A Starfield Review not Curated by Bethesda

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Why did Xbox and Bethesda  Softworks keep review copies   of Starfield back from UK and European voices? It's a very interesting question isn't it? Is it because they didn't have enough? For  a digital first product that seems unlikely. Was it because they forgot we existed? It’s  possible. America crowns World Champions for   domestic sports afterall, having not taken  on the rest of the world. {cough cough,   Basketball World Cup, cough cough} There is a  distinct possibility they don't know we exist. More likely though, it was  to control the narrative. The publications left out are not ones to toe  a party line or say what developers want them   to say in a review. They are honest and will call  out faults. Which is great for the reader, viewer,   however people are intaking that media, but not  so much for a publisher desperately needing a win. You see, Starfield needed to deliver. It was the  last chance saloon for Bethesda after Fallout 76   and Redfall, but it was also looking like  last chance saloon for Xbox as a whole,   especially with Phil Spencer's  words of just a few months prior. There was backtracking, PR managing and a lot  of "Well Actually"s before launch when content   creators and outlets explained why they wouldn't  have a Starfield Review live come embargo day. Ever question why Skill Up doesn't have a  Starfield Review but does for Immortals of Aveum? This is the guy that lambasted The Last of Part  2 remember, the Game Awards Game of the Year for   2020. Are you as a developer going to put a  must win game in his hands for honest review? Why were EuroGamer still working on their  review more than a week after launch? A 6 out of 10 score should  give you insight into that. The Edge only got their review out a whole month  after Starfield launched. Another 6 out 10. As is a developers prerogative they picked  and chose who they gave review copies to.   But now that it's out in the world,  the rest of us can finally get into   the review process of Starfield and offer  a view of it, that isn’t Bethesda curated. Starfield is… OK. In its best moments you rocket down a rabbit  hole of events that create their own narrative.   Events leading one into another, cause  and reaction creating an interesting,   engaging, often hilarious in one way, shape  or form, unscripted confluence of events. In it's worst moments, which  is what I encountered more of,   it is completely barren. There is  no life, no engagement, no activity,   substance… Essentially nothing of anything  that makes a video game a video game. I can't really put it any  more succinctly than that. The two ends of the spectrum are so  diametrically opposite to one another   that the best descriptive word for it as a whole  entity that I have available to me, is meh. One thing I should point out is that Starfield is  not a bad game by any stretch of any imagination.   This isn’t Redfall 2.0. I'm not here to say  don't buy it or don't play it. I’m not going   to tell you it is bug riddled or mechanically  broken, that former one being a minor miracle   with Bethesda. I'm not even here to tell you the  story is bad, it's actually neither good nor bad,   it's just sort of there, serviceable  to push the gameplay around it. What is bad about Starfield is the  disappointment you feel while playing the game,   at what could have been, poor design choices  and the sheer boredom that you encounter. There is a wealth of content in Starfield,  there are 1000 planets afterall. Granted   you travel to them via menu screens rather  than spaceships, which is very disappointing,   but you can visit 1000 planets and do  stuff on all of them. Or you could ignore   about 990 of those planets and your  experience won’t be affected at all. It is a great thing however, to have  that level of freedom of choice. But I have a confession for you folks. I haven’t finished Starfield. In fact, I don’t think I ever will. And that should be all of the review you need. But to avoid the flaming torches and  pitchforks. I’m about 10 hours into the game,   and when writing this I haven’t played it in a  week and a half, it’ll be about 2 weeks longer   by the time this video goes live. And I’ve had  zero inclination to return in that timeframe. My Reason? Despite that wealth of content and  freedom of choice, I am completely   bored and disengaged from everything  happening in game. Whilst there is such   a high quantity of things to do, none of  them are deep or meaningful, they're all   surface level busy work to artificially  inflate playtime numbers, and that sucks! I had heard amazing stories before launch of  exceptional happenings in game. The praising   of new game plus and how things evolve on your  10th, 12th and 13th playthrough and so on. The problem for me with those positive  viewpoints is that they demand many   tens of hours, maybe even hundreds of  hours, before things start to get good. I'm 10 hours in and am completely disengaged!  To put another 10-20 hours in, just to finish   the story once, is so un-enticing to me  that I would rather pick up a second full   time job than play any more of Starfield.  