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.

My Starfield wishlist

Spoiler Warning: Although there are no major story spoilers for Starfield, spoilers are still present for the game and some of its systems.

Yes, we’re talking Starfield again! Bethesda’s upcoming open-galaxy sci-fi role-playing game is absolutely my most-anticipated game right now, and there’s a lot to look forward to. There are also a few points of concern! I’ve covered both here on the website already, but today I thought it could be fun to put together a “wishlist.” We’re going to talk about some of my biggest concerns for Starfield as well as some possible inclusions that haven’t been announced. We’re also going to look at some of the game’s announced features and mechanics and consider how I’d like them to be used.

The major caveat I always give when putting together a wishlist is this: I have no “insider information.” I’m not trying to claim that anything listed below *is* going to be part of Starfield – no matter how much I might want it to be! I’m crossing my fingers and hoping that the game Bethesda has developed will be plenty of fun to play regardless of whether my “wishes” end up being granted!

A custom spaceship.

And as always, all of this is the wholly subjective opinion of one person. If I miss something that seems obvious to you, or if you disagree with all of my ideas, that’s totally okay! There’s enough room in the gaming community and the Starfield fandom for differences of opinion and respectful disagreement.

Now that that’s out of the way, there are a few points from the recent Starfield presentation that were left unclear, with features I’d like to see included in the game that weren’t announced or discussed in detail. There are also some concerns about the game – from its marketing and hype bubble to Bethesda’s reputation. Let’s jump into the list and look at each of my wishes in turn.

Wish #1:
No microtransactions and especially no paid mods.

Starfield will launch with pre-order bonuses.

I was alarmed to see that the special edition of Starfield comes with a handful of character costumes that aren’t going to be part of the main game. Pre-order bonuses are nothing new, of course… but I fear that this is just the canary in the coal mine; a harbinger of some potentially aggressive in-game monetisation.

In a free-to-play game, I’m much more forgiving when it comes to microtransactions. They mustn’t be exploitative, of course, and prices still need to be measured and reasonable, but a game that doesn’t charge its players anything up-front has to make its money back somehow. Starfield will be a fully-priced game, retailing for £60 here in the UK or $70 in the United States, and that means microtransactions are absolutely unacceptable.

An in-game shop in Diablo IV.

I was astonished by the scale of Diablo IV’s in-game marketplace. That game has online features, but it can be a wholly single-player experience – and it’s charging players £20/$25 in some cases for character skins and other cosmetic items. To me, that’s so far beyond the pale that it almost feels laughable.

Bethesda is one of the pioneers of this kind of nonsense, too, with Oblivion’s notorious horse armour DLC in 2006 paving the way for this kind of in-game monetisation in single-player titles. Bethesda has also tried to monetise mods, with multiple attempts to get the “Creation Club” off the ground in both Skyrim and Fallout 4. Paid mods could (and should) be the subject of an entire article one day – but for now, suffice to say it’s something I want to be kept as far away from Starfield as possible.

Wish #2:
Customisable spaceship interiors.

A bed – I hope there will be options to customise it!

Bethesda showed off spaceship customisation extensively at the showcase – and the feature looks amazing. But what wasn’t shown was to what extent the interior of spaceships can be modified and customised… or if that’s even going to be possible at all. Part of me thinks that, if it were possible to make any sort of modification to a vessel’s interior, Bethesda would have shown it off and talked about it. So I suspect this particular wish may not be granted.

We saw a Bethesda developer depositing a large number of sandwiches that she’d pilfered onto a table aboard her ship – so it’s obviously possible to place some in-game items aboard a spaceship and have them remain there. But whether that extends to things like furniture is unclear.

Customising a spaceship’s exterior has been shown off…

At the very least, I’d like to see basic options for things like colours being included. If I want a hot pink spaceship for my gay-as-hell pirate – and if you know me, you know that’s exactly what I want – then it would feel a bit disappointing if the inside of that ship was just a boring white or grey colour.

As far back as Morrowind it was fun to put items on shelves and tables, to decorate a home or cave and make it feel a bit more personalised. If Starfield only gives us pre-made pieces to snap together, with no possibility for further customisation, part of the role-playing experience will be lost. We know that the interior of outposts on planets can be customised – at least to an extent – so I hope spaceships can be too. If not, this should be a priority for the game’s first free update!

Wish #3:
A polished, bug-free launch – or a delay if that won’t be possible.

A visual bug in Fallout 76.

In 2022, I praised the decision to delay Starfield. If the game wasn’t going to be ready for prime-time in November of last year, a delay was the only thing Microsoft and Bethesda could have done. But Starfield’s hype bubble has inflated massively since the showcase, and with a release date at the beginning of September seemingly set in stone, there’s going to be a lot of pressure to launch the game whether it’s ready or not.

This year alone we’ve seen far too many bug-riddled, broken, unfinished games pushed out too early by greedy publishers. Microsoft and Bethesda are not immune from this, either, with Redfall being an absolute abomination only a few weeks ago. Given the state of other Bethesda titles when they were released – Fallout 76 most notably – there are reasons to be concerned. Starfield is, for me, a game firmly in the “wait for the reviews” column.

A broken character model in Redfall.

Xbox Game Studios head Matt Booty was recently quoted as saying that Starfield would have “the fewest bugs of any Bethesda game ever shipped” if it were released today… and that’s a bold claim that he will be held accountable for. It’s easy for any developer worth their salt to put together a “vertical slice” of gameplay that runs well and is polished, and even the worst and most incomplete, broken games can look decent in their own marketing material. All that we’ve seen of Starfield so far has been promotional bumf released by Bethesda, so until the game is actually in the hands of real players, we can’t be sure of its condition.

There is a lot riding on Starfield for Bethesda; the company is looking to recover its reputation after Fallout 76. But there’s a lot riding on the game’s success for Xbox and Microsoft, too. If Starfield goes the way of Anthem or even Cyberpunk 2077, the situation may not be salvageable… and that could lead to serious long-term problems for Bethesda and its parent company. If Starfield isn’t good enough by September, then for god’s sake delay it!

Wish #4:
Small towns and settlements to visit beyond the main cities.

The city of New Atlantis.

At time of writing we know of four major settlements in Starfield: Akila City in the Freestar Collective, the pleasure city of Neon, New Atlantis in the United Colonies, and Cydonia on Mars. We also caught a glimpse of a space station that looked quite large, as well as a location called “Red Mile” that we don’t know much about yet. But that’s all.

