up! In the Dreamcast era, Tony Hawk’s Pro Skater launched an entire genre of skating games, and its amazing soundtrack is a nostalgic hit of late ’90s/early ’00s punk rock. The remade version, which you can pick up on Switch and the two new consoles later this year, is great fun, and has managed to do something rare for a remake: genuinely recapture the look and feel of the original title. Obviously the visuals are brought up-to-date, but the feel of the game and the way tricks are performed are fantastic. I was able to slip right back into playing as if I’d never put the Dreamcast controller down!

So that’s it. Fifteen games that I think are worth your time this Spring.

There are plenty of fun titles on the horizon, but some of the ones I was most looking forward to – like Kena: Bridge of Spirits – have recently been delayed, prompting me to look at my library and put together this list.

I hope this has inspired you to find something to play over the next few weeks! If not, stay tuned because there will be plenty more gaming-related articles here on the website. Happy gaming!

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

The real price of next-gen consoles

Were you lucky enough to secure a pre-order of the Xbox Series X or PlayStation 5? If so, congratulations! You’re one of the few who managed that feat. Both consoles sold out as soon as pre-orders were available, meaning a lot of people hoping to pick up one of the new machines this year were left disappointed.

A lot of factors came together to make this happen, and we’ll look at them in turn. First is the confusing way in which both Sony and Microsoft made their consoles available. Pre-orders for the PlayStation 5 “accidentally” went live hours ahead of schedule, meaning a lot of people who had planned to pre-order at the promised time missed out. There is no one place where consoles may be pre-ordered either, with retailers from big outlets like Amazon and supermarkets down to smaller specialist games or electronics shops all offering to take customers’ money. As many found out later, problems with stock availability and allocation meant that a lot of pre-orders were either cancelled, rejected, or could not be fulfilled on launch day.

The newly-released PlayStation 5.

Then there are the “bots.” Automated computer programmes bought up a significant percentage of the available supply of new consoles, leaving many machines in the hands of touts and scalpers. These consoles are currently being re-sold for well over the asking price to disappointed gamers who missed out.

Finally there’s the question of how many machines were manufactured. When coronavirus hit China hard earlier this year, production of next-gen consoles was majorly disrupted. Some factories were closed for weeks, others cut back their output, and the consequence for both Sony and Microsoft was that far fewer next-gen consoles were available in time for launch than they expected. I noted this a few months ago when I asked the question: is now really the right time to launch these machines?

There was always going to be high demand for these machines, and both Sony and Microsoft knew that they’d sell out on launch day. In fact that’s usually part of the plan; selling out makes a machine look exciting and cool, and fear of missing out drives sales. No company wants to see images of huge numbers of unsold machines sitting on shelves in the period after launch.

An Xbox Series S/X control pad.

But even in that environment, the reduced manufacturing capability has had a huge impact, make no mistake. The plan had been for millions more consoles to be available; Sony told us this directly when they announced a few months ago that they would have several million fewer consoles ready to go on launch day than they initially planned. When their business model was already based around artificial scarcity, the loss of several million units has made an already difficult pre-order process practically impossible when combined with the other factors listed above.

So on to the title of this article: how much does an Xbox Series X or PlayStation 5 really cost if you want to get one before the end of the year? I went to a popular auction website and compiled a short selection of listings. Take a look:

A selection of auction listings for Xbox Series X and PlayStation 5 consoles in the UK on the 17th of November 2020.

As you can see, prices are approaching double the recommended retail price here in the UK, with scalpers and touts even selling pre-ordered consoles that they don’t actually have in their possession yet. Anecdotally I’ve heard from friends in the United States of PlayStation 5 consoles being sold for upwards of $1200 – well over double the asking price.

In a way, this is “pure capitalism.” This is what happens when companies don’t have enough stock for consumers; the law of supply and demand kicks in. If someone is willing to pay £900 for a PlayStation 5, then there will be a market for that. The true price of these machines right now, in November 2020, is not the recommended retail price of £450. It’s £700, £800, or £900. And with no indication of the availability of either console improving before Christmas, those prices may yet rise further.

Companies are totally fine with this. It doesn’t matter in the slightest to Microsoft or Sony whether a genuine player buys a console or a bot picks up that console for a scalper or tout to re-sell later. They still make just as much money no matter who the buyer is, so they have absolutely no incentive to find ways to stamp out this behaviour. Likewise, retailers from game stores to supermarkets to giants like Amazon don’t care – and it’s through online retailers that the vast majority of pre-orders have been taken.

The market – that amorphous entity that economists love to talk about – determines the price and value of products. If people are willing to pay £900 for a PlayStation 5 then that’s its true value. But is it worth it? Could any video game console possibly be worth £900?

It will come as no surprise to you to learn that my answer is a resounding “no.” Not only are these machines not worth such a ridiculous amount of money, they’re probably not even worth their official price right now.

