Starfield First Impressions

Good morning folks! I am technically on vacation today… and technically on vacation tomorrow as well but I figured I might as well spend a bit and knock out a blog post. Since my last post about Blaugust, Starfield has come out with a game that brought with it both unrealistic hype and toxic negativity depending upon where your biases against Bethesda Games landed. I am a Bethesda enjoyer, so I knew without a doubt that I would check this game out. I tried my best to go into this experience with as neutral of expectations as possible. I did not expect this game to be the second coming of Skyrim, nor did I expect it to be vaporware as some corners of the internet seemed to. What I expected more or less was Fallout in Space and that is essentially what they have delivered.
Starfield above all else is a Bethesda game, and that comes with certain parameters. You will have your accompaniment of weird dead-eyed NPCs and bizarre glitches but also a lot of freedom in how you go about approaching the game. It was announced before this game came out that it was going to be one of the most bug-free Bethesda games, and quite honestly… I believe that. However, I have still seen my share of weird bugs that are often fixed by either resting or zoning out of an area and back into it. Yesterday I had a quest NPC randomly float up into the ceiling while I was trying to turn in… and essentially zoning in and out resolved the problem allowing me to continue with my gameplay session. So far I have only had one crash to desktop, which is quite honestly pretty good for a Bethesda game.
What you gain for your slight moments of “Bethesda Jank”, are some really gorgeous examples of level design. On the podcast this weekend we referred to this as “NASApunk” and it seems to be the best description. Everything is big, chunky, analog, and inspired by the space age. This is how I dreamed space would look like as a kid, and I am thrilled to be roaming around the world in my space suit. The game even gives us some really cool moments where we are learning how to fight in Zero-G, with my ballistic weapon kick causing me to go flying backward. The thing is… Starfield has a lot of really cool ideas… some of which are not exactly implemented perfectly, but there are enough hooks there to allow modders to come in later and perfect them.
For example, the Character creation system is beautiful in its simplicity and has the model, the rigging, and gender choices being handled by a very simple pronoun selector… rather than the awkward genitalia simulation systems in some other games of late. Does it go far enough? Probably not for everyone, but there is enough separation there that I would imagine someone is going to be able to come in after the fact and create body and rigging packs similar to how they have in something like Second Life, allowing folks to exist in space in exactly the body and gender identity that they want to have. I wasn’t super happy with the beard options, but I know given time someone will release a mod pack that will resolve this for me. I think a lot of the way I approach a Bethesda game is knowing that eventually, I am going to have fifty-some mods installed at some point to completely tailor the game experience to my tastes.
Let’s talk about some of the places where the game fails. Space combat I believe is probably one of these areas, mainly because for someone who does not want anything to do with simulated space flight… this game is a bit too fiddly for my tastes. However, it is way too simplistic and hamfisted to work for a Star Citizen enjoyer like my friend Tam. So by shooting for this awkward middleground… it is essentially disappointing both ends of the spectrum. Most of my interaction with spaceflight is that I don’t interact… I try my best to always rely on fast travel options for which there are many. You can jump from system to system without having to spend a lot of time actually piloting your ship. There are a few missions however where you will be forced to fumble through space combat. For example, in the above screenshot, I was trying to sneak up and repair a satellite without drawing the attention of some baddies. I did it… but it felt like one of the most cumbersome things I had done in recent memory and have no real interest in doing this again.
Another place where the game fails miserably… is with the talent system. Personally I prefer the old school days of just having a list of talents as compared to this whole talent tree system with pretty pictograms representing each talent. In past Bethesda games, you could TRY and do things… albeit badly without having any talent points assigned to a skill. In Starfield you are not even given the option to try something. This leads to some weird happenings like… it took me 10 hours before I realized there was a talent tree that dictated whether or not I could use a boost pack aka this game’s version of a jet pack. Similarly in my first pass through the talents I completely missed that Security was what this game called “Lockpicking” because I assumed this would be in the social tree not in the tech tree and just assumed I had not uncovered it yet. The game forces you to spend a certain number of points in the first tier of abilities before it allows you to proceed to the second, third, or fourth tiers so I just assumed it was something I had not earned access to yet.
