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.

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.

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: 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.

Looking ahead to 2023

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

As a new year gets underway, it’s a good opportunity to look ahead. There are some exciting-sounding films, television series, and video games that are currently on the schedule for 2023, and on this occasion I thought it could be fun to pick out a few that I find particularly interesting and preview them! I’ll share some of my preliminary, pre-release thoughts on ten of each.

On balance, I don’t think 2022 will be held in particularly high esteem in future in terms of its entertainment experiences. There were some good ones, but there were also plenty of delays and projects that just underwhelmed for one reason or another. Will 2023 fare any better? That’s still an open question… but there are certainly some big releases on the horizon that could potentially excel.

What does 2023 have in store?

It’s time for a couple of caveats! First of all, delays can happen at any time in the creative process, especially in a war-torn, pandemic-disrupted world. As a result, any or even all of the films, shows, and games that we’re going to talk about today could miss their intended release dates or release windows – and there really isn’t anything we can do about that! I’m firmly in the camp that says delays are almost always a net positive; while never fun, I’d rather creatives spent longer working on a project to finish getting it ready rather than launching it too soon. We don’t need to look far for examples of how wrong that goes!

Finally, these projects seem interesting or exciting to me personally for one reason or another… in my subjective opinion! I’m not trying to say that these are or will be “objectively the best” releases of 2023, nor should the exclusion from the lists below be interpreted as any kind of snub. I’ve just picked out a few projects that I find to be of interest, and if you hate all of my picks or I’ve excluded some of your favourites, please just keep in mind that this is only the opinion of one person!

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

Films:

I confess that I didn’t see a lot of films in 2022. I can’t go to the cinema any more due to my declining health, and while practically every major title made its way to a streaming platform last year, there were some I just wasn’t interested in or found that I didn’t have the right mindset or headspace for. That’s just the way it goes sometimes! That being said, there are some interesting films on the schedule for this year, and I shall be keeping an eye out for these ten in particular!

Film #1:
The Super Mario Bros. Movie

I’ve been pleasantly surprised by the two trailers we’ve seen so far for The Super Mario Bros. Movie. The film looks like it’s going out of its way to stay as true as possible to its source material, while at the same time putting a twist on Mario’s adventures in the Mushroom Kingdom. The “hero who has to save a princess” trope has been rather overdone – and feels pretty outdated in 2023 in more ways than one – so seeing Luigi being held captive by the villainous Bowser and Mario working with Peach feels like it should be a great change of pace.

The inclusion of an all-star Hollywood cast has proven controversial in some quarters, but from what I’ve seen of the film so far, I will be surprised if most folks aren’t won over by the time the credits roll. There will be some die-hard haters – as there always are in any franchise any time something is changed – but overall, I have high hopes for this one. This film could easily be the best animated film of the year – and one of the best non-Disney animated films of the decade!

Film #2:
Dune: Part Two

The first part of Dune was a surprisingly strong adaptation of a book that has proven to be notoriously difficult to adapt. I had a fantastic time with it when it was released at the end of 2021, and I’ve been meaning to go back and re-watch it for some time now. I was concerned that this sequel might not see the light of day if Warner Bros. didn’t feel the first part did as well as they’d hoped – but fortunately there was no denying the critical and commercial success of Dune in 2021!

The cast from the first film are all reprising their roles, and director Denis Villeneuve is returning to the big chair. Filming officially wrapped a couple of months ago, and Dune: Part Two is well into post-production at this stage. A November release is on the cards, and I’m really excited to see the story continue.

Film #3:
Knock at the Cabin

Director M. Night Shyamalan has an inconsistent track record, and I suspect his career has been more harmed than helped by acquiring an early reputation as the “master of twists.” But regardless, he’s back with Knock at the Cabin in 2023, a psychological horror film about a family who are confronted by four people who claim to be trying to prevent the apocalypse.