This new console generation is, at best, a minor improvement over the current one in most of the ways that matter. Add to that the fact that practically every game currently available for the PlayStation 5, and every single game currently available for the Xbox Series X, are also available on PC, PlayStation 4, and Xbox One, most players would find it hard to tell the difference between playing on a current-gen or next-gen machine. There are iterative changes, such as faster loading times, better controller battery life, and so on. But there’s nothing significant in terms of graphics or gameplay that make either console a “must-buy” in 2020. Any such improvements won’t be seen for a year or more; perhaps by 2022 you could make the case that games are getting better thanks to these machines. But not yet.

There was a lot of hype and buildup to the launch of these new consoles, as is to be expected. And a lot of players were sucked in by the hype and decided that they needed a new Xbox or PlayStation on launch day no matter what. If they paid over the odds for their machine from a scalper or tout, I bet a lot of them regret that investment today.

With the new consoles offering small improvements at best, there’s no need to get one right now. Don’t reward the scalpers and touts with their scripts and bots who bought up as many consoles as they could. Jump off the hype train and be patient, and enjoy the exact same games on current-gen hardware. Chances are you wouldn’t be able to tell the difference anyway.

The Xbox brand – including the Xbox Series X and Series S – is the copyright of Microsoft. The PlayStation brand – including the PlayStation 5 – is the copyright of Sony. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

That Microsoft-Bethesda deal came out of nowhere!

I’m a couple of days late on this one, but if you didn’t know already, Microsoft surprised and upended the games industry by announcing a deal to buy ZeniMax Media. ZeniMax is the owner of Bethesda – the company behind such titles as The Elder Scrolls V: Skyrim and Fallout 76. The deal also includes id Software, developers of Doom and Doom Eternal, as well as several other associated companies, including the developers of The Evil Within, The Elder Scrolls Online, and the Wolfenstein series. Wow.

I’ve seen a lot of… interesting commentary to have come out of this acquisition, including people who seem to think this means there can be no more console-exclusive titles ever, and some overly-optimistic PlayStation fans still expecting their favourite Bethesda/ZeniMax titles to come out on that platform. A lot of the details of the deal and its fallout (pun intended) are still under wraps, but I think we can make some reasonable assumptions – and cut through some of the nonsense.

Buying ZeniMax Media gives Microsoft control over all of these game series – and many more.

First off, let’s clear something up. Microsoft wouldn’t spend $7.5 billion on this company and its subsidiaries for no reason. There are unquestionably going to be changes as a result of this deal. There are several ways it could manifest, but if we look to recent history we can pick out a couple of examples. The Outer Worlds was late into its development when Microsoft purchased developer Obsidian. With the game already scheduled for release on PlayStation, Microsoft honoured that commitment and didn’t make any changes. Likewise when they bought Mojang, Minecraft didn’t become an Xbox/PC exclusive. Those games were either already released or releasing imminently, likely with deals and agreements already signed, so Microsoft kept to those agreements.

The titles people seem most concerned about are The Elder Scrolls VI, which was announced a couple of years ago but is still several years away, and the next game in the Fallout series. No announcement has been made of a new Fallout title, but the assumption is that there may be one in pre-production. As someone who worked in the games industry for a time, I really feel that no company in Microsoft’s position spends this much money not to have exclusive titles. Unless this is part of some longer-term strategy to force Sony to bring their exclusive titles to Microsoft’s Xbox and PC platforms – which it almost certainly isn’t – we can say goodbye to the idea of any upcoming games being multiplatform. Despite Microsoft’s statements that they don’t care what platform someone plays on, they obviously do or they wouldn’t be investing so heavily in the Xbox brand and in PC gaming.

When The Elder Scrolls VI is finally ready, it may not come to PlayStation 5.

The Elder Scrolls VI is far enough in the future that I’d argue it won’t affect the purchasing decisions of 99% of gamers in 2020/21. Even hardcore Elder Scrolls fans should feel confident buying a PlayStation 5 if they want to this Christmas, because the next game in the series is years away and there will be time to get a cheaper Xbox Series S later if necessary. But thinking strategically and thinking long-term, the reality is that if players want to guarantee access to upcoming titles in any of these franchises, they’ll need to look at Xbox. That could be in the form of a console or it could mean getting a PC capable of running newer games. Either way, right now there’s no guarantee any of these titles will come to PlayStation – and if I were advising Microsoft, I’d say they’re in a rock solid position to demand compromises from Sony if Sony want to make any of those games and franchises available on their new system.

As we gear up for the launch of the two new systems, it’s hard to see that many people who had been planning to get a PlayStation will be swayed by this move – at least not in the short-term. All titles which have already been released – including the likes of Doom Eternal, Fallout 4, etc. – will still be available on Sony’s systems. On PlayStation 5 specifically, upgraded and/or re-released versions of some games are coming, and backwards compatibility with PlayStation 4 will mean all current-gen titles will run on the new system. Also the upcoming Ghostwire: Tokyo and Deathloop, which have already been announced for PlayStation 5, seem certain to keep their console releases. So anyone looking ahead to the next year or two need not be too concerned. It’s the longer-term prospects that may worry some PlayStation gamers.

Future ZeniMax/Bethesda titles may not come to PlayStation 5.