In Skyrim there were nine cities, five smaller towns, and a number of settlements and farmsteads scattered across the map. Fallout 4 likewise had several larger and smaller towns, and even Morrowind had a number of smaller places to visit outside of the main settlements. I hope that some of Starfield’s planets will have colonies or small towns to encounter, especially if they aren’t tied to the main quest. I hope that both the United Colonies and the Freestar Collective will have other settlements outside of their capital cities. And I hope that these locations will be visually interesting and fun to visit!

The town of Pelagiad from Morrowind is an example of the kind of place I’m thinking of.

This really speaks to a bigger concern that I have about Starfield – namely that the game’s massive open-galaxy map could feel incredibly empty. Without these smaller settlements and the people that live there, Starfield risks feeling very under-populated. If the galaxy only contains four cities and a couple of thousand people… the population relative to the size of the map will be completely out-of-balance.

Bethesda has shown off a handful of locations, like an abandoned mine populated by hostile NPCs, but I’m looking for settlements akin to Morrowind’s Pelagiad or Fallout 3′s Grayditch – small towns with a few characters to encounter that go a long way to making their respective worlds feel lived-in and complete.

Wish #5:
Heads-up display options.

The HUD during spaceflight.

One visual choice that I wasn’t wild about came during some of the first-person spaceflight sections shown off in the Starfield showcase. A well-designed cockpit could be seen, complete with buttons, screens, and readouts… but clumsily slapped on top of that was the game’s HUD in transparent boxes.

For me, this detracted from the way those spaceflight sections looked. I’d love to be able to move things like power management to those screens directly, and to see my character pushing buttons that correspond with the actions I’m taking. Failing that, I hope there’s at least an option to minimise or hide the HUD so it doesn’t get in the way.

Transferring energy between systems.

This is less of an issue on the ground, at least from what we saw at the showcase. And a good heads-up display is important; the HUD contains vital information like the amount of ammo you have left, the state of your health, a mini-map, and more. But during those spaceflight sections in particular, I felt that the HUD was clunky and got in the way.

The best-case scenario would be to move the HUD options directly to one or two of the screens in the cockpit. That would be fantastic to see! But at the very least if there could be options to hide this during first-person spaceflight, that would go a long way to helping with that sense of immersion that Starfield is going for.

Wish #6:
Difficulty and accessibility options.

Difficulty options in Skyrim.

Say it with me, folks: difficulty options are an accessibility feature! Many modern games offer things like large text, colour-blindness settings, motion sickness settings, and more. One of the best games I’ve played in terms of the sheer number of accessibility features was Control, but other titles like Grounded have been pioneers, with options to dial back the fear factor in some of its bugs and arachnids.

Accessibility extends to difficulty, too, and while I certainly hope that Starfield will pose a challenge for folks who need or want that, I hope there will be options to dial back the difficulty to allow those of us who don’t want to die every six seconds to have an enjoyable time! There’s hope in that regard: Skyrim and Fallout 4 both had decent difficulty options. The addition of a “hard-core” mode with permadeath could be fun for some players, too… but it definitely won’t be something I choose to activate!

I hope I won’t be seeing this very often!

A role-playing game needs to be adaptable, allowing players with different ability levels to participate. Bethesda has usually made an effort, at least, to get this right – but modern games allow for many more options in that regard. It should be possible to dial down the difficulty of combat, for instance, while maintaining a higher difficulty level for something like lockpicking or puzzle-solving.

There’s been a trend in some modern games, pioneered by the likes of the Dark Souls series, toward a punishing level of difficulty. That’s fine for some players – but it would deny Starfield to millions more, myself included. There are games I’ve genuinely wanted to play that were denied to me because they were totally inaccessible – I hope Starfield won’t be among them.

Wish #7:
Pets!

An alien life-form!

It’s already been confirmed that we won’t be able to “mount” any of the wild animals we encounter in Starfield. That’s fine by me, as mounts and vehicles weren’t things I was expecting. But it would be really sweet and cute if we could get pets for our spaceships and outposts!

These could either be purchasable from in-game vendors, perhaps with Earth animals like cats or dogs being available. Or, as an alternative, tamed alien animals that we encounter out in the game’s open world. We’ve already seen that players can choose an ability to pacify aggressive animals – it’s not much of a leap from that to having a tamed, domesticated pet!

Commander Shepard with their fish tank in Mass Effect 3.

If this isn’t something included in the base game, it’s absolutely something that Bethesda should consider for an update or even as a standalone piece of DLC. Other games have done this: from Commander Shepard’s hamster and fish tank in Mass Effect 2 through to horses in Red Dead Redemption II and the mini-games required to properly care for them. It’s possible to pet cats and dogs in games like Ghostwire Tokyo, and Bethesda’s own Fallout 4 gave players a pet dog to accompany them!

This is pure fantasy, of course, as it’s a feature that hasn’t been announced or even teased. But the ability to acquire a pet would add a lot to the pure role-playing immersion of a game like Starfield.

Wish #8:
Make those traits and backgrounds matter.

The traits menu in the character creator.

The Starfield showcase highlighted both character backgrounds and optional traits – all of which seem like they have the potential to really shake up the way Starfield plays. Some traits add wholly new characters or change the way different factions will react to the player character, and that’s great… I just hope that it matters in a meaningful way.

In Cyberpunk 2077, the much-vaunted “life paths” that a player could choose ultimately had very little impact on gameplay. Outside of a short prologue, which was different for each, there was one solitary quest – and a short one at that – midway through the game, and a couple of places where different dialogue options could appear. That was it. There really wasn’t much to Cyberpunk’s life paths, certainly not enough to add much by way of replayability.

One of the available backgrounds.

Starfield needs to get this right. If I can choose to be a chef who frequently goes home to visit their parents, then playing the game with those options needs to feel substantially different from choosing to be a gangster with a bounty on their head. If these things will only have a superficial impact on gameplay, then they won’t really matter – and that will damage the sense of immersion and make starting a second save file feel less than worthwhile.

If these traits and backgrounds in their various combinations don’t matter as much as Bethesda’s marketing has suggested, then they may as well be scrapped and Starfield could have a Skyrim-style class system instead. It’s hard to see how all of the fifteen or more different backgrounds could each be given their own unique questlines and extensive dialogue options… but an effort has to be made!

Wish #9:
A reason to explore – and to keep exploring.

A star system.

Recent interviews by Starfield’s director Todd Howard have confirmed that approximately 10% of the game’s 1,000 planets will have life on them. That leaves 900+ planets being lifeless, but with resources to collect and possibly a handful of ruins or abandoned outposts to discover.