Had I realized this… I might not have gone all in on Ballistics like I have. I do sort of love the octopus with “many guns” icon though. Essentially the skills feel kludgy and I am hoping someone will come in after the fact and mod these to work a bit better. I think that outlines my feelings in general… that Starfield in many ways feels like a good first draft of a game and that I know modders will come along and perfect each of the individual niches. Like for example I hate carrying weight as a concept in video games. I want to be able to loot everything and carry it around forever. Inventory maintenance is never an interesting gameplay loop for me personally. I know that someone out there will release a simple mod that I can install to just remove this gameplay loop entirely so I don’t have to care about it. For the moment I have done this myself with console commands, and it was one of the first things I did upon playing the game. The Bethesda experience for me personally is tailoring the game to fit me, rather than trying to play it the way they intended.
As a result, I view this game as a work in progress, and when I encounter something that annoys me… my first reaction is not to throw up my arms in frustration… it is to go search NexusMods to see if there is a way to mod that frustration out of existence. It is because of this mindset though that I have a really hard time reviewing a Bethesda game. I’ve been playing these for so long at this point, and I know that given enough desire… You can pretty much make the game do anything you want it to do. You have to understand that when I first played Skyrim, I had no clue that you could choose Thief, Warrior, or Mage statues to direct your gameplay… because the second I got out of that first town I was leaving the main questline behind. That said… I am spending a lot more time in this game following the main quest because it is way more cumbersome to travel off the grid.
One of the challenges for me personally is that with Starfield, it is much harder to just wander off into the distance looking for something interesting. Most planets are fairly empty in the grand scheme of things. There are far fewer POIs and way more barren fields of assorted minerals and resources. When you land on a planet, you are dropped into a region surrounding some fixed points of interest, and a bit of procedurally generated area around them. In Skyrim, almost everything in the game existed for a reason… and going there ahead of time allowed you to essentially brute force your way through a side quest that would take you there eventually. In Starfield… there are a lot of areas that only serve as a way to refill your ammunition and med packs… and places for you to farm randomly generated space mercenaries, pirates, and cultists. Knowing that a lot of the world is pointless… gives me less desire to explore it.
That is not to say that you will not have a bazillion conversations that you overhear while roaming around the world and notes that you pick up that will lead you to “pointful” areas. The Starfield experience though sorta waters down the effectiveness of my chosen way of playing a Bethesda game. So as a result I am mostly just following the golden path, or have for the first thirteen hours of playing it. I am not necessarily mainlining this game as my only entertainment, as I am still playing quite a bit of Path of Exile. I am however enjoying the time I am spending with it, and I don’t want me pointing out its flaws to make it come across like I am not enjoying it greatly. In fact, Starfield is honestly the sort of game that I kinda of wish Destiny would have been. If I could take the world of Starfield, and transplant the Destiny-style gunplay… then I think I would be in heaven. The gunplay is so much better than any other Bethesda title out there, but it is still eons behind anything I would call “good” gunplay.
At this point I am really bought into the story, even though it is sort of riddled with tropes we have all experienced before in other games. I like the world quite a bit and I like experiencing it… albeit with a bit more direction than I am used to in a Bethesda title. Is this game-of-the-year material? Honestly, I am not sure. There are so many great narrative experiences this year, and this is more of a sandbox experience where you need to bring with it your own expectations that shape it. Do I regret buying Starfield? Hell no. I am having a blast honestly, but I still feel like it is important to talk about the flaws of that experience. More or less Stafield is a higher fidelity and much larger version of The Outer Worlds, without that game’s particular sense of humor. It will be interesting how we feel about it in ten years, and if we honor this new franchise in all the same ways that we do Fallout or Skyrim. So far… it doesn’t have nearly as much personality as either of those games does but I am only 13 hours in instead of 1300 hours over multiple playthroughs.
It is also somewhat unfair to expect a new IP to have near the punching weight as Fallout, a game that I have been playing for a quarter of a century at this point. I’ve enjoyed this enough though to give it time to grow and come into its own. I am hoping with time something like Galacticat will make me even halfway as happy as Vault Boy does. For now, I am enjoying the journey, and I definitely think Starfield is worth your time especially if you were already a big fan of these sorts of games. Admittedly my perspective is exclusive to PC gameplay where you can mod anything until your heart is content. I have no clue what a Bethesda game experience feels like on a console because I never play Bethesda games in their vanilla launch state without at least a bit of tweaking. I figure this is probably going to feel similar to all other Bethesda games you have ever played. If you go into the game expecting that sort of gameplay experience… then you are probably going to be very happy with it. The post Starfield First Impressions appeared first on Tales of the Aggronaut.

