
When I first played The Elder Scrolls III: Morrowind, it was a revelatory experience. The world of Tamriel first came to us as a fairly standard fantasy world in the series' 1994 debut, but by the time Morrowind arrived, it had evolved into something very unique, and sometimes surreal. Combined with the open world, player-led sandbox RPG style they had already developed, it felt like the stars had aligned. Todd Howard himself has talked about how Morrowind came to be during a time where Bethesda was about to go out of business. While such a situation may have inspired another development team to seal their fate with a safe product, Howard viewed it as an opportunity to take a risk. He put it best during a Polygon interview a few years back, where he said, "For me, it was kind of a no-fear moment...When you’re given another shot, my view was not to be conservative." This risk panned out with one of the most interesting RPGs I've ever played, one that I still consider to be a personal favorite.
20 years later, Bethesda's new games are still built upon the bones established by Morrowind. Starfield, which is Bethesda's first original new IP since the 90s, was a unique opportunity to break out of the boundaries established in past games--to take another risk. It is not an opportunity that they have chosen to take.
Instead, Starfield feels like Skyrim in space, much like Fallout 3 felt like Oblivion in the nuclear apocalypse. When you're on the ground, things unfold pretty much exactly like they do in any other Bethesda game. You, the adventurer, are dropped into a massive game world, which is filled with countless combat encounters, locations to discover, factions to join and NPCs to interact with. You are also free to interact with the "main quest" as much or as little as you want. The game is peppered with plenty of side quests of varying quality and complexity to keep you busy until Earth freezes over. When the game takes to the stars, things go in a highly predictable direction.
Of course, the main twist is that Starfield takes you into a galaxy filled with hundreds of game worlds, rather than just one. The concept that was presented prior to release felt overwhelming to someone who is very familiar with Bethesda games. But at the same time, I found it to be promising. Sure, such expanse would necessitate a ton of procedural generation, but this is something that I've felt has been done well by Bethesda in the past with a game such as The Elder Scrolls II: Daggerfall. In fact, this is the classic Bethesda game that came to my mind the most while playing Starfield.
Like with Daggerfall's Great Britain-sized landmass, the scope of Starfield is simply too large to make casual travel feasible. Daggerfall had a fast travel system that retained the fantasy and immersion of the game by allowing you alter the travel time of your trip with options for your transport method and level of caution. Starfield, on the other hand, throws immersion out the window. You have to navigate through a clunky star map that makes traveling to often-visited locations into a total chore. The only way the game tries to retain the space fantasy here is by limiting your range based on your ship's available fuel. And don't even get me started on the local map, which is almost completely featureless and tells you nothing about your surroundings.
I certainly don't have a problem with fast travel in concept, especially when it's there to facilitate a world with a grand scope. But my main issue with Starfield is how the combination of its quest design and fast travel systems mean that you spend what feels like an eternity mired in menus and loading screens. Here's the typical loop of the game: You pick up a new quest at your latest quest hub, such as the Lodge in the city of New Atlantis, where you'll get most of the game's main quest objectives. You open up your map from there (You don't have to return to your ship, thankfully), pick out your objective in the game's star map, and set the course for your objective. After a loading screen, you'll be on your ship above a planet in the particular star system that you selected. Now, you open up your star map again, find the location on the planet where your objective is, and fast travel there. Another loading screen. Then your ship lands, and you need to select whether to disembark your ship, or to take off (Why is this here...). Another loading screen. With any luck, your objective is outdoors and not inside of a cave or a building, which will mean yet another loading screen. If all you had to do was to speak with an NPC, as many quests boil down to in this game, you're done and then you get to repeat this painful process again.
The map is the not the only area where the menus become a massive headache here. Starfield is also one of the most miserable inventory management experiences I've had in quite a while. The game has a base management system that I was so eager to interact with, but gathering the required resources and hauling them from one location to another is a completely tedious exercise. You don't have that much inventory space, which is not the end of the world on its own, just look at Fallout 4. But your ship ALSO has limited inventory space, as do the containers that you can build on bases, meaning that you have to spend a ton of time on the anti-fun task of managing what goes where, instead of the fun bits such as discovering materials and making stuff with them. I completely gave up on base construction because of this, and I had to train myself to NOT pick up resources, in order to save room for cooler things, like guns.