Starfield needs to ensure that players have a reason to explore these worlds. Forced scarcity of resources won’t cut it – and could easily become frustrating. If the game’s Constellation organisation is focused on exploration, then there has to be a reason why they’re pushing the player to explore these planets. Seeking out ancient artefacts could be part of that – but again, there will be a lot of planets that don’t have any. What reason will players have to visit these worlds?

What reason do I have to visit these planets?

I think it’s possible that DLC will add new locations, crashed spaceships, ruined colonies, and much more to some of these empty planets… assuming that Bethesda will be in a position to continue to support Starfield post-release. That’s a longer-term solution, though, and doesn’t really get away from the immediate problem of what could be a map that’s simply too large for the amount of content that will be contained in it.

This is one of my biggest worries, to be honest. I have no doubt that Bethesda will have created some wonderful characters, some fun quests, and some engaging storylines… but will that content be too thinly spread? Or will most of it be concentrated in a handful of big cities and populated planets? Fallout 76 felt big and empty; an open-world with nothing to do and no reason to explore it beyond admiring the scenery. I hope that Starfield hasn’t fallen into the same trap.

Wish #10:
Exciting and enjoyable combat.

An example of melee combat from the showcase.

I’ve usually enjoyed combat encounters in The Elder Scrolls games, particularly melee combat with swords, axes, spears, and the like. But Bethesda’s Fallout duology hasn’t always gotten its gunplay right. In Bethesda’s single-player Fallout titles, the VATS system paused the game to allow for targeting, and that went a long way to covering up what was pretty mediocre shooting and gunplay.

When VATS couldn’t be implemented in Fallout 76 – because of the game’s multiplayer nature – Bethesda’s sub-par shooting was laid bare. What we’ve seen of Starfield’s gunplay looks impressive so far, but again that comes with the caveat that everything we’ve been shown is carefully-edited marketing material that may not ultimately prove to be representative of the finished game.

Firing a pistol/handgun in Starfield.

Todd Howard confirmed that Bethesda has worked with fellow ZeniMax studio id Software on elements of Starfield, and the famed developer of the Doom series – including the recent highly-praised titles Doom and Doom Eternal – would definitely have a lot to offer. Some of Starfield’s shooting looked to draw inspiration from those recent Doom games.

At the end of the day, all we really need is for shooting to be competent. It won’t be the main focus of Starfield for the most part, but when combat encounters arise, they need to be basically fun to play and not frustrating! In a role-playing game with different playstyles and options, different kinds of weapons need to behave differently from one another, too.

So that’s it!

Using a mining laser.

Those are ten of my Starfield wishes!

In an ideal world, the game would do everything I want! But even if none of the things we’ve talked about today come to pass, I’m still hoping for a fun and enjoyable game. Maybe Starfield won’t be the best game of all-time… but as long as it has some of that Bethesda magic, and some decent systems and mechanics that don’t get in the way, I daresay it’ll be good enough to keep my attention and focus for a time this autumn.

I really am trying not to get too carried away. It’s hard, though, because I don’t think I’ve been this excited about a game since Bethesda’s own Morrowind more than twenty years ago. If you asked me to describe my idea of an “ideal game,” many of the things I’d choose to include have already been confirmed to be part of Starfield.

One of the available companions.

In a broader sense, Starfield feels like the game I’ve been waiting decades to play, ever since I first played games like Star Trek: Starship Creator, Star Fox on the Super Nintendo, and first-person shooters like the original Doom, System Shock, and Elite Force. I’m trying not to place too high a bar on Starfield… but I can’t deny how excited I am!

Every time I think I’ve ran out of things to say about Starfield, I find at least one more thing to comment on! So I hope you’ll stay tuned here on the website, because I may have something else to say about the game before too long. When Starfield is released, I’ll also do my best to share my first impressions and my thoughts about the game and its various systems and gameplay mechanics, so definitely check back for all of that later in the year.

Until then, I hope this wishlist was a bit of fun!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: the things I’m most excited about

Spoiler Warning: Although there are no major story spoilers for Starfield, minor spoilers may be present. This article also uses screenshots and promotional artwork of the game.

A few days ago I shared my thoughts on the recent Starfield showcase, which was a standalone presentation that followed Xbox’s summer event. I’m beyond excited for the game’s release, as this kind of open-galaxy, retro-sci-fi adventure almost feels like it was tailor-made for me! Today, as a follow-up to that article, I want to go into a bit more detail about a few of the things that I’m most excited about in Starfield.

This article also serves as the counterpoint to a piece that I wrote a couple of days ago in which I went into detail about some of my worries and concerns about Starfield. These points of concern haven’t wiped away the excitement – but the excitement and hype that I feel for this game is, to an extent anyway, balanced out by some fears that I have. If you want to read about my points of concern, you can find that article by clicking or tapping here.

The player character looks on as a ship blasts off.

First of all, let’s talk about Starfield’s aesthetic, its visual style, and some of the design choices that we’ve seen so far. This retro-futuristic style has been described by Bethesda as “NASA-punk;” a blend of classic NASA-inspired designs with elements of the dystopian cyberpunk genre. I absolutely adore this choice, and some of the NASA-inspired spacesuits, spaceship interiors, and other pieces of technology look fantastic. Visual styles are very much subject to personal taste – but for someone who was inspired by NASA’s space shuttle missions as a young kid in the ’80s, and who read as many books about spaceships and astronauts as I could find, these designs couldn’t be more perfect.

The “NASA-punk” designs feel like a natural evolution of some of NASA’s recent and contemporary designs. The robotic companion Vasco, for example, is clearly inspired by the likes of the Curiosity and Perseverance Mars rovers. The interior of the Frontier spaceship, particularly its cockpit and airlock, feels very close in design to the space shuttle, the International Space Station, and contemporary rockets like SpaceX’s Dragon II.

A first-person view of a spaceship’s cockpit.

Starfield’s designs also incorporate elements from other sci-fi settings. There are elements of “NASA-punk” that remind me of the likes of Firefly, Farscape, and even the Star Trek and Star Wars franchises. There’s also a Disney feel to some of these designs – and if you’ve been to Disney World and ridden rides like Spaceship Earth or Space Mountain, perhaps you’ll pick up on some of that, as I did. Although Starfield is brand-new, some of these visual and aesthetic choices feel quite nostalgic in that sense!

Starfield is standing on its own two feet with this “NASA-punk” style, though. There are influences and inspirations from both the real world and other sci-fi properties, but Bethesda has blended them together and put its own distinctive stamp on them.

Walking on the surface of a planet or moon.