At least I'll get paid for the second job. And just to put this out there, I'm  a person who takes pride in finishing   the games that they start. But to achieve  that, there has to be a level of give and   take. My time and money should be respected  by the games developer. They should deliver   an engaging experience that feels worth that  time and monetary investment that I am making. The 17th pirate fight in 2 hours, which is a copy  paste of the previous 16, does not achieve that. But let's get specific shall we. How has Starfield bored me? I want to rewind to the very beginning of the  game. The first hour. The most important hour. This is where a game either  captivates or loses its audience,   especially in a service such as game  pass where people can just try a game   and see if it's good for them and  immediately drop it if it isn't. And that first hour; is poor. It's not from a narrative standpoint though. I  actually kind of like the intrigue set up that   is created before you get to the first major  settlement of New Atlantis. It's not the best   story out there, in fact we've seen it hundreds of  times before, but when something works, it works,   and the narrative of "I've had visions  from touching a weird alien artefact   and this means I now have to be part of an  investigation to find out what this all means,   for fear the universe might end or something" Is  perfectly acceptable to push the gameplay along. But that gameplay is awful. The first 20 minutes or so is a follow  quest. One of the "Come with me while   I dump exposition upon you" type  quests. The problem with that is   that 1, these quests were boring over 10  years ago in Assassin's Creed Black Flag,   and 2, if they do have to be present, make the  damn NPC move as fast as the main character. God of War Ragnarok from November 2022  got this right, characters would talk   and interact during traversal, but they would  all move at the speed of the player character,   in whatever direction they were heading. The  conversations were written and recorded to   be told in strategic time frames to ensure  they fit in with specific traversal areas,   or they had a means to interrupt the conversation  and return to it later in a very natural manner. Starfield on the other hand has this.  An NPC walking at what appears to be a   quarter of the player character pace,  when the player is walking backwards! This is the only gameplay you have for nearly  10 minutes, as the very first interaction of the   game. I was so done with this 15 year old design  philosophy, that I was seeing how far away I could   get and what I could do before the NPC could catch  up with me to breathe some life into the game. 10 minutes folks. This is the first 10 minutes of   Starfield and I'm already looking to self  imposed challenges to keep me engaged. You may think it petty to offer such  harsh criticism to the first 10 minutes   of the game. There's many hundreds of hours  thereafter. But this design choice is front   and centre. It is the very first thing that  you encounter in Starfield and it's boring. The first thing that they let you interact with,  is a design that was annoying and disengaging   in 2012 and ejected by the rest of the industry  by 2016. At best, this is 7 years, or an entire   console generation, out of date; and it isn't good  enough as the first taste of the game in 2023. But once the first 20ish minutes of follow quests  are up, you get to go shooty shoot. Gunplay in   Starfield, even with the basic guns, is far better  than in any previous Bethesda Softworks title.   It's responsive, immediate and feels generally  good. We're not talking Bungie levels of gunplay   here, but it is definitely good enough  to be used throughout the entire title. Completing the shooting section however, then  presents the next poor design choice. Cutscenes. Immediately after this fight and looting session,  you enter into a cutscene between your boss and   newly arrived space trader dude. That's how much  their names seem to matter in the grand scheme   of things after 10 hours of gameplay. And this  background footage is the "cutscene". Back in   2018, with Ubisoft's Assassin's Creed Odyssey, I  spoke out against these stationary camera flick   cutscenes, because they are laziness personified.  All that's happening is a forced camera angle is   being utilised to zoom in on specific characters  when talking. This conversation, these animations,   everything being shown in this cutscene  would still happen without the forced camera   angles. This design choice is a halfway house of  cutscenes, it means they don't just leave you in   control of the character/viewpoint as would happen  in a real conversation or a game like Destiny 2,   which also means you could just walk away.  But they also don't have to render cutscenes   in engine to include your character and those  talking, fully animated, lit and so on. This   choice is the easiest to implement, to keep the  player in a specific spot without removing their   perceived autonomy, and still appear as if you  have done some work as a development studio.   