With this acquisition, Microsoft will be bringing all of Bethesda’s titles – including upcoming releases – to their Game Pass service. I wrote recently that Game Pass is already a pretty great deal, not to mention the cheapest way to get into current- and next-gen gaming. Add Bethesda’s titles into the mix and the value of the service goes up even more.

This is the real genius of the move. Exclusivity will certainly pull in some players, as those unwilling to miss out will have no choice but to buy into the Xbox ecosystem in some form. But Game Pass is Microsoft’s killer app right now; a subscription service offering players hundreds of games for a monthly fee instead of shelling out $70/£65 per title is not only in line with the way people consume other forms of entertainment (like music and television) but also feels like a good value proposition as we enter what could be a long-term spell of economic uncertainty as a result of the coronavirus pandemic.

I’m a subscriber to Game Pass for PC – and it just became a much better deal!

Game Pass is already available on Xbox and PC, and has been steadily growing its subscriber base. It doesn’t have the library that a service like Steam has, but I can absolutely foresee a time in the future – the near future – where Game Pass will be the platform of choice for many players, perhaps with Steam as a backup to buy occasional titles that aren’t available elsewhere. And once someone has signed up for Game Pass, Xbox Live, and started racking up achievements and making friends, they’re hooked into the ecosystem. It isn’t impossible to switch or leave, of course, but Microsoft will make staying as appealing as possible.

As far back as 2000/01 when Microsoft decided to jump head-first into the home console market, commentators were wondering when they’d start throwing their wallet around. A company with the resources of Microsoft is in a unique position to spend, and we’ve seen them do so several times. On the whole, for players mostly interested in single-player titles I can understand why this feels huge. It is. But at the same time, the deal to buy Mojang a few years back was probably more significant!

In summary, this is good news for PC and Xbox players, and anyone who’s a Game Pass subscriber or on the fence about the service. PlayStation players shouldn’t notice any major short-term ramifications, but if you desperately want to play an upcoming game like the sequel to Doom Eternal, Starfield, or The Elder Scrolls VI, I think you’re going to need a PC or an Xbox.

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

Is it the right time for new video game consoles?

A lot of things in the world are a mess right now, upended by the ongoing coronavirus pandemic. In addition to the tragic loss of life we’ve seen lockdowns, job losses, and economic chaos on a level unseen for a long time. And tech companies – including Sony and Microsoft – have suffered as a result of major disruption to supply chains and manufacturing facilities. Yet despite all that, both companies are pressing ahead with their new video game consoles, scheduled for release in November. But is that the right decision? Or might it have been better to wait a year or two?

One of the things that struck me most when looking at all the gameplay and footage released by both companies is how absolutely minuscule the so-called “upgrades” are, at least in terms of the way games will look on PlayStation 5 and Xbox Series X. Both companies use graphics as one of their major selling points, yet when you stack up a current-gen and next-gen version of the same title side by side, it’s hard to really see a difference.

Perhaps some consumers who have an incredibly fancy (and incredibly expensive) television – or superhuman eyesight – will notice a big change. But I didn’t, and from what I can tell by reading and listening to the reaction from players, a lot of other folks can’t either. There is more to a good game than graphics, but when it’s a key selling point I think it’s not unfair to say that players expect something more than either new console is able to offer.

The trouble is that even on the oldest version of current-gen systems – those consoles released in 2013 – games look pretty good. Players have been enjoying the visual style of titles like The Witcher 3 for years, and even some launch titles from 2013, like Ryse: Son of Rome, look fantastic. Any upgrade was always going to be minor, and things like slightly more realistic controller rumble or faster loading times are difficult things to market to the average player. The result? It’s hard to escape the feeling that the two new consoles already feel like a minor upgrade at best… and a waste of time and money at worst.

That’s before we account for the fact that disruption across all areas of the industry has massively complicated matters.

The Xbox Series X is going to be released without its key launch title – Halo Infinite. This game should have been one of the console’s selling points – despite its simultaneous launch on Xbox One. Without it, the Xbox Series X will be released with some cross-platform games and not a lot else.

However, things are even worse for Sony. The company recently announced that they were producing several million fewer PlayStation 5 consoles than expected. As a result there has been pre-order chaos. Initial plans to hold a “lottery” to determine who could pre-order a machine didn’t pan out, and the console sold out within minutes of being made available. Reportedly, some shops have either cancelled pre-orders outright, or informed irate gamers that they may not receive their console on launch day despite thinking they’d secured a pre-order.

We’ve seen consoles launch without sufficient stock numerous times. Here in the UK, getting a Nintendo Wii was nigh-on impossible in 2006 and throughout most of 2007, such was the lack of stock. Even with that in mind, though, this feels worse. Reducing the number of units available worldwide is clearly indicative of a company struggling with production, yet rather than delay or take steps to rectify the situation, Sony has been quite happy to make the PlayStation 5 impossible to get hold of – something which will only be to the benefit of shady resellers who’ll happily sell the console for double its asking price in the run-up to Christmas.

All of this comes at a time when many people are in financial difficulty or face an uncertain financial future. As the pandemic drags on and the idea of “getting back to normal” seems further away than ever, companies are closing left and right, and as temporary schemes like the furloughing of employees come to an end, many people will be out of work. A £450/$500 outlay in that environment is an impossible ask, and feels decidedly anti-consumer. This is made worse by price rises of games themselves, many of which look set to retail for £65/$70 when the new generation arrives.