But there’s more to Starfield than one visual style. Beyond the Constellation organisation and the United Colonies we saw the Freestar Collective and the city of Neon, both of which appear to have their own distinct styles of dress and architecture. For me, this harkens back to the likes of Morrowind, where different parts of the game’s world were populated by a diverse array of factions and races, each of which had their own styles. This was still present to a degree in Oblivion, but was much less obvious in the likes of Skyrim and Bethesda’s Fallout duology.

The Freestar Collective looks to have a distinct western inspiration, with cowboy hats and even an old-fashioned pistol duel being shown during the Starfield showcase. This could lead to some incredibly fun moments on the “frontier” of space, and I’m just in love with the “rough and ready cowboy” look of some of these characters and locales. Again, this is something that reminds me of my childhood, of playing “cowboys” with a toy six-shooter and dressing up in Davy Crockett’s coonskin cap! Yes, I really did own a replica coonskin cap as a kid.

The Freestar Collective is giving me wild west vibes!

The city of Neon feels like a ton of fun, too. A kind of “space Vegas,” where anything goes and all forms of pleasure are available – for a price, of course! Neon reminded me of places like Mass Effect’s Omega, Star Trek: Picard’s Freecloud, and other such “outside the rule of law” settlements that are a common enough trope in sci-fi stories. Its unique origin as a former fishing platform-turned-drug haven helps it to stand out, though.

Beyond the major settlements that we’ve seen there are bound to be smaller places to visit, either colonies on planets or spaceships and stations out in space. We caught a brief glimpse of a couple of these in the showcase, and I’m absolutely eager to see more! Bethesda’s past games have often had multiple settlements to visit, so I’m sure there will be several hitherto-unseen places to go.

Vasco the robot.

One feature I cannot wait to get stuck into is spaceship customisation. The idea of being able to create and customise my very own spaceship already sounded like something special – but knowing that I can also recruit a crew and then head out into a Bethesda-created open galaxy… it’s beyond exciting, and again this feels like a feature that was created from the ground up with me and my tastes in mind!

There are multiple methods for… shall we say, “acquiring” a spaceship, too. It sounds like the player character will get access to their own spaceship fairly early on in the game – and this ship can then be modified at will. But there are other options: purchasing a spaceship is possible, but so is stealing one! I don’t know whether it will be possible to land on a random planet or go to a spaceport and simply fly away in someone else’s ship – but after defeating an opponent in ship-to-ship combat, it’s possible to board their vessel, kill the crew, and claim it.

Dogfighting in space.

I’m absolutely in love with the idea of becoming a space pirate! And even if piracy isn’t going to be the focus of a playthrough, I can definitely see how hijacking and then selling a spaceship (or at least parts of a spaceship) could be an incredibly lucrative way of making a ton of money in-game. High-risk, sure… but with a potentially massive payday at the end!

In the showcase, Bethesda employees had designed some wonderfully creative spaceships of their own. And this was an easily-missed feature that Bethesda didn’t draw attention to, but it seems almost certain that it’s possible to re-name spaceships, too. I’m already thinking of names for my own vessel! I wonder if “Enterprise-D” is taken…

A customised ship that looks like it could carry a lot of cargo!

Within days of Starfield’s release we’re sure to see the community’s most creative players sharing their designs. Some will opt to recreate the likes of Firefly’s Serenity, the Millennium Falcon from Star Wars, or any of the hero ships from the Star Trek franchise. There are bound to be some incredibly wacky designs in the mix, too. I love the way that Bethesda described this; spaceship design will err on the side of fun, not of realism. What that means in practise should be that players can get really creative without having to worry about the likes of aerodynamics or mass.

There will be limitations to this spaceship creator, and I’m trying not to go overboard with my hype! We haven’t seen, for example, the extent to which interiors of ships can be customised, and whether things like colours can be changed, furniture can be repositioned, and so on. I hope there will be at least some of that, so that we can truly make our spaceships feel like ours instead of like a collection of pre-made pieces.

One possible cockpit style.

But what I love about the spaceship creator is that the interior is fully-explorable. If you place a cargo hold next to a crew cabin, you can visit them – and the design of the ship will be reflected in-game. If you chose to make a really large ship, for example, with a long corridor connecting different rooms, you can actually walk down that corridor and see each of those rooms in the places you put them. In first-person or third-person!

When I was playing Star Trek: Starship Creator in the late 1990s, I’d have loved nothing more than to explore my weird Federation ship in first-person! This spaceship customisation feature is absolutely something that could be a fun game all by itself – and if it lives up to the hype and meets the expectations that Bethesda has set, I can see myself spending hours and hours customising every last detail of my spaceship before I actually get any questing done!

You can give your ship a paint job, too.

But maybe we should say “spaceships,” plural! Because in the showcase, Bethesda confirmed that it’s possible for players to have their very own fleet. We saw that at least nine ships can be owned at any one time, and all of them can be fully-customised. Only one ship can be the “home” ship, but I imagine which ship is the primary one is something that can be changed at will.

The showcase appeared to show a range of different spaceship parts, with different manufacturers having different styles and designs to choose from. We didn’t get a particularly long or in-depth look at all of these options, but we saw enough to at least know that there’s a decent range of potential pieces. The number of possible combinations of parts must be positively astronomical! It will almost certainly be possible to create spaceships with a huge range of believable and fantastical designs, and to fit very different aesthetic styles.

Another custom spaceship.

And we haven’t even talked about functionality yet! Some spaceships that were shown off at the showcase were small, designed perhaps for combat. Others were far larger, with massive cargo holds that can presumably carry a lot of resources – or smuggled goods. It’s possible to add or upgrade every component – such as engines, shields, and weapons. And these things are sure to have a noticeable impact on gameplay, with larger, heavier ships controlling differently from smaller, lighter craft.

I will be tinkering with all of these – adding different kinds of weapons in different combinations is something I’m particularly keen to experiment with. There were three types of spaceship weapon highlighted during the showcase: ballistic, laser, and missile. Again, what the limitations may be on how many weapons a single spaceship can have weren’t mentioned, but it looks like there will be appropriate options for different sizes of vessels.

Customising a spaceship’s weapons.

Sticking with weapons, one area of gameplay that looked great in the Starfield showcase was first-person shooting. Past Bethesda titles – the Fallout games most notably – haven’t always excelled in this area. In Fallout, the VATS system (which paused gameplay to allow for targeting) covered up at least some of those games’ sub-par gunplay, but that won’t be the case in Starfield. Some rumours and reports had suggested that Doom developer (and fellow ZeniMax studio) id Software had been brought on board to help out.