The film’s premise sounds interesting to me, and a cast that features Jonathan Groff and Rupert Grint feels like it has potential. I wouldn’t say my expectations for Knock at the Cabin are sky-high, but we could certainly be in for one of the more interesting titles in the horror genre this year.

Film #4:
The Little Mermaid

To be blunt, I wasn’t blown away by the visuals in the teaser trailer for The Little Mermaid. The CGI looks fantastic, but the fully live-action moments didn’t feel convincingly “underwater,” and actually looked pretty amateurish. Assuming that Disney can figure out a way to pull off those underwater sequences convincingly, though, The Little Mermaid should be a creditable adaptation of the 1989 animated film.

Visual criticisms aside, I feel hopeful that this new version of The Little Mermaid will introduce the story to a new generation. While the animated film is still perfectly watchable in its own right, there’s nothing wrong with updating things and recreating the film for a younger audience, and Disney has a pretty good track record at doing so by now.

Film #5:
Indiana Jones and the Dial of Destiny

Is it a great idea to bring back Indiana Jones for another adventure? As a child of the ’80s, I’d be lying if I said I don’t enjoy the Indiana Jones films… but Kingdom of the Crystal Skull was already a let-down. Dial of Destiny could redeem the series, ending Harrison Ford’s turn with the famous hat and whip on a high note – or it could double down on the disappointment!

This film is definitely one I’m placing in the “interested in” rather than “excited about” category. I don’t really have high hopes, but I’d love to be proven wrong. At the very least, I hope Dial of Destiny will be a passable popcorn adventure flick. Whether it will truly live up to its illustrious forebears… well, I’m less hopeful of that. If it succeeds at bringing in a wad of cash, though, I think we can expect to see reboots, prequels, and spin-offs in the years ahead!

Film #6:
Asteroid City

There isn’t a lot to go on with this film, billed as a “romantic comedy-drama.” But the director, Wes Anderson, has pedigree, and has put together a diverse ensemble cast that rivals his previous pictures, such as The Grand Budapest Hotel. The full cast list is far too long to include, but some of the standout performers for me that I’m interested to see include Bryan Cranston, Tom Hanks, Willem Dafoe, Tilda Swinton, and Scarlett Johansson.

Though I’m not entirely sure what to expect from this one, it could be a lot of fun! The setting is the mid-1950s somewhere in the American Southwest, and some kind of “stargazer convention” will be part of the plot, too.

Film #7:
Wish

To mark the company’s centenary, Disney is going to release Wish – a film all about the “wishing star;” the star upon which characters in other Disney films have made their wishes. The star itself is going to be a character of sorts, but the film will also introduce a new cast of characters, including Asha, voiced by Ariana DeBose of West Side Story fame.

Wish will also bring back a hand-drawn animation style, something Disney hasn’t used since The Princess and the Frog more than a decade ago. While we haven’t seen just how the film will look, some concept art has been released that looks absolutely beautiful. Disney’s big animated releases are almost always fantastic, and I have high hopes for Wish.

Film #8:
The Haunted Mansion

The third Disney entry on this list, The Haunted Mansion is the company’s latest attempt to turn a theme park ride into a film! No one would deny that Pirates of the Caribbean set a high bar for that concept a few years ago, but other attempts haven’t always worked! An adaptation of The Haunted Mansion twenty years ago (that I’m fairly sure I’ve seen but can’t really remember much about) starred Eddie Murphy, but even he couldn’t salvage what critics regarded as a picture that was average at best.

Jungle Cruise may not have been 2021’s film of the year, but I enjoyed it for what it was, so there’s definitely room for another theme park adaptation. The Haunted Mansion could be great to watch around Halloween; a kind of lighter, child-friendly horror title that will be spooky… but not too spooky!

Film #9:
65

65 has an unusual premise – an astronaut accidentally travels back in time to the era of the dinosaurs, and must figure out a way to survive. Adam Driver will take the lead in this sci-fi action-adventure, and his presence alone should make it worth checking out. Driver’s performances as Kylo Ren in the Star Wars sequel trilogy were outstanding, and his turn as a divorcee in Marriage Story was Oscar-worthy in my opinion.

