Our first evening with Starfield - first impressions of Bethesda’s new epic

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Our first evening with Starfield - first impressions of Bethesda’s new epic
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GameCentral begins its review coverage of Starfield with a detailed look at the opening hours and initial missions.

gave a truer picture of the game, where it was more obvious that it was the same old Elder Scrolls/Fallout formula, just with a slightly different coat of paint.activities

More worrying is the unsatisfyingly frictionless way in which you move about, in either first or third person views, which feels more like you’re levitating than controlling a human character with two feet on the ground. The combat is also very flat; it’s a major step up from Fallout but that’s hardly saying much and it’s a world away from the tactile pleasures of something like Destiny, even though there is an awful lot of combat in Starfield.

Not only that but you have to lead the target, to compensate for the travel time of your bullets and lasers, with the latter used to take out shields and the former to do physical damage once they’re down. You can also quickly unlock the ability to target individual components, such as the engines, so you can cripple and then board a ship.

It’s worse than even that sounds because there’s an ugly big loading screen when using fast travel on the ground and even when entering buildings there’s a loading pause that’s so slow and noticeable it’s hard to believe that this is a current gen-only release. The absolute worst bug was when the game mixed up the waypoint for the next step in the current mission with one for an unconnected side quest. What we needed to do was find the house of a local but since the game wouldn’t tell us where it was, and there was no proper clues in the game world, we just had to start going door-to-door. Which was made extra absurd by the fact that it was the childhood home of the companion we had with us, and yet there was no option to simply ask him where he lived.

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