Todd Howard, in a post-showcase interview, confirmed that Bethesda had worked with id Software, but seemed to suggest that they’d been helping more on the technical side with things like lighting and graphical fidelity. Either way, the influence of recent titles like Doom and Doom Eternal looked to be present in Starfield – at least looking in from the outside. It isn’t always possible to get a fair impression of something like gunplay from compressed video footage on YouTube, but from what we could see, gunplay in Starfield looks to be a vast improvement over past Bethesda titles.

An example of a pistol/handgun.

That’s good news, because shooting and blasting your way across space is going to be a big part of the game! Whether you’re wrangling with pirates, getting into a shootout with western-inspired outlaws, or being pursued by aggressive fauna on an unexplored planet, guns are sure to come in handy! What we’ve seen of Starfield’s gunplay looked good – solid, I’d say. It’s probably never going to rise to the level of something you’d see in the likes of a Halo or Call of Duty game, because it’s only one part of a much broader experience. But solid, enjoyable gunplay is a must – and the signs are positive in that regard.

I was also pleased to see that Bethesda hasn’t abandoned the idea of melee weapons in Starfield. Bethesda’s melee combat has usually been pretty solid, at least by role-playing game standards, and it’s a hallmark of their games going all the way back to the first Elder Scrolls titles in the 1990s. Even though melee combat is sure to play a smaller role in Starfield – as the game promises lasers, electro-magnetic weapons, and a range of different guns – it’s not something I’d want to miss out on as it feels like it’s a core part of the Bethesda role-playing experience.

Swordfighting on Pluto? Yes please!

One criticism that I made of 2020’s Cyberpunk 2077 was that the player character’s backstory ultimately mattered very little in-game. Developer CD Projekt Red made a big deal in pre-release marketing material of the three different “life paths” available to players, but these amounted to little more than a short prologue and a single event midway through the game that we might generously call a “mission.” That was a disappointment and hampered Cyberpunk’s replayability.

In Starfield, there appear to be multiple character backgrounds, from action game staples like “bounty hunter” to less common ones like “chef!” The extent to which these will have an impact on gameplay, and the amount of content that may have been created for each possible background isn’t clear, but even if there are just a couple of missions and a few places where different dialogue options are available, it’ll still be fun – and better than Cyberpunk 2077.

One of the character traits will make you an introvert… just like me!

Then there are “traits” – of which players can choose up to three. These are additional pieces of character creation that can be mixed and matched, with each giving an advantage and prospective disadvantage, too. Some look certain to unlock dialogue options and will have an impact on the way the player will engage with different factions and groups, and some even unlock entire characters. Again, this feels like something that has a tangible impact on gameplay, and could be a lot of fun to experiment with.

Past Bethesda titles offered players the opportunity to create a custom character class – rather than just being able to pick from staples like mage or warrior. Starfield’s complex system of backgrounds, traits, and skills looks like it could be something very similar, allowing players to either customise their character in detail or to go with a standard build suited to the likes of combat or stealth. I’m very much someone who likes to tinker and customise, and in my first playthrough in particular I expect I’ll spend ages agonising over which background to pick, then which traits to select, and so on!

There are a lot of things to tinker with!

Starfield also looks like it will offer a fair amount of diversity in its character creator. There were different skin tones, naturally, but also different hair types and hair styles, as well as tattoos, and Bethesda noted in the Starfield showcase that they worked with people from a range of different ethnic groups to ensure that there are a range of characters both as NPCs and as options for the character creator. That’s fantastic! Being able to represent oneself in a game like this is important – and I know a lot of folks like to spend a long time in the character creator recreating their own appearance.

There were also options for body type – including larger bodies that can sometimes be excluded in games like this. That’s also great! Most of the options in the character creator looked like they could be applied to any character – a male-bodied character could use a feminine walk style, for example. I didn’t see makeup options, but there were things like piercings, jewellery, scars, and the like. The player character isn’t fully-voiced, as far as I’m aware, so again I think there are options here for making a male, a female, a trans character, or even someone non-binary. I’m non-binary myself, so I appreciate feeling included!

Body type and walk style options in the character creator.

Starfield has officially been delayed twice: from an initial November 2022 release to a nebulous “the first half of 2023,” and then again to September. Given Bethesda’s reputation for buggy games, and the difficult launch of Fallout 76 in particular, I absolutely see that as a positive thing. There’s a lot riding on Starfield for both Bethesda and Xbox, with the game being Bethesda’s first exclusive title since the Microsoft takeover. Getting it right – and ensuring the game is truly ready for launch – is incredibly important, and in an industry that seems all too happy to adopt a “release now, fix later” approach, I think it’s worth complimenting the approach that Microsoft and Bethesda claim to be taking.

In a recent interview, Xbox Game Studios head Matt Booty suggested that the reports he’d been receiving about Starfield were looking great – even making the audacious claim that the game would “already have the fewest bugs of any Bethesda game ever shipped” if it was released today. All of this is marketing speak, of course, but given the serious risk to the reputation of both Xbox and Bethesda if it turns out to be untrue… I think it’s positive, at least. Microsoft clearly recognises the issues that have been present, and on the surface at least it seems that they’ve given Bethesda more time to get Starfield ready. We’ll have to judge that for ourselves when the game arrives – and Starfield is, for me anyway, still in the “wait for the reviews” column – but these are positive noises nevertheless.

Xbox Game Studios head Matt Booty (centre) was interviewed about Starfield shortly after the showcase.

Characters are the heart of any good story, and Bethesda has created some fantastic and memorable characters for their games over the years. Off the top of my head I could pick out Fallout 3′s Three Dog, Yagrum Bagarn from Morrowind, and Alduin the dragon from Skyrim – and there are many, many more. After the disappointment of Fallout 76 with its empty world devoid of characters, it was wonderful to see so many different NPCs in the Starfield showcase.

The three major cities that we know of in Starfield look set to be large, dense, and full of people to engage with. And the diverse environments and factions should make many of these people feel unique. We’ve barely scratched the surface here, and there are bound to be hundreds or perhaps even thousands of individual characters to meet in Starfield.

Who’s this fella, and what might his story be?

One thing we know for certain is that Starfield is Bethesda’s biggest-ever game. And that includes recorded lines of dialogue: Starfield will have more than double the amount of dialogue that was recorded for Fallout 4. That game had approximately 700 NPCs, but also had a fully-voiced protagonist, something Starfield appears not to have. With so much dialogue having been recorded for the game, there’s bound to be a huge number of people to meet and engage with.