As we approach what could be a bleak and lonely Christmas for many people, players and parents are looking at these companies and asking themselves how they could possibly have the audacity and lack of awareness to go ahead with something like this. The minor upgrade that most people perceive is incredibly overpriced at £450, and even the Xbox Series S with its lower price will still be out of reach of many in 2020.

I look at these consoles, and the footage the companies selling them have released, and I’m asking myself who would be interested? At least Microsoft can say that their policy of releasing games on Xbox One for the next couple of years – bizarre though that is in many ways – means that players can stick with their current systems and don’t need to shell out a ton of money for this minor upgrade. But Sony still plans on having exclusive games, and are in effect gating off those titles behind a very expensive paywall, one which will prove insurmountable for many players in 2020.

“Big companies do something anti-consumer” is not a surprising headline, either in the games industry or beyond. And as someone who worked for a large games company in the past, I understand that there are many factors at play, including research, development, and manufacturing contracts that were almost certainly too far along to be undone at the time the pandemic hit. Even so, I’m struggling to see how releasing these machines now is a good idea. A one year delay would allow both companies to resolve manufacturing issues, produce far more stock, and allow more development time for launch titles in order to overcome pandemic-created problems. We might even see marginally better graphics as a result. And a delay of a single year wouldn’t mean the internal components of either machine would feel out of date – they would still be cutting-edge devices even if they weren’t launched until November 2021.

Regardless of what some of us may think, the console launches are going ahead. Manufacturing is well underway, and with mere weeks to go until launch day it would be very difficult – if not outright impossible – to slam the brakes on at this late stage. Despite my misgivings both machines will still sell, and will be picked up by enthusiasts with enough disposable income. The beginning of a new console generation always leaves behind those who can’t afford to make the switch; this time around there’s just more people in that position. Hopefully things really will get back to normal soon so everyone can enjoy the next generation of consoles… and the minor changes they have to offer.

The Xbox brand – including the Xbox Series X – is the copyright of Microsoft. The PlayStation brand – including the PlayStation 5 – is the copyright of Sony. Both the Xbox Series X and PlayStation 5 will be released in November 2020. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Xbox Series S is an exciting prospect for players on a budget

I haven’t exactly been the biggest supporter of Microsoft’s strategy as we approach the new console generation. In particular, the company’s decision to make all Xbox Series X titles also available on Xbox One for the first couple of years of the new console’s life seems like a weight around its neck, and makes it a much harder sell at what was already a difficult time. But the leak/announcement of the Xbox Series S – along with its reasonable price at £250 – has definitely shifted my opinion.

The launch of a new generation of consoles is a fun and exciting time for enthusiasts with a suitably high budget, but for a lot of people it can be a moment where they feel left out and left behind. Technology moves on and new games are released, but only for those who can afford it. For players who’ve had to save up just to get a current-gen machine, it can be disappointing to see the newest and best titles be beyond their reach. It’s a position I’ve been in several times, and I know it’s not a nice feeling.

The Xbox Series S.

The Xbox Series S is a unique piece of kit. Though there have been cheaper variants of consoles – there’s even an Xbox One S available now – none were released simultaneously with the brand’s flagship machines, meaning that the beginning of a new console generation has always offered players a binary choice: pay up or don’t participate. The Xbox Series S offers players that budget option right from the start, and for many people who have been in the position of thinking next-gen will be unaffordable at launch, it’s undoubtedly a welcome surprise.

The Xbox Series S is not as powerful a machine as the Xbox Series X, and for some players perhaps the perceived downgrade will be a disappointment. But the Series S is still more powerful than the current crop of consoles, and for the market it’s aimed at, I think few will care about 1440p compared to 4K, a smaller, possibly slightly slower NVMe solid-state drive, and other minor differences. The processor at the system’s core is the same one used in the Series X, and while its graphics chip is a less-powerful version, it’s built on the same architecture as its sister console’s.

The console promises to be smaller than the Series X.

In short, the Xbox Series S is like getting a mid-tier gaming PC instead of a high-end one. And the PC comparison is apt, because compared to many PC gaming setups, the Series S blows them away. It would be impossible to build anything even vaguely comparable to the Series S for £250 or less, so it feels like a decent machine.

I recently took a look at Game Pass for PC, and the subscription service is also available on Xbox – where it offers over 100 games. The combination of the £8-a-month subscription with the cheap console is an incredibly enticing proposition for budget gamers, and one which is honestly hard to beat. It will likely be hard to beat for several years at least!

Ori and the Will of the Wisps is on Game Pass.

For less than the price of a standard Netflix subscription, players will have access to a huge library of titles, including every Xbox exclusive and every new game from a Microsoft-owned studio. Titles already on the service include: Dead Cells, Forza Horizon 4, all five games in the Gears of War series, Halo: The Master Chief Collection, Kingdom Hearts 3, Minecraft, No Man’s Sky, the two Ori games, PlayerUnknown’s Battlegrounds, State of Decay 2, Streets of Rage 4, The Outer Worlds, and Wasteland 3. Those are just some of the highlights, and it’s not unfair to say that Game Pass offers phenomenal value to console players. Combined with the low asking price of the Series S, I think it’s a steal.