There is also a ship system, where you can build and modify spaceships, giving you more inventory, range or firepower. The system is poorly explained, and I had issues with it whenever I tried to interact with it, so instead I just purchased new ships which fulfilled my needs. You can fly the ships in these tiny segments in a planet's orbit, but there isn't really much to do. You can fight hostile vessels and even board them if you want to role play as a space pirate, but space combat has so little variety that I ended up dreading it any time it came up.

What makes me sad is that I squint just right, I can see the Bethesda magic here. Starfield takes great care with its atmosphere, which tries hard to not be as dreary and cynical as the Fallout games. Instead, Starfield tries to create an aura of optimism and wonder at the unknown. You play as a miner who discovers a strange artifact that gives you visions. This artifact leads you to get in contact with Constellation, an organization that is fully committed to space exploration and discovering the mysteries of the universe. The game's main story revolves around searching the galaxy for these strange artifacts, in order to work out their origin and significance.
The lighter tone means that the stakes rarely feel as urgent as they do in past Bethesda games. But this also kind of compliments the relaxing, free-flowing exploration that Starfield actually thrives in. The most fun I had in this game was discovering the many locations that the main story might not require you to go to. While you'll definitely quickly see the same repeating kinds of procedural outposts and caves, it was still quite a bit of fun for a while. It helps that there is an excellent soundtrack from Fallout series composer Inon Zur.
Eventually, though, even the things that do work aren't enough to sustain Starfield. While I enjoyed the presence of certain companions, such as the space cowboy Sam Coe, most characters in the game's story feel paper thin. Aliens are kept to a bare minimum, which works for the game's aesthetic, but means that the enemy variety in the game is severely lacking. And dialogue choices feel especially shallow after experiencing the unprecedented depth of Baldur's Gate 3. By the end, I was pushing hard with everything in me to finish the game's story, and considered leaving it unfinished many times.
Visually, Starfield is a strange of mix of both detailed and dated. I really liked the "NASApunk" aesthetic that they have come up with here, which imagines a near future space-faring society with practical technology, where the only real fantastical inventions are the Grav Drives that enable faster-than-light travel. As such, the environmental design is the strongest thing here, as it usually is in Bethesda games. Character models, on the other hand, feel like high-fidelity versions of the same models we had in the Fallout games. They look great at times, but they're very expressionless and the animations sometimes feel like they're generationally behind.
The game performs well enough of my PC, especially after official DLSS support was added. It also runs great on my Steam Deck OLED, with a very playable frame rate, though in my old classic Deck, it spent much more time below 30fps, so I definitely wouldn't suggest getting the game if the old Deck is the only system available for you.
Spoilers for the game's ending: I really loved how the New Game+ mode is built into the story of the game. When so much of the game is low-tech and realistic, it feels even more special when they introduce a multiverse into the fold. It's a shame that the last thing I want to do right now is to replay the game, but it's a really cool design choice nonetheless.
Starfield is the first time where I really struggled to find enjoyment in a Bethesda game. There were many stretches where I did find that enjoyment, and I feel like it could even be worth revisiting Starfield after modders get a chance to improve the many issues with the game's loop and interface. As it stands, though, Starfield feels a little pointless. I would rather be playing just about any other Bethesda RPG. And if I wanted a space fantasy kick, so many other games, such as No Man's Sky, just do it better.
So many of the issues in this game feel like they come from the old gameplay that Bethesda is clinging so hard to, whether it be intentional or because of a dated engine. The same old Bethesda experience gets superimposed into a larger-than-life game about space travel, and it prevents it from truly getting off the ground. I may only be a humble video game enjoyer, but my take is that if they want to avoid more diminishing returns, Bethesda needs to take a page from their experience back in Morrowind and take a risk. Leave the old baggage behind, and enter a truly new universe.