Some of these people can be recruited, joining the crew of your spaceship, being assigned to another spaceship, or being assigned to an outpost. Bethesda didn’t confirm how many recruitable NPCs there are in Starfield, but one thing I absolutely love is the idea of encountering some of these people at spaceports or just out in the wild. Bringing them on board, figuring out what skills and talents they have… it all adds to the immersion and the sense of truly being the captain of a spaceship in this open galaxy.

A potential companion and the skills they offer.

More than two decades ago, Morrowind was the game that I was looking forward to. I was incredibly hyped up for what was my first real open-world role-playing game. I’ve said a couple of times already that I don’t think any game since then has grabbed my attention in quite the same way, nor generated such a high level of interest and excitement – not until Starfield, that is. Ever since I first played Morrowind, I’ve ranked that game as one of my absolute favourite titles of all-time, and if Starfield is as good as Bethesda and Microsoft are promising, I can see it potentially joining Morrowind on that list.

Are there worries and points of concern? Absolutely. As I said, I wrote up all of my biggest fears for Starfield in an article here on the website just the other day. But at the same time, I still feel that sense of hope. This game, if it lives up to the hype, has the potential to be incredible. A friend of mine recently suggested to me that Starfield might end up being “the best video game that either of us will ever play,” and that assessment is hard to challenge. This game feels tailor-made for me.

So we’ve talked about some of the things I’m most excited about when it comes to Starfield! Stay tuned, because if we get any big updates about the game – or if I find that I have more to say – I’ll be sure to write about it here on the website. And when the game launches in September, I’ll do my best to share my first impressions and more!

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfield: my biggest concerns

Spoiler Warning: Although there are no major story spoilers for Starfield, minor spoilers may be present. This article also uses screenshots and promotional artwork of the game.

I touched on this subject when I gave my thoughts on the recent Starfield showcase, but I wanted to expand on some of my concerns about Bethesda’s upcoming sci-fi role-playing game. For context, Starfield is absolutely my most-anticipated game right now, and it’s one I’m very excited about! The hype train has definitely left the station, and I’m going to be riding it until September!

But that doesn’t mean that there aren’t concerns to be addressed. Some of these are things we can’t know or won’t get to see until Starfield is released, but others are things that Bethesda can – and really ought to – begin to address right away, before things get out of hand. We saw with Cyberpunk 2077 how dangerous an ever-growing hype bubble can be, and it doesn’t serve any game if players are allowed free rein to speculate and build up an inaccurate and even impossible picture of what it could be.

An unknown character seen in the recent Starfield showcase.

That’s perhaps my single greatest concern: that Bethesda and Microsoft aren’t doing enough to step in when speculation gets wild. I’ve seen commentators and critics propose entirely unannounced features that are almost certainly not going to be included in Starfield, dedicating entire forum threads or YouTube videos to discussing them. Theorising can be fun, but there’s a line somewhere that falls in between speculating about what might be present and convincing oneself (and others) that an exciting-sounding feature is certain to be included.

This is where a good marketing department is essential! There are ways to let players down gently, or to redirect the conversation to other areas of the game, without deflating the hype bubble or crushing players’ expectations. It’s infinitely better to do so at this stage, months before the game is launched, rather than attempting to clean up ambiguous statements and explain the lack of features fans felt certain they’d get to see after a rocky release.

Todd Howard, executive producer at Bethesda and director of Starfield.

In different ways, this is basically what tripped up Cyberpunk 2077 and No Man’s Sky. Both games were subject to intense criticism and even hate upon release, and while Cyberpunk 2077 in particular suffered from being in an incomplete state, both games had been over-sold. In both cases, marketing departments seemed incapable of saying “no,” promising players a genre-busting, once-in-a-lifetime experience that no game could ever hope to live up to. When it turned out that No Man’s Sky was pretty barebones and barren, and that Cyberpunk 2077 was so unfinished that many folks found it to be unplayable, the dejection that players felt as they fell back to Earth was unparalleled. They’d been promised something special, but all they found when the dust had settled was a sense of crushing disappointment.

Starfield is absolutely in danger of doing this. There are going to be limitations within the game: limited NPC numbers, limited character traits and skills to choose from, limits to customisation for spaceships and the player character, limits on exploration, and limits to the role-playing experience. It’s essential that Bethesda and Microsoft use the next few months wisely, setting appropriate expectations and not allowing players to build up an image of Starfield in their heads that the game could never live up to.

Spaceship customisation is sure to have its limits.

Let’s talk about the size of Starfield itself. With 1,000 explorable planets being promised, I can’t be the only one who thinks that Bethesda might’ve made the game too big… can I? Don’t get me wrong, it’s essential that Starfield’s galaxy feels expansive, and if exploration, mining, and resource collection are going to be key parts of gameplay, it’s important to ensure there’s enough space to do all of those things. But 1,000 planets seems like a lot – arguably too many for any one player to even visit, let alone explore thoroughly in a single playthrough.

With the way Starfield’s procedural generation has been described, there’s a risk that players will miss things, too. If some characters, locations, and even missions are randomly assigned to planets, there’s only a one-in-one-thousand chance of finding a particular mission on a particular world. That potentially means that Starfield will be awkward to replay, or that it will be difficult for players to try out a mission that they’ve seen or to share something exciting with their friends.

A close-up scan of a planet.

In Fallout 4 or Skyrim, every single player could go to the same point on the map and encounter the same NPC or start the same quest. But that won’t be possible in Starfield – which is fun in some ways, but could become frustrating. If players find a fun quest or a useful item on one playthrough, locating it again on another save file could be like trying to find a needle in a haystack. That can be fun in some cases… but it will definitely be frustrating in others.

Some of the planets shown off in the Starfield showcase also looked pretty flat and barren. One of the key marketing lines is “if you can see it you can go there,” with words to that effect being used in reference to a moon in orbit of a planet. But here’s the thing: if that moon or planet has nothing of note except, perhaps, for some crafting resources to collect… going there won’t actually be a lot of fun.

Some of these planets look lifeless and barren.

For all the talk of Starfield having 1,000 planets, only a handful of those – perhaps a dozen at most – are going to have a significant amount of content. Whether we’re talking about small settlements, villains’ lairs, shipwrecks to scavenge, random character encounters, ruins, or other hallmarks of exploration in a Bethesda game… there’s only going to be so many of those. My fear here is that 1,000 planets might spread this content too thin, leaving swathes of the galaxy feeling empty.