There are still some concerns. The fact that Microsoft still plan on releasing games for Xbox One for the next couple of years or so means that realistically, buying an Xbox One S or even a preowned Xbox One is still a cheaper prospect. And I have to confess a degree of concern at the possibility of the Series S’s lower specs potentially holding back next-gen titles within the next five years or so. In short, if Xbox games have to be built with Series S compatibility in mind, will that slow the pace of game development considering that the Series S is comparable to a PC you could buy today?

The Xbox Series S won’t take discs.

The first of those points – that the Xbox One is still the cheaper option – may sway some budget gamers. In that sense, as I wrote once before, the biggest competition that the Xbox Series S/X will have won’t come from PlayStation – it’ll come from the Xbox One. But despite that, I think that players who don’t just want a console for the next couple of years could future-proof their gaming setups with a Series S. The low price still makes it a solid option, even if it’s possible to pick up an Xbox One for less money. The price difference between an Xbox One – even preowned – and the Series S won’t be that large, and when the Series S will be able to play new games for the next six-eight years instead of one or two, it ends up being better value in the long run.

If you couldn’t tell, I like this console. I like it far more than the Xbox Series X or the PlayStation 5! It fills a niche that no major company has tried to fill before, and offers players on a budget a way into next-gen gaming right from day one. There are a lot of people who fall into that category, and for some of them who may have felt next-gen was simply out of reach, they may now feel that they will be able to join in. Expanding the gaming hobby to more people is a great thing, and helping people who would have otherwise missed out or had to wait get a foot in the door is fantastic. I applaud this decision from Microsoft.

The Xbox Series S will be available in November. The Xbox brand is the copyright of Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Game Pass for PC – first impressions

Xbox Game Pass for PC has been out for a little while now, and after weighing up the options I decided to finally take the plunge and sign up. In this article I’ll cover my reasoning behind becoming a subscriber as well as my initial impressions of the service and its Windows 10 app. This won’t be a fully in-depth review, it’s really just my first impressions of the service.

First up, I’ll explain why I became a subscriber – and why you might want to as well. In short: I wanted to play Forza Horizon 4 and Game Pass was the cheapest option. I no longer own an Xbox One – I gave mine away years ago – so the only way to get that game is on PC, which is my primary gaming platform these days. But the “standard” edition is £50, and with the game not available on Steam (where sales happen more often) I hadn’t felt committed enough to trying it out to spend that much money. It’s rare that I’ll pay full-price for a game these days, and as someone on a limited budget £50 is just too much.

I subscribed to Game Pass as an inexpensive way to play Forza Horizon 4.

Enter Game Pass. At time of writing, the PC version of Game Pass is still in its “beta” phase, and costs £4 per month with the first month for just £1. That seems like a pretty good deal – even if the price is set to double when the service fully launches at some point in the future. At £4 per month I could play Forza Horizon 4 for a full year, cancel the service, and still have a few pounds left over compared to buying the game outright – and also have access to dozens of other titles to play in that time. It seems like a solid deal, and that’s why I signed up.

In recent months I’ve been critical of Xbox, mostly because of some of their odd decisions in the run-up to the launch of the Xbox Series X. But I have to admit that for Xbox gamers, Game Pass is a great deal. It’s by far the cheapest way to jump head-first into current-gen gaming, and when the Xbox Series X releases in a couple of months, it’ll be the most economical way to get into next-gen gaming too. Even if the Xbox Series X is priced similarly to the PlayStation 5, Game Pass provides an incentive for players to at least consider Microsoft’s platform simply because of the number of titles on offer. We’re primarily looking at Game Pass for PC today, but the console version currently offers more titles than the PC version and is thus an even better deal.

Microsoft currently plans to launch all of their major first-party games onto the service, and besides Forza Horizon 4 you’ll find such titles as Ori and the Will of the Wisps, The Outer Worlds, Halo: The Master Chief Collection, and even the brand-new Microsoft Flight Simulator. Upcoming titles I’m looking forward to include Age of Empires III: Definitive Edition, and I’m sure that there will be others. Although Xbox’s lineup of exclusives hasn’t been stellar this generation, Microsoft have made moves in that direction in recent years, snapping up studios like Obsidian and Ninja Theory who will now create titles exclusively for their platforms. Obsidian announced a new title a few months ago called Avowed, which looks to be their take on the fantasy/roleplaying genre and seems to have great potential. Avowed is just one title I’m following with interest from Microsoft, and guess what? When it’s released it’ll come to Game Pass.

Avowed, the upcoming title from Microsoft-owned Obsidian, is one game I’m anticipating.

So those are the key points in favour of Game Pass as I see it. It feels like a cost-effective way to play some of the newest titles, and even if there’s only one or two games on the list that you’re interested in, Game Pass can still be the cheaper option compared to buying them outright.

Now let’s look at the Windows 10 app.

