Game Discussions Bethesda Softworks Starfield Space RPG

I'm going to reply to my original post as I have seen confirmation, based on what the big Bethesda cheese said, that Starfield will not allow descent to, or free flying over, planets and it will be a selection screen that gives way to a cut scene that loads the area. Being that this is the case, I have to say that Starfield has pretty much lost all of its appeal to me...
I think that this is a real shame. Skimming down-to and over planets is an absolute hoot in both ED and NMS, but then SF isn't ship-centric in the way that ED is. I do love the way ED's ships 'fly', in that the ship is the player, but I also like base building in NMS.

Each game is its own thing, and I'm still looking forward to playing and enjoying SF for what it is, despite not being a fan of RPG aspects such as 'levelling up'. Instead I much prefer STALKER's approach to finding your way. Which is much the same as ED's.

But let's see how I feel after patch #2 and 200 hours..... 🙃 ...in any event I intent to (try to) enjoy it for what it is.

(I also hope the FPS is better than FO4, as I found that to be a bit rinse-and-repeat vs think-and-act)
 
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Starfield definitely won't be a replacement for Elite Dangerous for me. In order to do that, it would need to at least meet the standards ED has set when it comes to the flight model, and then, of course, there's the VR experience I get when flying my ships.

What Starfield is very much going to be a replacement for, at least in the short-term, is Space Engineers and Empyrion: Galactic Survival. And like both games, I'm probably going to be designing my Starfield ship to vaguely resemble the Cobra Mk III. ;)
 
Bethesda acquired the IP when Interplay went bust. I think Black Isle did some work at a Fallout #3 but was liquidated by Interplay.
They did work on two Turn-Based Fallout 3 projects. The last one, the one that was canceled when Interplay folded, was called Project Van Buren.


Interplay was in financial trouble so they sold licence / IP to Bethesda. Obsidian was founded by old Black Isle staff and would make FO New Vegas. Obsidian and Bethesda (Zenimax?) were bought independently by Microsoft and today it is one big family again...
Yes, indeed. But the game concept, as well as the distance between the first 2 Fallouts (and Project Van Buren) and the released Fallout 3 by Bethesda, could not have been more apart. Not just the isometric perspective and the Turn-Based gameplay, but more specifically the characters, dialogs and dark humor.
 
I’m not that bothered by the lack of manual landing/surface hops - but I wish there could be an option for viewing launching/landing in first person. The recent trailer for Star Wars Outlaws showed something like it, and CoD Infinite Warfare had a cool first-person Earth-to-orbit disguised loading screen.

And I want a speeder bike while I’m at it!
 
Considering it was getting an arcade in your home, cheap (as well as neat- JAMMA arcade board systems which you could also buy varied from compact to PC motherboard like).

I can remember buying Street Fighter Turbo 2 for the SNES for £65, and certain games like Gremlins 2 and Star Wars on the NES for £50.
Pretty sure I paid 80$ US for TMNT The Arcade game on NES.
 
That's great, just don't blame me if it all goes pear shaped though please! :D


The Atari was my older brothers', I'm pretty sure it's still in the loft at my mum's, though he may have grabbed it at one point. He wasn't really that into video games so I ended up with the C64 when that became the next thing, fortunately for me.


It was a very early attempt at a flick screen collect 'em up arcade adventure. It was clunky and had some silly features, like the falling down a hole thing, but it was playable enough for what it was. I haven't played it since those days and don't recall too much about the objective, but the funny thing is I'm thinking that the premise was pretty similar to the original Spy Vs. Spy game, minus the two-player vs. and trap setting mechanic.

From what I read about ET, it was the fact that Atari made more cartridges than actual systems that was the main factor in what happened next. Plus of course, it wasn't a Defender / Space Invaders / Pac Man clone, so the appeal was more limited, especially for those who only wanted that type of game. Some things never change.


Empire Strikes Back was great, probably my favorite on the system. Played Kaboom a bit too along with the other regular stuff like Defender, Wizard of Wor etc.. Combat was good for two players, and was a great game to get with the system to begin with. /OT :)
I had NES as a boy but neighbor had Atari 2600 and I loved Solaris.

 
I’m not that bothered by the lack of manual landing/surface hops - but I wish there could be an option for viewing launching/landing in first person. The recent trailer for Star Wars Outlaws showed something like it, and CoD Infinite Warfare had a cool first-person Earth-to-orbit disguised loading screen.

And I want a speeder bike while I’m at it!
At one point in the SF Direct video the landing at New Atlantis is shown from a first person perspective...


I hope this is the case for all take-off and landings.
 
At one point in the SF Direct video the landing at New Atlantis is shown from a first person perspective...


I hope this is the case for all take-off and landings.

Looks very much like it could be a pre-scripted sequence, exterior shot from below coming in, first person shot getting close and ground shot for landing. If they are all the same that could get boring real quick.
 