There was also talk of planets consisting of “puzzle pieces” – i.e. hand-made pieces of content stitched together at random. That seems to solve one problem, but might it create another? Unless Bethesda has created enough of these puzzle pieces to make each planet totally unique, at some point is there not a danger that they’ll have to be recycled? It would be immersion-breaking to land on a planet and see the exact same mountain or ruin as we’d just been exploring somewhere else.

The map, focusing on a single solar system.

I don’t think that Bethesda has done enough to allay some of these concerns about the scale of the map and the amount of content it may contain. One of the criticisms of No Man’s Sky when that game launched was that its planets felt empty – and outside of some of the main settlements and story locations, I’m just not sure how Bethesda will get around this.

Starfield will be Bethesda’s biggest game to date, with some reports suggesting it may have twice as much recorded dialogue as Fallout 4. Fallout 4 had close to 700 non-player characters, but even if we generously assume that Starfield might have as many as 2,000, that still spreads them out very thinly. Even more so if we assume that the three major settlements we know of will congregate a lot of NPCs in one place.

Sarah Morgan, one of the game’s important non-player characters.

Complaining that a space game is “too big” seems silly – and I freely admit that. But my concern is less to do with the size of the map itself and more with the amount of content relative to the size of the map. One of my main complaints about Fallout 76 was that its open world felt utterly lifeless due to the complete lack of non-player characters to engage with… and outside of settlements and space stations, I just fear that parts of Starfield’s galaxy could fall into the same trap.

The game is going to clock in at a whopping 125GB – at least on PC. That sounds huge, but when you compare it to other modern games, it actually isn’t. Star Wars Jedi: Survivor is comparable in size, for example, as is Red Dead Redemption II. Now don’t get me wrong, I adore Red Dead Redemption II’s open world – but is its patch of the wild west in the 19th Century a fair comparison with Starfield’s 1,000 planets? Again, my concern is really the amount of enjoyable content relative to the size of the map.

Starfield’s system requirements.
Image Credit: Steam/ZeniMax

Let’s hop over to the character creator now. This might seem like a nitpick, and as facial hair is something I seldom use on custom characters, it isn’t something that will affect my own playthrough. But the facial hair in Starfield’s character creator… well, it just looks a bit shit, doesn’t it? I’m not the only one who thinks so, surely. In fact, I’d go so far as to call facial hair the worst-looking part of Starfield that we’ve been shown so far, and on some character models it seriously detracted from the way they looked, dropping the realism down several notches.

Hair and hairstyles looked pretty good, with a variety of hair types and styles that should allow players to create a diverse array of characters. That’s fabulous – but it raises the question of why facial hair is struggling to hit that same level of quality. This is something past Bethesda games have struggled with, too – Oblivion most notably, but also Skyrim and the Fallouts to a lesser extent.

Facial hair does not look great in Starfield.

I fear that facial hair may be the first outward sign of another of my big worries: Starfield’s game engine. Bethesda has insisted on using their proprietary Creation Engine 2 for Starfield – but the underlying technology here is more than twenty years old. The core technology of Creation Engine 2 is Morrowind’s Gamebryo, a piece of kit that Bethesda has literally been using since the late ’90s when that game first entered development. Changes and additions have been made, but this technology has its limits. The facial hair problem, which is a hallmark of prior Bethesda titles, could be the canary in the coal mine here.

There are advantages to working with a familiar toolkit. If Starfield had been built on, say, Unreal Engine 4 or 5, it would have required a completely different development cycle, with a different team who were familiar with how that technology worked. I’m not saying that would have been better, and I’m not arguing in favour of any one of the well-known game engines that other modern titles use. There are drawbacks and disadvantages to working with practically all of them.

Starfield’s game engine uses the same core technology that Bethesda has relied on since Morrowind.

But what I am saying is that Bethesda’s technology is at best untested on a title this massive. Some of the in-game features and mechanics promised for Starfield, such as spaceflight and ship-to-ship combat, have never been done before in any form of Gamebryo or the Creation Engine. That’s one concern.

Then there are things that have been done before – but haven’t always been done particularly well. I noted in my piece on the Starfield showcase how impressed I was with the gunplay. Partly that’s because gunplay in Bethesda’s Fallout duology was pretty poor without those games’ signature VATS system covering for it. An update to the engine should allow for significant improvements in that area, but again this is something that’s untested, and something like shooting can be difficult to judge from compressed YouTube video footage – especially carefully-edited marketing bumf. Any developer worth their salt can make even the most lacklustre game look fast-paced, fluid, and exciting in their own marketing material.

Gunplay looked great in the showcase.

Bethesda has earned itself a reputation among players for releasing games bedevilled by glitches and bugs. The company wouldn’t be the first to release a broken, buggy game in 2023 – but that’s no excuse! I’ve already said that Starfield is a game that I’ll be waiting to see reviews and tech breakdowns of before I commit myself, and that’s because Bethesda has done so much to warrant such a cautious approach.

Look back to trailers and marketing material shown off for Cyberpunk 2077 in 2020. Or Redfall earlier this year. It’s easy for a clever publisher to compile footage – even in-game footage – that looks great, and to show off a “vision” for how the game could look under the right circumstances. Trailers, teasers, and gameplay reveals often turn out to be inaccurate, and the version of a game that arrives on launch day – or during a pre-order exclusive access window – can be a million miles away from how it was promised or presented. Bethesda has done this too, with Fallout 4 and especially Fallout 76 receiving well-deserved criticism for bugs and glitches when they were released.

Fallout 76 at launch had, uh, a few issues…

There’s a specific story concern that I have – one that hadn’t even entered my mind until someone commented on it somewhere online. I can’t remember where I first saw this idea or theory posited, so I apologise to its original creator for that! But several people have suggested that Starfield could be some kind of sequel to the Fallout series – noting in particular that Earth looks barren, devastated, and uninhabitable in teases we’ve been shown… not unlike Fallout’s nuclear wasteland.

To be clear, there’s no indication whatsoever that this will be the case. Bethesda hasn’t denied it outright, but they haven’t actually commented on it at all as far as I can tell.

For my money, this would be an atrocious idea. Even if this was a secret that was kept, with the player character not finding out until well into the main story… it just wouldn’t work. It would make Starfield feel diminished, living in the shadow of another game – and it just isn’t necessary. Starfield can and should stand on its own two feet, doing its own thing, and not needing to be constrained by other games in a different fictional universe.

This is one rumour I hope proves to be false.

