![]() There are many, many different types of people and styles at every turn, to the point of near-distraction because typically in games, people who look so distinct are important to a quest. Companions will go find something to do if the player is idle, such as sit down on a bench.īig games like this tend to struggle with NPC variety and number of people out and about making it feel like a lived-in world. This extends to every facet of NPCs in the game, too. The dialogue choices themselves are a mix of the usual and varied enough to remain interesting, with heroic, mean and further information options to the player. That's not the case across the board, but the majority of the time the back-and-forth chatter here is clearly an industry leader. Most characters emote expressively and at times, especially with focal point characters, the lip-synching and expressions are stunning. There is a distinct Bethesda flair to the characters and conversations, with most being splendidly voice-acted to match the fantastic soundtrack. It's just one of those things-players will have to experience the scale and sheer sense of smallness for themselves. Especially so when there is so much of a handcrafted feel to most spaces and a lighting and shadow system that creates some of the most stunning skyboxes seen in gaming. There are muddy textures here and there, but most of the hiccups come down to nitpicking. ![]() While free-floating, shooting a gun might send the player backward. For example, gravitational force varies, so players will jump much higher on certain bodies of rock. ![]() The game makes sure to lean into the realistic-but not too far. The overall aesthetic and feel, with old computer terminals and lived-in spaces like Fallout, is very much fitting in the sense that humanity quickly had to pack up its things and leave Earth in a rush and has spent the time since just getting by. Then there's a certain neon city that is more cyberpunk and flashy, with its catacombs of alleys and buildings and corporate overbearing vibes impressively its own section of the game. The home of the Freestar Collective is a wild-west-in-space locale that very much feels just as it should. When players aren't lost in the stars they will encounter a few main hubs. Pulled back through the latter, it's impressive to see the strong suite of animations for jumping, swimming, even climbing ladders. Zoomed in through the former, there's a better appreciation for the painstaking detail that went into every environment, right on down to little things like paperweights in an office or other environmental storytelling that oozes personality. Players can explore this universe in first-person and third-person perspective and both feel great. Unique fauna, creatures and people populate the many, many worlds, moons, stations and boardable ships. In the moment, it certainly feels that expansive too, as the combination of procedural generation and handcrafted work that went into a staggering variety of different biomes makes it near-impossible to find repeated details. Starfield offers players an open world in the Milky Way galaxy with a purported 1,000 planets to explore, never mind countless-feeling moons and stations.
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