Uncompetative critiques the gameplay and procedural generation of STARFIELD

Channel:
Subscribers:
441
Published on ● Video Link: https://www.youtube.com/watch?v=LO38soS8moo



Duration: 11:54:39
53 views
3


Here my focus is not so much on any issues with the graphics, such as the frame rate dropping to zero in New Atlantis for one second (which Digital Foundry noted and described as a "pause"). This sort of thing is immersion breaking, as are the BOUNDARY REACHED alert box on the surface of a celestial body or the invisible walls in space which prevent interplanetary travel. Alanah Pearce used a Gravity Drive to put her ship in high orbit above Pluto and then flew forward manually for seven hours and Pluto did get bigger, then the texture quality was apparent in how coarse it was (so it was a previously calculated bitmap of Pluto rather than a procedurally generated function yielding Pluto like terrain from any distance that happened to approximately match the NASA photographs), her ships front lights illuminated the surface and then she clipped through it rather than crashing into it (so Bethesda had set COLLISIONS = OFF for planets, planetoids, and moons), and then she was inside a void