AggroChat #246 – Pax meet Mox

Featuring:  Ashgar, Belghast, Grace, Kodra and Thalen

aggrochat246

Tonight we are down a Tam and also down having a constructed list of topics to go from.  The only roll forward topic left on the list is decidedly a “Tam” topic so we end up more or less winging it.  There is a decidedly Pax East flair to the show given that a number of topics we discussed circle things announced at or going on during Pax.  However none of the crew actually attended this year. Related to this we talk about The Outer Worlds, Magic the Gathering Mythic Invitational, Wolfenstein Youngblood Trailer, Borderlands 3 Trailer.  There is a brief interlude about returning to Final Fantasy XIV which Grace has done this week, and another oddball topic as Bel discusses getting Cemu the Wii U Emulator up and running and playing Breath of the Wild rendered in native 4k.

Topics Discussed

  • Pax East
    • The Outer Worlds Gameplay Stream
      • Questions about it actually releasing in 2019
    • Magic the Gathering
      • Mythic Invitational
      • Current State of Standard
      • War of the Spark Rumors
    • Wolfenstein Youngblood Trailer
      • Juxtaposition of Teens and Ultra-Violence
    • Borderlands 3 Trailer
      • Weird reveal live stream
      • Can Borderlands happen with none of the original writers?
      • Lessons learned from Pre-Sequel
      • Appearance of Tell Tale Characters
    • Cemu – Wii U Emulator
      • The Breath of the Wild Emulator
      • Rendered in Native 4k

AggroChat #239 – Sticking the Ending

Featuring:  Ashgar, Belghast, Kodra, Tamrielo and Thalen

aggrochat239

Tonight we have a bunch of not entirely related topics, but there is at least a minor theme of how you end something is extremely important.  Bel talks a bit about his experiences with the latest brand name beta in the form of Division 2. From there he also shares some frustrations with the way Assassin’s Creed Origins is ending which leads its way into a larger discussion about what makes a satisfying game ending.  We talk about what this means for passive media and how it might be different for interactive media. We then get into a discussion about progression systems and why fixed ones often times feel better than completely random ones. Finally we have some assorted digression about us looking forward to Anthem as a non-PVP mmo that somehow leads its way to FFXIV housing?

Topics Discussed:

  • Division 2
    • Military Fantasy Fallout but no Nukes
    • Worthy Successor to Original
  • Assassin’s Creed Origins
    • Great Game… But
    • Forced Character Swaps
    • End of Game Without “Your” Character
  • Satisfying Finales
    • Twist Endings
      • Mass Effect 3
    • Resolution Endings
      • Plot Twist Ending
      • Plot Twist at Beginning of Final Chapter
    • Fixed Length Shows
      • Anime
      • Babylon 5
      • Russian Doll
    • Revisiting Choices From Game in Ending
  • Fixed vs Random Progression Systems
    • Warframe Blueprint System
    • Destiny Random “Powerful Gear” Frustrations
    • Warframe Economy
  • Excitement over Non-PVP MMORPG
    • Anthem
    • Free PVP Gear from FFXIV Retainers
    • Lacking Money Sinks in FFXIV
    • House Reclamation

How to Survive 2 Impressions

Sandbox/Mission Hybrid

How to Survive 2 Impressions

Roughly a month ago a friend of mine hooked me up with a copy of How to Survive 2, because she knew I was a fan of the whole zombie apocalypse genre and it was a game she was enjoying.  I had all of these plans to write up a proper impressions piece, but got sidetracked by all things The Division.  This game was a whole lot of the reason why I survived the lead up to the launch of that title, because it gave me something fresh to piddle around with.  The basics of the game are that you are a survivor in a world long after everything went to shit thanks to the zombie outbreak.  Since I did not play the first title, I feel like there is probably some background story there that I am missing.  What I do know however is that this title is set in the coastal region of Louisiana.  There are no real recognizable landmarks however, but instead the world simply borrows a swampy feeling Tileset.  The game has both single player and multiplayer game modes, but I have largely spent my time playing single player.