That being said, I can’t help but feel that 65 could go either way! Its premise could make for a different kind of sci-fi title in a genre overrun by sequels and comic book adaptations… or it could turn out to be an overblown B-movie that didn’t deserve a leading man of such quality! Time will tell… but I’m definitely interested to see how it shakes out.

Film #10:
Napoleon

Ridley Scott will direct this historical epic that focuses on the rise to power of Napoleon Bonaparte. Scott has a great track record, with films like Alien and Thelma & Louise under his belt, but an earlier attempt at an historical epic – 1492: Conquest of Paradise – was not particularly well-received! Could this be a chance for redemption for the director in the genre?

The title role has gone to Joaquin Phoenix, and that feels like it could be an inspired choice. Backed up by a cast that features Ben Miles and Vanessa Kirby, I’ll be curious to see what Napoleon has to offer when it releases. The film will be an Apple TV+ exclusive, which is also a point of note.

Television Series:

2023 looks set to be another year where franchises, spin-offs, and continuations of ongoing stories dominate the television landscape. There are several big shows whose new seasons I’m eagerly anticipating, but it feels like there are fewer wholly original projects to look forward to. That being said, there were some great new stories in 2022 – so hopefully this year will bring along some surprises, too!

Television Series #1:
Star Trek: Strange New Worlds
Season 2

Strange New Worlds was truly outstanding in its first season, blending old-school episodic storytelling with modern serialised elements. As much as I like what Discovery and Picard have done with season-long story arcs, the approach used by Strange New Worlds should, in my view at least, serve as a model for the entire Star Trek franchise going forward.

The show’s second season wrapped months ago – and I will be positively stunned if we don’t get an announcement that a third season is being worked on sometime before Season 2 premieres this spring. I absolutely cannot wait to spend more time with Captain Pike, Spock, and the rest of the crew of the Enterprise!

Television Series #2:
Hailey’s On It!

Hailey’s On It! is a Disney Channel animated series that will feature Moana’s Auli’i Cravalho in its leading role. The premise sounds interesting – a young woman must step outside of her comfort zone and confront her fears in order to “save the world.” And with Cravalho leading the charge, I think there’s the potential for the show to be something a little more than just a distraction that parents can use to get a few minutes’ peace!

The animation style shown off in concept art looks fantastic, and while I wouldn’t normally say that I’m excited for a new Disney Channel cartoon, I feel hopeful, at least, that Hailey’s On It! could be the kind of kids’ show that has something to offer to a grown-up audience as well.

Television Series #3:
Star Trek: Picard
Season 3

After a decidedly lacklustre second season, my disappointment was compounded by the announcement that all but one of the new characters introduced in Picard will not be returning for the show’s final outing. Season 3 has a lot of work to do, then, to pull out a satisfying ending to what has been a troubled production. If the trailers and teasers are anything to go by, it just might be up to the task after all!

The return of main characters from The Next Generation feels bittersweet because of who had to be unceremoniously kicked off stage to make room for them. This season could be a roaring return to form, or it could drown in failed attempts to play the nostalgia card. I’m absolutely hoping for the former… but trying to prepare myself for the latter.

Television Series #4:
The Lord of the Rings: The Rings of Power
Season 2

It isn’t entirely clear when The Rings of Power’s second season might be ready. Filming only started in October, and a series with such extensive post-production work may take a while. That’s not to mention that Season 2 is being filmed in new locations, and may even serve as somewhat of a soft reboot of a series that proved controversial in some quarters.

Despite that, however, I called The Rings of Power my favourite television series of 2022, so I’m incredibly excited to see what happens next. The first season ended with several massive cliffhangers for both individual characters and for the story as a whole, so it’ll be great to see the next chapter of this fantasy epic unfold.