I hate it as the first cutscene that  they present, let alone 10 hours later. The dialogue choices in this cutscene are all as  arbitrary as in all more recent Bethesda RPG's,   meaning they all lead to the same result  giving no consequences further down the line. Once that's all done though you get your first  spaceship and a robot partner! The robo partner   is slightly faster than other NPCs but you can  still leave him behind on a jolly backwards jaunt. The ship is initially very cool,  you can mooch about inside,   interact with a few specific things and then  get into the cockpit and launch yourself into   space. The first time is via a fancy cutscene  which seemed appropriate for the start of my   character's journey. Those cutscenes however  are incredibly common with take off and landing,   so the initial one does lose its shine a bit  when returning to it. Once in orbit you are   taught about the ship's systems and how to  battle in space before being told to go to   a different moon to chase down the leader of  the group that just attacked you in orbit. This section is totally serviceable. The  dog fights in space don't feel great,   but nor do they feel bad. They serve their  purpose and inject a little bit of threat   and urgency into the vacuum of space.  But then you have to go to the new moon,   which you cannot fly to. You can be in orbit  over a planet, engage your engines and start   moving towards it at a speed of 200….some  form of speed unit… but you feel like you   never get closer. Debris from dog fights is shown  on your HUD as being metres away and the speed to   get there is slower than walking on a planet.  To get onto a planet you have to fast travel. Honestly the point of the spaceship and associated  mechanics being included at all is brought heavily   into question in the first hour when everything  fun to perform with a spaceship is done via menus. That's right, you can only fast  travel in Starfield. There's no   ability to fly down to the surface,  to choose your own landing spot,   which granted for certain locations makes  perfect sense, but for 990 planets does not.   Each time you wish to go somewhere else, you  have to navigate through 3 different menus; Every. Single. Time. One to get into the ship and take off. One to get  into orbit over the new planet you are travelling   to. Then the final one to land. And there is a  long loading screen between each different menu. We're on the 9th generation of home consoles with  NVMe SSD's as storage here. We have seen games   from this generation, with massive open worlds,  load instantly. Yet here I am in Starfield,   a marquee release for Xbox studio's, encountering  what feels like 10 loading screens every hour. I have a loading screen to get into my ship.  To get into the enemy base on the second moon   I visit after that ship tutorial. Another loading  screen to then exit onto the roof of that base. 2   loading screens to land on this moon in the first  place and two more to then land on New Atlantis. All of those loading screens are in a  23 minute segment of gameplay. 7 loading   screens in 23 minutes. I don't think I  encounter that many in Party Animals,   another Xbox console exclusive title that  is PVP based and has 4 minute rounds! Bear in mind that all of these issues that I  have highlighted here are from the very first   hour of gameplay and interaction with the game.  There is some gunplay involved and some freedom   to explore if you wish before entering the  pirates base. There's Todd Haberkorn voicing   the pirate leader and having Natsu Dragneel  appear anywhere is always a good thing. But   in the very first hour of the game, they  are the only 2 positives that I remember. That's the dissection of 1 hour. That's a  lot said on one hour of the game. All of the   issues that I have with it, are fundamental design  choices that persist throughout the entire title. There's a lot I haven't touched upon, like why  on earth is Y the jump button? Which fool came up   with that? I haven't mentioned looting, which you  actually stop doing an hour into the game because   you're permanently over encumbered and cannot  fast travel when you are, negatively impacting   the actual flow of the game as every next step  of a mission is "Fast travel to new location".   I haven't touched on the awfully sluggish  camera regardless of sensitivity settings. I haven't spoken about the incredibly dim AI,  the obtuse menu design, the lifeless eyes of the   characters. I haven't spoken about oxygen and CO2  management for *checks notes* walking and running. I haven't spoken about  story, animations, crafting,   persuasion. Essentially I haven't spoken about  anything outside of the video game basics. The basics here are poor,  archaic and disappointing,   and given how they are presented  front and centre in that first hour,   I would not blame any player for putting  the controller down and never returning   at that point. Because 9 torturous hours  after that, it's exactly what I've done. I want to highlight one other egregious  issue before I address the crowd who are   currently shouting "Well you haven't finished  the game you can't review