Starfield is about humanity peeling back the mysteries of the universe to understand its place in the cosmos. Except when it’s about exploration. Or pirates. It has an anti-war message, sometimes, when it isn’t promoting the military. Sometimes there’s smuggling, but you can be a space cop, or a space cop who smuggles contraband and beats up debt defaulters. No one in Starfield really cares what you do most of the time, though some of your companions get a bit unhappy if you murder people.
I don’t really know what to make of Starfield. After roughly 90 hours and nearly two weeks, I have no idea what it wants me to think, do, or feel about any of its themes. Bethesda’s head of publishing, Pete Hines, said Starfield only really gets going after 130 hours.
There’s a lot going on, too much for Starfield to fully develop or explore (which is ironic, given the game’s core conceit). As a coherent set of ideas and goals, well, it just isn’t. But the fun to be had when Starfield isn’t bent on being infuriating is tangible. Compelling. Intricate. I even stumbled on some interesting and surprisingly thoughtful narrative themes, eventually. They're just tucked deep in the pockets of the galaxy, far beyond what's apparent to the naked eye in the beginning.
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