How to Survive 2 Impressions

Within moments of starting a new game you are introduced to the character of Kovac, a man that at first you only know as a voice coming through some sort of a speaker system.  He serves as your guide as he attempts to teach you the basics of surviving in this world.  The game itself is divided into two basic chunks, the large open world area that allows you to freely roam and explore, and very tight and controlled missions with specific objectives.  The missions themselves are repeatable and you can crank up the difficulty to give you better rewards and experience.  One thing of note, and why I am doing an impressions piece is that the game is in early access, and there are a lot of things that are simply not in the game yet.  Much of the tutorial that walks the players through how the world works is simply missing, so I had to rely on my friend and what I could google to figure out a few things.

Level Your Camp

How to Survive 2 Impressions

One of the big things that I was missing was how one actually levels up.  The game has two parallel systems that are designed to level up together, that is your “camp” that you are building in the open world and your character itself.  Both of these have levels associated with them that are purchased through the spending of experience gained through doing activities.  The fastest way to gain this experience for me at least, seemed to be to repeat one of the early missions with the difficulty slider cranked up as far as I was allowed to.  The reason the whole camp leveling thing was a bit confusing at first, was that the character level is locked to the camp level.  So in order to level up your character you have to first level the camp, and you will continue to stair step the two progressions from that point on.  In addition to raw level however there are numerous perks that you can unlock… some of which are absolutely must haves like the ability to open lock picks.  Others are improve the efficiency of using weapons or items, and I assume are also really important once you get a good idea for how you want to build out your character.

How to Survive 2 Impressions

The thing I have noticed is that the difficulty of encounters ramps up pretty quickly, especially in the open world.  For quite a while all I encountered were the generic slow zombies, however once I got to around level three or four the game started to throw in those “track star” zombies that have become popular in the more modern and edgy zombie films.  Around level five I encountered this games version of the boomer… the fat bloated corpse that explodes when you get it low on health.  I am sure as the levels continue to ramp up I will keep encountering other mixes of bad guys each one with their own way of dealing with it.  The only real problem is that in the bit I have been playing my only ranged option so far is a crafted bow.  I am wondering when exactly I will encounter guns, because while I have found a small bit of ammunition.. I have yet to find anything to use it with.

Fallout-Esc

How to Survive 2 Impressions

There is a certain nostalgic feeling to playing this game that I have a hard time really putting into words.  In many ways the game reminds me of the original Fallout games, in that much of your interaction is happening in smaller closed maps that are tightly designed around a single mission.  There is a big of fog of war going on as well as you explore because you can only actually see a small section of the screen at a time.  This is magnified as you go into buildings because there is a forced zoom that happens allowing you to see finer detail inside.  This also makes it much easier for a zombie to sneak up on you and there have been a few moments especially on the night missions where I genuinely jumped when something lumbered out of a corner that I had not been looking yet.  Wandering a cityscape with only your flashlight to see with…  is unexpectedly tense given that this is a top down isometric game.  I definitely had moments of trying really hard to bait everything out of buildings before actually going in to explore them for the fear of getting overrun especially on higher difficulties.

How to Survive 2 Impressions

The game is very much not finished, but what is there was really enjoyable to play and helped to get me through those Division withdrawals.  I would really like to play this game with friends because I think it would be extremely awesome to explore larger cities together.  The game is targeting PC, PS4, and Xbox One, and I could absolutely see this being an enjoyable console co-op experience because the movement feels like it would translate well to a twin-stick controller setup.  The big thing to remember about this game is that it comes with the same early access concerns as always.  The game is not finished, but they seem to be updating pretty regularly.  They have a beta branch that has more frequent updates, but also likely is in a less polished state… and then the normal branch is largely stable.  I had quite a bit of fun playing the game, and I intend to pick it back up again.  It is the perfect thing to pop into do a mission, and then exit feeling like you accomplished something or at least moved the experience bar forward.  While going through all of my recent home renovations there were many occasions where I simply did not have the time to get into something terribly detailed.  Instead I booted up How To Survive 2, and poked around for a bit and got my quick gaming fix before returning to the fray.  I liked it and look forward to seeing how this evolves.  At some point I feel like I really need to poke my head into the original game since this one doesn’t really provide much backstory.