Television Series #5:
Star Trek: Discovery
Season 5

Discovery’s fourth season ended on a high, with what is almost certainly one of the best episodes that the show has ever produced. I was concerned that the show would attempt yet another recycling of the old “the entire galaxy is in danger and only Burnham and the crew can save it!!!” narrative framework that has been used four times now… but thankfully, based on the first trailer and comments from the show’s producers, it seems as though Discovery will finally be bold enough to try something different!

As a result, my excitement for Season 5 grew immensely! Although Season 4 dragged in parts, on the whole I think it marks a turning point in the show’s run, and the addition of some wonderful secondary characters to the cast has given new life to a series that is rapidly approaching its sixth anniversary and sixty-fifth episode. Season 5 could build on what Season 4 did, taking these well-rounded characters to new thematic and storytelling places.

Television Series #6:
Masters of the Air

Produced by the same team that created Band of Brothers and The Pacific, this new World War II drama will follow the stories of members of the United States Army Air Forces – the precursor to the Air Force. The miniseries seems to be following a similar format to its popular predecessors, with an expansive cast of characters, almost all of whom are based on real people. Masters of the Air is based on a biography of the unit that was published in 2007.

I’m expecting a tightly-focused story with plenty of character. CGI and visual effects have improved since Band of Brothers premiered, so I’d hope that the show will look fantastic and really succeed at bringing World War II to life on the small screen.

Television Series #7:
Shōgun

The second adaptation of James Clavell’s 1975 novel has a lot to live up to! An earlier adaptation, made in 1980, was one of the most popular shows of the year, and with a troubled production that saw scripts scrapped and rewritten, new showrunners brought on board, and a shoot that overran by two months… let’s just say that Shōgun has work to do.

But the story, set in 17th Century Japan, is an interesting one, and there’s potential in this new adaptation to see it introduced to legions of new fans. A shipwreck sets up the story of a “fish-out-of-water” hero in an unfamiliar land, and the palace intrigue at the castle of the titular Shōgun could rival the very best drama series of the year.

Television Series #8:
The Last Of Us

Video game adaptations are notoriously difficult, but The Last Of Us has an all-star cast, a sky-high budget, and crucially, it seems to have won over many fans of the video game. The Last Of Us is one of the best video game narratives that I’ve ever experienced, and it feels like a natural fit for a serialised drama series; the story would certainly be far too long to condense into a film. So I’m hopeful that – finally – a video game adaptation will get the accolades it deserves!

Moreover, I’m really excited to be able to show this fascinating and unique horror-drama story to friends and family members who have no interest in gaming. The story of The Last Of Us is fabulous and absolutely deserves to find a bigger audience. There’s reason to hope that this adaptation will be up to the task.

Television Series #9:
Halo
Season 2

I enjoyed what the Halo series did in its first season, all things considered. It succeeded at bringing the long-running video game franchise to the small screen, adapting its story to fit the new format and making a few changes along the way. Some of those changes proved controversial – as such things always do – and I can certainly entertain the argument that there was less action than fans were hoping for.

But Halo will press on, potentially taking on board some of those criticisms, and it’s my hope that Season 2 will build on the accomplishments of Season 1 to progress the story in an enjoyable way. The first season had some great performances, clever cinematography that incorporated a first-person perspective during key sequences, and a mysterious story that will have kept even fans of the games guessing. I’m interested, and dare I say even excited, to see more.

Television Series #10:
Faraway Downs

I am joking. This is a joke. Nobody should ever be tortured into watching Faraway Downs. I can honestly think of nothing less appealing than watching an extended, reworked version of Baz Luhrmann’s Australia – quite possibly the worst film that I have ever had the misfortune to see. When I heard that Luhrmann was planning to use cut footage to expand Australia into a six-part miniseries I was flabbergasted. Who on earth would possibly want to see this? Was anyone asking for it to be made?

I’d rather trek to the bottom of the garden, heave the lid off the septic tank, and spend six hours staring unblinkingly at the festering sewage within.