After Starfield is launched, a lot of attention will be paid to how well the game sells. But as I’ve said before, in an era where Game Pass has tens of millions of paid subscribers, sales numbers no longer tell the full story. I fully expect the PlayStation fanboys to jump all over Starfield – as they are already for any point of criticism they can find – and if the game seems to be selling fewer copies than other Bethesda games or than comparable PlayStation 5 games, you can bet they’ll take that and run with it. There’s sure to be content proclaiming Starfield a “failure” no matter what happens!

But it isn’t fair to judge Starfield – nor any Microsoft or Xbox game – purely on sales numbers any more. Game Pass is a game changer; it’s quite literally changing the way many of us play games. The way players on Xbox and PC engage with Bethesda titles and other Microsoft-owned games and studios is changing rapidly, with more and more subscribers joining Game Pass every day. Starfield’s release is sure to see a spike in Game Pass numbers, too – because it makes a lot of sense from a player’s perspective! I’ll be playing Starfield on Game Pass, and several people I know will be doing the same thing. Each Game Pass player represents a sale not made – so look to Microsoft and Bethesda for player numbers rather than raw sales data.

Starfield is a big deal for Game Pass.

Speaking of sales and money, another area of concern is that Starfield seems to be quite aggressively chasing some recent cash-grabbing trends that have blighted the modern games industry. It was a given that Starfield would have a collector’s edition and a special edition at launch – such things are so commonplace nowadays that they don’t even raise an eyebrow. But I admit that I was a little surprised at how steep the price was and what kind of content was on offer.

Firstly, for an additional £25 – on top of Starfield’s £60 (US$70) price tag – players get a couple of skins, a digital soundtrack, an “art book,” which will be a collection of JPEG images of the game’s concept art, and access to the first piece of planned DLC. We’ll get to DLC in a moment, but there’s one more thing that pre-ordering this expensive special edition gets players: five days of early access to the game.

Starfield has a special edition – because of course it does.

Let’s look at this another way: Starfield’s release date isn’t the 6th of September, it’s the 1st of September – but only for players who splurge some extra cash. The rest of us plebs will have to wait five days, close to a week, in order to play the game. I find these kinds of paid access periods to be a particularly revolting way of monetising a game, and I’m disappointed that Microsoft and Bethesda would stoop so low in order to manipulate players into pre-ordering Starfield.

Then we have these character costumes. I hope I’m wrong about this, but I fear these paid outfits are a harbinger of some aggressive in-game monetisation. This might be something that’s already present in Starfield, or it might be something Bethesda plans to implement after the game’s release – but either way, it doesn’t bode well. A fully-priced game shouldn’t be selling costumes like it’s some free-to-play MMO, but the games industry has been getting away with more and more of this kind of aggressive in-game thievery. And Bethesda is one of the pioneers of this nonsense, with Oblivion’s infamous “horse armour” DLC.

Yup.

If I’m paying £60 – or £85 – for a game, I should expect to be able to equip my character with all of the costumes that the game has to offer. This isn’t Roblox or Fortnite; free-to-play titles that use in-game purchases and subscriptions to turn a profit. For the money Bethesda and Microsoft are demanding, it’s positively disgusting to think that some character outfits – and possibly other pieces of content too – have been cut out to be sold separately.

I mentioned the first expansion pack there, too, and this is another thing that’s ringing alarm bells. Starfield is still almost three months away from release – this is not the time to be talking publicly about expansion packs and DLC. It worries me that attention and development resources may be diverted away from what should be Bethesda’s top priority: getting the game ready for launch. DLC is great – and if Starfield is as amazing an experience as we’re all hoping for, I’ll definitely be picking up every major expansion pack that gets released! But now is not the moment to be advertising it.

Let’s get the game launched before we talk about DLC.

I do have one final point of concern before we wrap things up. Since the Starfield showcase was broadcast, hype for the game has gone way up. Players like myself who had been on the fence about Starfield or who were tentatively looking forward to it have now well and truly boarded the hype train – and that brings with it a degree of expectation. Microsoft and Bethesda have promised a release date of the 6th of September (or the 1st for people who pay up). There’s now more pressure than ever to meet that deadline.

That means two things. First of all, crunch. Having once worked in the games industry, I’ve seen crunch first-hand, and I know the toll it can take on developers and everyone working at a games company. Crunch is something that should be avoided at all costs – but rigid deadlines make it far more likely.

It’s on Bethesda (and Microsoft) to avoid a difficult crunch period.

Secondly, Microsoft and Bethesda are now far less likely to delay Starfield. The game has already been delayed twice officially – or four times unofficially, if you believe certain reports. If Starfield isn’t ready in time for September, there’s going to be a lot of pressure for the game to be pushed out anyway – and that could be disastrous. Look at Cyberpunk 2077, a game which, despite pulling off an admirable recovery, will be forever tainted in the minds of players by an atrocious launch. Likewise No Man’s Sky. And for every game like those that manage to recover, there are dozens of titles like Anthem, Babylon’s Fall, or 2013’s Star Trek that never do. Bethesda has some experience in this field, both with Fallout 76 and as the publisher responsible for this year’s Redfall.

I praised Starfield last year for being delayed. I stand by what I said then: it’s never fun when a game I’m excited for gets delayed, but more and more players have the maturity to understand that it can be necessary. Practically everyone would rather play a good game a few months later than a bad, broken, or unfinished game a few months earlier. But with so much hype building up and a release date seemingly set in stone, a further delay at this stage might be something that Microsoft and Bethesda are unwilling to consider. I hope that, if Starfield needs a few more weeks or even a few more months, that they will ultimately be willing to take that tough decision.

A spaceship!

So I think that’s all I have to say for now. I know it’s a lot – and if you feel like I just took a big stinking dump all over your excitement for Starfield, well… sorry!

Despite everything we’ve discussed today, I’m still incredibly excited for Starfield. I’m trying to restrain myself and not get overly hyped up – and that’s partly why I decided to put metaphorical pen to paper and write out all of my concerns and issues with the game. But the truth is that in spite of some worries and fears, I’m still really looking forward to this game. In fact, I can’t think of any other title since Bethesda’s own Morrowind more than two decades ago that I’ve been this excited to play for myself.

I’m keeping my fingers crossed, and I truly hope that all of the points I’ve raised today will turn out to be misplaced fears. In three months’ time, feel free to come back and have a good laugh at my expense if Starfield really does live up to our expectations! I know that’s what I’ll do… if I’m not too busy playing Starfield, of course.

Starfield will be released on the 6th of September 2023 for PC and Xbox Series S/X consoles. Starfield is the copyright of Bethesda Game Studios, Bethesda Softworks, Xbox Game Studios, and/or Microsoft. Some promo images and screenshots used above courtesy of Bethesda and IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.