This has been the least enjoyable part of the Game Pass experience so far. The app is very much a “beta” app, with a weird glitch that signs me out often and a small window that seems to constantly try to pop up only to immediately vanish. This happens every few minutes, and if I have the Xbox app minimised it flashes orange on the taskbar. It’s a minor annoyance, and one I’m sure will be fixed in future, but if you like perfect, seamlessly smooth experiences, the Xbox app for Windows 10 isn’t quite there yet!

However, signing in is a simple procedure – which is good considering how often it signs me out – and most importantly, downloads are at least as fast as those offered by other PC game launchers. The area where I live doesn’t have great internet; I don’t have fibre broadband or 5G or anything like that, so my downloads are never especially fast. But those from Game Pass are as fast as I get elsewhere, so from my perspective that’s about as much as I could have expected!

Game Pass for PC titles download at least as fast as those on Steam and other platforms.

One other issue that I have is that the same notification keeps popping up every time I sign in. It tells me something like: “your Xbox Live Account is not the same as your Microsoft account!” even though they are both the same account, linked together. Not sure if this is an issue which just affects me or if it’s something everyone has to put up with at the moment!

This is an incredibly minor point, but in the past Xbox allowed players to upload custom pictures to represent themselves and their gamertag – as other platforms like Steam do. But the current version of the Xbox app for PC only allows you to choose from a set list of pictures. As someone who has no friends (on Xbox Live, not in real life!) it doesn’t matter all that much to me, but it’s worth pointing it out.

One thing I did like about the app is that is has a “Surprise Me” button – when clicked this recommends a random game from the Game Pass collection. It’s a bit of fun, and for someone unsure what to play next could even be useful! I don’t see myself using it all that often, but it’s a neat little inclusion.

This is a neat feature – albeit one I doubt I’ll use often!

I’m sure that Microsoft is working on the app behind the scenes to fix its issues and get it ready for prime-time. In a way, it makes sense for them to focus on the console market at the moment, with the launch of the Xbox Series X being imminent. Minor gripes with the PC version can wait while they focus on having as good a console launch as possible under the circumstances.

With enough time and attention, though, Game Pass for PC has the potential to go from strength to strength. At this stage I don’t see it as a Steam competitor – there simply isn’t a big enough library to say that. But it is something that PC gamers could use to augment their Steam libraries, as well as a way to save money on some impressive new titles.

The caveat with any service like this is that you don’t own any of the games, and they can in theory be removed from Game Pass at any time. Game Pass itself could also cease to exist at some point in the future, making replaying games more difficult. In that sense it’s less permanent even than a Steam library, which while wholly digital does at least have a degree of permanence in that you “own” the games you bought. As someone who grew up when renting games – and even consoles – was a big deal, however, that doesn’t bother me all that much.

Game Pass aims to position itself as “the Netflix of games”, and just like Netflix adds and removes content, so too will Game Pass. Most Netflix subscribers are happy with the deal – the subscription provides a huge amount of things to watch, and not owning them doesn’t feel like a particularly big drawback. The same applies to Game Pass – it’s a different, but not altogether unfamiliar – way of gaming.

If you’re someone with an unlimited budget for gaming and a full Steam library, perhaps you don’t need Game Pass. But for budget-conscious gamers looking to get value for money, it really feels like a decent offering. At its supposed full price of £8/$10 a month you’ll be paying £96/$120 per year, which is the cost of around two full-price games. But when you consider you get far more than two games included in Game Pass, from my perspective as someone on a low income that definitely seems like a good deal – provided there are two or more games currently included with the service that you actually want to play! For me it was Forza Horizon 4, but I’ll also surely check out The Outer Worlds and several others, and when my first month only cost £1 and I can now play Forza Horizon 4 immediately, it feels like I saved a packet compared to buying the game outright.

Game Pass isn’t going to totally revolutionise the way we play games – at least, not on current form. But for gamers on a budget it offers an inexpensive way into the hobby, as well as a way to complement an existing library of games for everyone else. Despite the issues with the Windows 10 app, I recommend taking a look.

This post was not sponsored; I purchased a Game Pass for PC subscription for myself and these are my genuine opinions based on my experience. The Xbox and Game Pass brands, as well as others mentioned above, are the copyright of Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

How long can Sony and Microsoft get away with hiding their prices?

For me, the beginning of September has always marked the start of the slow march to the holiday season. It’s the end of the summer holidays, kids return to school, the weather slowly cools, leaves begin to fall, and sunset gets earlier – all signalling that autumn has begun. It’s around this time of year when thoughts turn to the holidays, and to budgeting for big expenses at that time of year. With that in mind, now that we’re into September, it’s a surprise to me that we don’t know how much the PlayStation 5 and Xbox Series X are going to cost.

It’s pretty obvious that both companies are playing a high-stakes game of “chicken” – neither wants to announce first so they’re both holding fast, waiting for the other to make the first move. Looking back at past console launches, the cheaper system has been by far the best-seller. The Xbox 360 undercut the PlayStation 3 and enjoyed great success in that console generation, and the PlayStation 4 came in $100 cheaper than the Xbox One, and while in that case price arguably wasn’t the only factor in the Xbox One’s troubled launch, the fact that the cheaper console sold significantly better is clearly impacting Microsoft and Sony’s decision-making at this critical time.