Television Series #10:
The Three-Body Problem

China can often feel like a world unto itself; western productions struggle to cross over, and Chinese productions seldom attract mainstream attention over here. The Three-Body Problem is an adaptation of a Chinese sci-fi novel (or rather, the first part of a trio of novels) and is helmed by Game of Thrones’ showrunners David Benioff and DB Weiss.

I haven’t read The Three-Body Problem, but the premise sounds absolutely fascinating to me. Benioff and Weiss have proven themselves capable when it comes to adapting novels for the small screen – at least, completed novels – so there’s reason to hope that The Three-Body Problem will be interesting and entertaining in equal measure. This one could easily go toe-to-toe with the likes of Foundation in the sci-fi genre.

Video Games:

There are some massive releases on the schedule for 2023 – several of which were originally promised for last year! If even one of these big titles succeeds, 2023 will already be a great year for gaming. Single-player games are definitely holding the line in an industry where online multiplayer continues to bring in the big bucks, so there are plenty of reasons to think that 2023 could actually turn out to be a fantastic year for the medium.

Video Game #1:
Tchia

I’ve been tracking the progress of this amazing-looking indie game for more than a year, and it looks like 2023 could be Tchia’s moment. Based on legends from the developers’ New Caledonia home, Tchia will see players take on the role of a young girl on a quest to rescue her father. In addition to platforming and action-adventure gameplay in an open-world archipelago based on the island of New Caledonia, the ambitious game promises to unleash players’ creativity – and even includes a playable ukulele!

There have been some fantastic debut games by indie studios in recent years. My game of the year in 2021 was Kena: Bridge of Spirits – and without wanting to raise expectations too high, at least part of me is hoping that Tchia might just reach that same high bar.

Video Game #2:
Mario Kart 8 Deluxe
DLC: Booster Course Pass Waves 4, 5, and 6

You might think it a cheat to include a piece of downloadable content on this list, but it’s my list so that’s just tough! Although I was disappointed not to see a wholly new Mario Kart title in 2022, the Booster Course Pass for Mario Kart 8 Deluxe has been a surprising amount of fun. Not only have racetracks from past games in the series been updated and made welcome returns, but wholly new tracks have been created, too.

The Booster Course Pass is only half-finished, and three more waves are planned for 2023. Specific dates aren’t known, nor is it certain which racetracks will be appearing, but I’m nevertheless excited to have more Mario Kart to get stuck into!

Video Game #3:
Star Trek: Resurgence

A narrative adventure game with a branching storyline sounds like a perfect fit for the Star Trek franchise. After years in which no new Star Trek games had been licensed for PC or home consoles, two have come along within a few months of each other; Resurgence is hot on the heels of last year’s Star Trek: Prodigy – Supernova, which I really must get around to playing!

The game is being developed by folks who used to work for studio Telltale Games, a developer whose games were often praised for their narratives. I’m hopeful that, after a drought of games for Trekkies who aren’t interested in the online multiplayer scene, Resurgence will be a welcome return to the video game realm for the Star Trek franchise.

Video Game #4:
Disney Speedstorm

Developers Gameloft worked with Disney and created my favourite gaming experience of 2022: Disney Dreamlight Valley. Having taken Nintendo’s Animal Crossing formula and massively improved upon it… could they be about to do the same thing by creating a Disney-based rival to the Mario Kart series? Maybe that’s expecting too much… but Disney Speedstorm looks like a ton of fun!

I like casual, arcade-style racing games, and I’m a pretty big Disney fan, too. Bring those two things together and I hope it’ll be a fun time.

Video Game #5:
Starfield

One of the year’s biggest releases has to be Bethesda’s Starfield – the company’s first foray into a wholly new world in a quarter of a century. An epic sci-fi adventure has been promised, with all of the hallmarks of past Bethesda titles: joinable factions, a huge mix of varied side-quests, diverse non-player characters to interact with, customisation of every facet of your character, and much more besides.

