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.

No Man’s Sky Thoughts

This morning was an absolutely glorious morning, in part because of a massive cold front that blew through over night.  It is suddenly 70 degrees outside with a lovely breeze, rather than the usual over 100 degree madness that has been happening for weeks.  As a result we decided to get up and walk over to daylight donuts for breakfast and then take it into the backyard and eat it on the patio.  After the generally shit week that I had, I needed this little bit of respite to maybe start to recover.  It is not that anything really went wrong… just the stress of entirely too much maximum level adulting.  The week was one with several adulting raid bosses, and the progress made on them were mixed.  However I am now happy to chill out on the sofa with a cat precariously balanced between my arms trying to find a way to snuggle while I type.  So far it is working but I have a feeling at some point she will wander off because my hands are engaged in something other than serious petting action.  Other than all of this… yesterday a game was released that I had been waiting anxiously for since it was first announced at E3 during the Sony PS4 reveal show, or at least I think that was when I first saw it.  No Man’s Sky promised to be the space exploration game for me.  Elite Dangerous looks awesome, but it is entirely too fiddly for my tastes.  I don’t want to have to care about learning to pilot a ship through the vast expanses of space, or learning how to dogfight when there is no “up”.  I just want a Star Trek away mission simulator that lets me wander around the cosmos and land on interesting new planets to explore.  No Man’s Sky seems to be exactly that, but before I get into the good parts I need to talk about the bad.

Lots of folks are having trouble playing this game on the PC now that it has been released.  I am not sure what happened during the process of the launch but the “minimum” listed specs seem to have been thrown completely out the window.  I know Tamrielo has already returned his copy through steam because on his pretty hoss machine it simply would not give him more than 10 fps.  First lets go over the minimum specs that were released for the game.

  • OS: Windows 7/8.1/10 (64-bit versions)
  • Processor: Intel Core i3
  • Memory: 8 GB RAM
  • Graphics: nVidia GTX 480, AMD Radeon 7870
  • Storage: 10 GB available space

I’ve played it on two of my machines… first on my Laptop

  • OS:  Windows 10 64-bit
  • Processor: 4th Gen Intel Core i7
  • Memory:  16 GB RAM
  • Graphics:  nVidia GTX 960m

On this machine I had to bump it down to 720p/medium to get stable framerates in the range of 30 fps, with the occasional dip into 15 territory.  However nVidia experience claims that this machine does not meet the minimum requirements to play the game, whereas instead every single category above technically outstrips what the suggested minimums are.

My upstairs gaming machine has the following specs…

  • OS:  Windows 10 64-bit
  • Processor:  AMD fx-6300 3.5 ghz
  • Memory:  16 GB RAM
  • Graphics:  nVidia GTX 980

As one would expect the beefier graphics card means that I am getting significantly better performance, but not massively so.  I am running the game at 1080p/medium and I get severe dips from the 60fps to 30fps and it is extremely erratic.  What this feels like to me… is a game that was rushed to make last minute changes and is extremely poorly optimized for the PC.  From the sound of it… everyone that chose to get the PS4 copy seems to be just happily playing away.  Those of us on the PC are trying to find that precarious line where the performance to pretty balance is reasonable.  The biggest confusion point that I am seeing thought is having a big badass system doesn’t necessarily make a difference.  It is almost totally random who can and cannot run this game.  As a result I highly suggest you purchase the game through steam, that way if for whatever reason it does not work for you… you can return it to get a full refund.  I believe GOG does the same thing, but I have never actually returned a game there so I am not sure how fast or easy that process is.  Essentially this is definitely a “buyer beware” title… and if you simply want to play it without much fussing then I suggest you check out the PlayStation 4 copy.

No Man’s Sky Thoughts

Now that all of that is out of the way…. the game is really pretty and feels like you are exploring alien worlds.  It has this feeling of minecraft, starbound and elite all throw together in the a mixer and some weird hybrid came out of the process.  The key thing that stood in the way of me playing Elite or Star Citizen… is that my player fantasy has nothing to do with flying a ship.  I could give a shit about actually flying anything… and would be perfectly happy just taking “taxis” between planets.  What I want is the exploration of new and interesting places, and that is the fantasy that NMS hones in on.  There are going to be folks that complain that this title is entirely too “walking sim” for them, but the couple of planets have all been filled with rich and interesting environments for me to explore.  Right now my biggest problem is the lack of inventory, and lack of understanding how to increase said inventory.  There is just so much I don’t know how to do, and so many items I pick up that I don’t have a clue what they are even for.  What is the most interesting to me is the fact that when you encounter an alien race, you don’t know how to communicate.  You learn language through finding these knowledge stones, and each of them teaches you a single word in another language.  Now I have yet to see what actually happens when you know some words… because I absolutely lost faction with a race by patting them on the head.

No Man’s Sky Thoughts

The coolest moment so far has to be when I finally repaired my ship, and decided to lift off of the planet and out into space.  I watched as the horizon got darker and darker until all of the sudden I broke through the atmosphere and could see the stars around me.  Similarly awesome was the moment when I realized that landing on this planet… I had to be super careful about my angle of entry.  If you come in too straight you absolutely start to burn up in the atmosphere damaging your shields in the process.  So that mean’t I had to skim along carefully descending slowly enough to avoid taking damage, but that also meant that this was no means a quick process.  There are consequences of pushing off planet, and I burned through all of my fuel on the first planet using my ship to explore.  Each time you thrust off the surface it takes resources, ones that you cannot easily replenish without significant time spent exploring… which in itself costs resources because the environments are usually hostile and stress your life support systems to where they need recharging as well.  There however is a central loop that I find enjoyable of exploring and gathering and exploring and gathering.  In fact last night I absolutely lost two hours of time playing this game.  Not that I was aware that I spent time… but I thought I had maybe spent fifteen minutes playing, until I looked up and realized that two hours had passed.  So if the issues of the launch can get ironed out, I have a feeling that this is going to go down as one of those Minecraft like experiences that just keeps building upon itself.

So final advice is… pick it up definitely. However if you have a Playstation 4, you might lean towards that for your purchase.  Otherwise definitely purchase it through a provider that is going to allow you to return the game on PC if for whatever reason it does not like your machine.

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.

AggroChat #86 – High Fidelity Story

aggrochat86_720

This week we return to the whole topic driven focus, because honestly they seem to work better. We had several topics we wanted to discuss but for the sake of time we pushed a few of them off to another episode. Once again we have the full cast of Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen.

The topics we delve into…

  • Rocket League – how we are apparently late to the party, and any time a game is getting played at the same time by wildly different groups of gamers… it should be checked out.
  • Space Chem – how Kodra falls into a deep hole of trying to create the most perfect engine in this video game that plays more like a really good board game… and also at times a programming simulator.
  • Otome Games – we talk about how our podcast got mentioned recently by Pizza Maid and Suishi Geisha… and how it would be awesome if the games we liked to play had the same level of story fidelity that Otome games do. This spawned an entire side discussion about story drive games in general.
  • Co-Opetitive Games – the games where you are playing co-operatively but also at the same time competing with your friends…. also fertile ground for losing said friendships.
  • Sandbox Games – We talk about the wall that happens in most sandbox experiences where we as players are just “done” with the game long before we have technically completed all of it.