The upcoming Xbox Series X. Price? Unknown.

But in past cycles, prices were announced much earlier. By the middle of June 2013 we knew the prices for the PlayStation 4 and Xbox One – more than five months ahead of their launches. Microsoft promise the Xbox Series X is coming in November, and it’s assumed that the PlayStation 5 will follow suit. But November is literally in just a couple of months now, and there’s still no price information.

If it were good news, I think it’s fair to assume we’d know by now. If either company were planning to launch a system for less than say £350, they’d have made that abundantly clear and would be using it as a selling point. The fact that they’re keeping their pricing plans secret is in part because of how they’re in competition with each other, but it’s also at least in part because it’s bad news – both consoles are going to launch with a hefty price tag, which is not a good look in 2020 with the economy flailing.

Microsoft has perhaps the most riding on pricing. As I’ve said before, undercutting the PlayStation 5 is perhaps their last good strategy for the already-beleaguered Xbox Series X, which has seen incomprehensibly bad business decisions already hamper its launch. If the Xbox Series X could find a way to be a hundred dollars (or more) cheaper than the PlayStation 5, suddenly it seems a better proposition and Microsoft is back in the game.

The soon-to-be-released PlayStation 5. How much will it cost? Nobody outside Sony knows.

Sony seems better-placed than Microsoft right now, with a good lineup of exclusive games that are being built from the ground up for the PlayStation 5 instead of being limited by current-gen hardware. But an excessively high price could see them repeat the problems faced by the PlayStation 3 two generations ago, and even if they don’t end up charging $600-650 as some have suggested, if Xbox is able to undercut them they could still suffer. So while Microsoft has arguably the most to gain from a positive reaction to pricing, Sony certainly has the most to lose from a negative reaction.

At this late stage, though, both companies are going to suffer criticism and negative feedback for as long as they keep their prices covered up. With two months to go until launch, players and parents need to know how much to budget; keeping this information private is incredibly anti-consumer. Both Sony and Microsoft know their prices by now, having worked out how best to break even and turn a profit. They’re staying quiet on purpose, and people are starting to talk about that.

These are undoubtedly going to be pricey machines.

Sooner rather than later, both sides are going to have to rip off the metaphorical bandage. If the prices are high, reaction will be negative, especially from players whose jobs are under threat in a seriously disrupted economy. But going into the launch with that negativity around their necks will be harmful to Sony and Microsoft, and the more time they have after making price announcements means more time for their marketing and PR departments to spin it in a positive way – or at least blunt the edge. In short, if it’s bad news, giving players more time to get used to it rather than going into the launch window with potential buyers still reeling from the shock announcement will be beneficial.

A delay helps no one, and in the end will backfire on both companies and hurt them as they go into their most important sales window in seven years. In the absence of news, people will make their own assumptions – and the assumption right now is that if they had something good to say on pricing, they’d have said it ages ago and built their marketing around it! The conclusion gamers are drawing is that both consoles are going to be expensive – perhaps the most expensive machines ever, even topping the $600 mark. That’s putting people off right now, as in the current economic climate it’s increasingly hard for many people to justify such a large expense on a “luxury item” like a games console.

We need to see both companies make immediate announcements on price and stop messing around. The corporate game of “chicken” has gone on too long, and its anti-consumer nature is already causing both companies and their brands harm. They can’t keep this up any longer – players have a right to know how much they’re going to be expected to fork over for the new consoles.

At this stage I don’t know when we could expect an announcement. It may be imminent from one or both companies… or it may not be something we’ll get for weeks or even until next month. That would be a mistake for the reasons I’ve already given, and at a time like this, consumers need clarity. Both the PlayStation 5 and Xbox Series X are going to be expensive pieces of kit. We get it. But please just tell us how expensive so we can either start saving up or get the disappointment out of the way.

Both companies have been looking at this situation selfishly. Microsoft sees a pathway to a better-than-expected launch, and Sony fears losing the dominance they’ve enjoyed for years. But both companies’ selfishness has crossed a line into being something decidedly anti-consumer, and it needs to stop. At this point, I’d even wager that the company willing to make an announcement will get at least some positive reaction simply by demonstrating they’re not covering up their price. Either of them could even stage an event based around how their competitor is keeping their price a secret – something that could give them at least a temporary boost.

Either way, this has gone on too long. It’s past time that players around the world got to learn how much they’ll have to play for next-gen gaming in a couple of months’ time. We shouldn’t be in this position of having to ask and ask and ask – this information should have been available ages ago. From this point on, every day that Microsoft and Sony continue this cover-up is going to hurt them – and hopefully when they see that, they’ll finally come clean.

The Xbox Series X is the property of Microsoft, and the PlayStation 5 is the property of Sony. Both consoles are due for launch before the end of 2020. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A low price might be Xbox’s last hope

A couple of days ago, Microsoft showed off another collection of games coming to the Xbox Series X. The console will launch later this year – barring any last-minute delays – and will be facing very stiff competition from Sony’s PlayStation 5. In fact, Xbox seems like it’s repeating some of the same crucial mistakes which left it lagging far behind PlayStation’s sales numbers this generation – and the only way to salvage that, at least in the short term, may be to massively undercut Sony’s new console and sell the Xbox Series X at a very low price.