Starfield will also give players the opportunity to design and upgrade their very own spaceship, before setting off to journey to one of a thousand different planets across dozens of star systems. Starfield is ambitious, and while there are certainly things that give me pause – such as Bethesda’s insistence on reusing its outdated game engine – I can already feel myself getting swept along by a growing hype train!

Video Game #6:
The Lord of the Rings: Return to Moria

I confess that I’m not entirely sure what to expect from this one. The game promises base-building and adventures in the Dwarven realm of Moria, set years after The Lord of the Rings as the Dwarves seek to reclaim their abandoned halls. It sounds as if the game will be set up for multiplayer – though the official blurb promises that it can be played solo, too.

There’s something about an underground setting that harkens back to the days of dungeon-crawler games, and the subterranean setting combined with the lore of Tolkien’s Middle-earth could make for a genuinely exciting title. I’m curious and perhaps a little hopeful of having some fun adventures deep underground!

Video Game #7:
Star Wars Jedi: Survivor

The much-anticipated sequel to Jedi: Fallen Order is almost ready! The game – which I played through back in 2020 – is one of the best Star Wars experiences I’ve had in recent years, and it was left open-ended by the time the credits rolled. Finding out what happens next for Cal Kestis, the former Jedi padawan, is something I’m really interested in!

Jedi: Survivor seems to have taken the gameplay of Fallen Order and expanded upon it, giving Cal new weapons and abilities – and at least one new companion, too. I recently played through it for a second time, which seems to be perfect timing with the sequel coming up! I really can’t wait to join Cal and the crew of the Stinger Mantis for another adventure in a galaxy far, far away.

Video Game #8:
Forspoken

Unlike many action-adventure titles, it seems as though Forspoken will focus much more on magic and spell-casting – something that could be absolutely fascinating. Set in an open-world, the game will follow the story of Frey, a young woman from our world who finds herself transported into a mysterious realm where magic exists and must find her way home.

Forspoken hadn’t really been on my radar until recently, but I’m now genuinely looking forward to it.

Video Game #9:
Perfect Dark

Though unconfirmed at this stage, Xbox’s Perfect Dark remake/reimagining would be well-timed if it should be ready this year – because the original game on the Nintendo 64 was set in 2023! Perfect Dark was originally created by Rare, hot on the heels of their success with Goldeneye 007 on the same platform, and it was a ton of fun when it released in the year 2000.

I’m genuinely curious to see what a recreated Perfect Dark might look like. Could it kick off another first-person shooter series for Xbox… and, perhaps more importantly, for Microsoft’s Game Pass service? I think that’s a possibility – but my main hope is that the single-player campaign will be fun to play through!

Video Game #10:
EA Sports FC

Bear with me on this one, okay? I know football (soccer) isn’t everyone’s favourite thing, and I know that sports games – and especially Electronic Arts’ sports games – have been particularly scummy with their in-game gambling and monetisation. But for the first time since EA published FIFA International Soccer in 1993, the corporation won’t have the official license or naming rights from world football’s governing body. That could mean we’re about to witness a sea change in the series… or it could lead to nothing of consequence at all!

Nevertheless, I’m curious to see what changes – if any – will come about as a result of EA and FIFA going their separate ways. Will EA Sports FC be noticeably different from recent entries in the FIFA series? We’ll find out later this year!

So that’s it!

We’ve picked out ten films, ten television shows, and ten video games to watch out for as 2023 gets underway. There will be many surprises along the way, I have no doubt, and it’s possible that some of the entertainment experiences that I’m excited in right now will either end up being disappointments or won’t even make it out of the door this year. But I’m hopeful that we’ll get some exciting, dramatic, and just plain fun stories to enjoy between now and Christmas!

There are definitely things to look forward to. I’ll try to cover at least some of these titles with reviews, first impressions, and general commentary here on the website over the next twelve months. I hope that you found this interesting, and that it was a fun, positive look ahead to some of what I hope will be the entertainment highlights of 2023.

Until next time!

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