it" at the screen. And that is Accessibility. This is the accessibility menu. You can turn subtitles on or off. By comparison, here is the God of War Ragnarok  accessibility menu. A game released 10 months   earlier than Starfield from Xbox Game  Studio's competitor PlayStation Studio's. This is not a small difference, it's astronomical. Xbox and Bethesda essentially said, with the lack  of any accessibility features, that if you are   not a perfectly able bodied and minded gamer,  they don't want you playing Starfield at all. You're not the sort of person that  they like playing their games. That is discrimination. That lack  of accessibility in 2023 is blatant   discrimination against disabled  people, and it is deplorable. This capture, of this menu, is the first  footage I captured of Starfield. I wanted   to make a video right then and there  because this level of discrimination,   at a cost of $70 to the player, is despicable. No matter what else I think, no  matter the positives or negatives   of the rest of the game, this menu alone  should resign Starfield to irrelevance. Now onto the "you haven't finished shut up" crowd. You don’t have to finish a  game to review it, at least,   not if it’s an overall negative review.  Telling people why you stopped playing a game,   why you could not make it to the end, is one of  the most legitimate and realistic reviews going. People say “Oh you must watch XYZ  movie, it's amazing” all the time,   or they’ll ward you off another  one with words like “It’s not a   cinema movie”. And it’s the same sort  of word of mouth response for gaming,   that’s all a review is at the end of the day, an  individual's word of mouth report on something. To stop playing a game, you have to have met  challenges in that title that any included   positives could not overcome, so you could not  continue playing. Relaying those feelings and   challenges to other people allows them to then  think on if the experience will be worth it for   them, before they drop hard earned money  on it. As we’re all brilliantly unique,   your sorrows could be their joy and  your review still helps them massively. So don’t decry someone for reviewing something   that they haven’t finished as  long as they can tell you why. Poor core concepts. Archaic design choices  and shallow content throughout are why I   personally could not finish even 1 playthrough  of Starfield and they are all valid complaints. Overall I was very disappointed, and that is a sadly  familiar feeling when it comes to Xbox triple A   titles at the moment. Their double A’s are  smashing it out of the park, their third party   exclusives are amazing, but their homemade  triple A titles, the Halo’s, the Gear’s. The   Redfalls and Starfields, everything outside of  the Forza garage feels disappointing at launch.  We’re seeing great strides in Halo  Infinites PVP live service content now,   but we’re 2 years after the launch of Infinite  before the game is Starting to get good,   and the 10 year platform of Single player  stories, has seemingly been abandoned. At the same time we can’t be waiting  10-12 years for each new instalment   from these Studios as we have done with  Starfield. It’s not a viable business or   play model. 5 years have passed since The  Elder Scrolls 6 were announced by Bethesda,   a game Todd Howard says is still at least 5 years  away. Skyrim, the last game in that series, was   released 12 years ago in 2011. It'll be 17 years  between instalments if 6 releases in 5 years time. The Initiative was announced as a newly  created Xbox studio (The proper way to grow   studio portfolios by the way) at E3 in 2018.  5 Years later nothing has been seen from them. Starfield for me is the latest example in an  ever growing list of Triple A failures from   Xbox Game Studio's. There are positives in it  but they aren't numerous or regular enough to   overcome the negatives. There is obviously  some form of management issue at the top   of Xbox game studios, and it’s sad to see  situations like Starfield keep cropping up,   where the initial thought has promise,  but the delivery of that promise is   missing when the supposed finished  product is shipped out of the door. If you like deep varying RPGs, Starfield isn’t for  you. If you like a science fiction space opera,   Starfield isn’t for you. If you want  something mindless that is very easy   to just plod along in while waiting  for your next anticipated release,   Starfield can definitely be that game. It is not  one however that I would ever readily recommend. What I can recommend however is this  video review of Final Fantasy XVI.   Thank you all so much for tuning in, I  hope you’ve enjoyed this video and until   next time folks have yourselves  a fantastic day, and take care.
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Channel: Doragon
Views: 15,027
Rating: undefined out of 5
Keywords: starfield, star field, bethesda, bathesda, xbox, series x, series s, 11 out of 10, phil spencer, review, poor, not good, excellent, GOTY
Id: 1A6Vj95atuc
Channel Id: undefined
Length: 23min 23sec (1403 seconds)
Published: Fri Oct 20 2023
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