It wasn’t all doom and gloom from Microsoft’s second attempt at showing off gameplay – I like the look of Avowed, the upcoming game from Obsidian, for example – but generally the reaction to what they showed was muted and underwhelmed. The most stinging criticism was reserved for Halo Infinite, particularly in the graphics department. As I’ve said on a number of occasions, games already look pretty good on current-gen consoles in 2020. And if “better graphics” is basically all a new console has to offer, then those graphics need to be outstanding in order to win people over. Microsoft has shot itself in the foot in that regard by making every Xbox Series X title – including Halo Infinite – also available on Xbox One, at least for the first year or so of the new console’s life. What this means in practice is that any new title is constrained by the system requirements of the original Xbox One – hardware which is now seven years out of date.

Halo Infinite has been criticised for the way it looks.

Many commentators have said that Halo Infinite looks like a current-gen title. But it is a current-gen title – it’s literally going to be released on the Xbox One, which is a current-gen machine. Everything in Halo Infinite from the ground up has had to be built with that limitation in mind. Even being “enhanced” for the Xbox Series X, Halo Infinite could only go so far. And as I said, when graphics already look decent on current-gen consoles, it’s already a difficult task to show off how much better a game could look on a newer device. That’s without deliberately limiting that game by making it compatible with machines that are now seven years old.

The Halo series has been Xbox’s “killer app” since the first days of the original machine in 2001, but its star quality has been in decline since Bungie left the series a decade ago. The generally average-looking graphics that the newest entry in the series offers, combined with its simultaneous release not only on Xbox One but also on PC, will leave many gamers scratching their heads. Why exactly should I buy an Xbox Series X this winter?

The Xbox Series X.

I literally cannot see a reason. Games are what sell consoles – good, pretty, exclusive games. Many of the titles that will be available will be good; Avowed, as mentioned, looks like it has great potential, and I’m also looking forward to Grounded. While some of these games will be designed to take advantage of the Series X’s features to look shinier and prettier, line them up side-by-side with the Xbox One versions – which will look good, as games on that system already do – and if folks struggle to tell the difference, how does Microsoft intend to convince them to spend several hundred pounds (or dollars) on a new system? When none of the games are exclusive and can be played on the older system, if I’m a gamer who already has an Xbox One, what’s the point in upgrading?

In that sense, Microsoft is now having to compete not only with Sony, but the Xbox Series X is competing against the Xbox One – and there’s a clear winner in that regard. Exclusive games can shift millions of systems – I’ve known many people over the years who’ve picked up a console because one game in particular enticed them, and I’ve even been in that position myself. Launching a console with zero exclusive games, and with all of its games also available on the previous generation console seems absolutely bonkers – and I have no doubt Microsoft will see a lacklustre launch for its new system.

The current-gen Xbox One may prove to be the Xbox Series X’s main competitor.

The only possible saving grace at this stage is to massively undercut the PlayStation 5 – if the Xbox Series X can be £100-150 cheaper, suddenly it seems a little more enticing. £100 could score two new launch titles, or almost a year of GamePass, the subscription service which is one of Xbox’s few genuinely appealing offerings. Price can play a role in console launches, and it’s no coincidence that the consoles which had the strongest launches in the last two console generations – the Xbox 360 and the PlayStation 4 – were both the less expensive option compared with their competitors.

I primarily play on PC. In fact one of my projects over the next few months is to make some upgrades to my gaming setup so I can enjoy things like ray-tracing and perhaps even higher frame rates. So I wasn’t going to be a day-one console buyer this generation regardless of how the new lineup looks. But if I were, I can’t see any reason to buy an Xbox Series X at launch. The only thing that might be able to sway me is price, because if I could make such a significant saving that I could get a year’s subscription to GamePass, and thus access a large library of titles from day one, that’s not a bad offering.

Another scene from the Halo Infinite trailer.

Maybe Xbox will surprise me, and it will turn out that this policy of having no exclusive titles will be a masterstroke, bringing more people into the Xbox brand. I’m just having a hard time seeing how it’s supposed to appeal to a gamer looking for a new console – and as someone who owned all three Xbox consoles in the past I want to see them do well. In fact it’s arguably a necessity – if Xbox fails, there’ll be far less competition in the home console market. Monopolies rarely end well for consumers, so it’s in everyone’s best interest to see at least two companies making a go of it.

At the end of the day, I’m simply not convinced that Xbox has the best approach. PlayStation’s offering for the imminent console generation just seems far more appealing, and unless Xbox can find a way to offer their new machine at a much lower price, I’d expect a clear majority of people who plan to get a next-generation console this year will opt for a PlayStation 5. I know I would. And I’ve always been an Xbox guy.

The Xbox Series X and PlayStation 5 are scheduled to launch in time for Christmas 2020. All properties mentioned above are the copyright of their parent companies, studios, developers, publishers, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.