Yeah good point. That's the fundamental trade off for starfield.. single player in exchange for likely mod support. Given i play elite entirely solo that shouldn't be a problem.
Starfield is confirmed by Todd Howard himself to support modding from day 1, it's a big staple for Bethesda...I imagine even the Xbox version will be completely moddable where the best player created mods can be selected and installed direct from the main menu. Bethesda started the ball rolling with console modding with Fallout 4 and it's release on the Xbox in 2015. I was still playing on Xbox back then so I remember what a big thing the mod browser/installer was on console...I was like a dog with two tails :)

There were some obvious hardware limitations as to size and complexity of officially recognised mods and how many you could install or run at once... unlike the PC version...but running a modded game on the Xbox at all back then was a wonderous event.

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V5WvqiP.jpg


4QmqO0h.jpg


3y0EThG.jpg


NkzT2n7.jpg

Amazing what a few mods can do to a game :)
 
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The issue there is that with such a granular level of ship customisation, unless space combat is decent it does not really justify having such an elaborate system- in short it has to count for something otherwise its excess flannel that does nothing.
It is the ultimate mount for a RPG player - horse armour taken to another level plus a mobile home plus workshop and a cart and spare rooms for buddies. Imagine that in a fantasy or medieval RPG. Big housecart pulled by elephant? Not so cool. In space setting it works.
 
It is the ultimate mount for a RPG player - horse armour taken to another level plus a mobile home plus workshop and a cart and spare rooms for buddies. Imagine that in a fantasy or medieval RPG. Big housecart pulled by elephant? Not so cool. In space setting it works.
I get that, but unless space combat uses the space ship bits well it makes them redundant. Different engines, weapons, modules have to be useful, otherwise people will do what they do in ED going A or D.
 
Starfield is confirmed by Todd Howard himself to support modding from day 1, it's a big staple for Bethesda...I imagine even the Xbox version will be completely moddable where the best player created mods can be selected and installed direct from the main menu. Bethesda started the ball rolling with console modding with Fallout 4 and it's release on the Xbox in 2015. I was still playing on Xbox back then so I remember what a big thing the mod browser/installer was on console...I was like a dog with two tails :)

There were some obvious hardware limitations as to size and complexity of officially recognised mods and how many you could install or run at once... unlike the PC version...but running a modded game on the Xbox at all back then was a wonderous event.

eC0VOh3.jpg


V5WvqiP.jpg


4QmqO0h.jpg


3y0EThG.jpg


NkzT2n7.jpg

Amazing what a few mods can do to a game :)

Very nice. Farming Simulator has supported mods on console now for 2 versions.. its great to have.. but they're all curated and there are restrictions on how many you can have per given map. The mods are also all curated by the developer.. so there won't be anything too colorful available?
 
Very nice. Farming Simulator has supported mods on console now for 2 versions.. its great to have.. but they're all curated and there are restrictions on how many you can have per given map. The mods are also all curated by the developer.. so there won't be anything too colorful available?
"Curated by the developer" - no thanks, Creation Club was pretty bad and I don't pay for no mods.
 
"Curated by the developer" - no thanks, Creation Club was pretty bad and I don't pay for no mods.

Creation club was pretty bad. But the fs mods are actually pretty good. Hopefully they will have their heart into console modding. I guess with fs, mods are essential to sales of the base game. With bethesda is a little bit different, mods are resentment of something they haven't worked out how to monetize.. so whether they'll be motivated is another thing.
 
Creation club was pretty bad. But the fs mods are actually pretty good. Hopefully they will have their heart into console modding. I guess with fs, mods are essential to sales of the base game. With bethesda is a little bit different, mods are resentment of something they haven't worked out how to monetize.. so whether they'll be motivated is another thing.
They tried monetising it for Fallout 4 on Xbox resulting in modders having a rebellion...so they dropped it. And yup, creation club was pretty bad...slightly after I had left Xbox to go back to PC, but a fair few of the big modders were refusing to mod for Fallout at all, most pulling their existing mods from creation club.

Not all sunshine and roses, even though Microsoft allowing mods on Xbox was a first, it was an account bannable offence up to that point. I almost fell foul of that by modding a Skyrim save game on my PC and using it on Xbox.

I only avoided a complete account ban by arguing that me using a modded save game in an offline game for my own enjoyment had effected absolutely no-one else, Microsoft accepted this but deleted my entire gamerscore and every achievement or award I had ever earned from every single game tied to my Xbox account in retribution...My Xbox gamerzone was also listed as 'Cheater' for the life of that account, no idea if that's still active, I'll have to take a peek on my Xbox account...although that punishment kinda backfired as everyone that saw it on my gamer profile reckoned it was cool :rolleyes:

Nope, that heinous offence has been thankfully expunged :)

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