this post was submitted on 14 Nov 2023
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But it's not Fallout in Space. I can travel from one edge of the map to the other in Fallout or Skyrim and stumble upon a pitched battle or a cultist ritual or a lost dog or a juicy plot hook. In Starfield I can travel from one interstitial area to the next interstitial area to listen to a bland NPC tell me to go to the next interstitial area.
It's okay. I look forward to mods. Right now it's like somebody reskinned Super Mario Bros from the NES with a generative image AI trained on NASA's Astronomy Picture of the Day and Mass Effect 1 stills.
That's what I found really interesting about Cyberpunk 2077.
It took me a long time before I even started using fast travel in that game. I actually enjoyed walking through the city. Even on later replays and when I'd finished almost all the side quests.
Far from perfect game even after all the bug fixes, and kinda empty after the end game, but I can't help thinking it illustrates how Bethesda's been left behind in many ways. It'll be interesting to see what the next GTA's like. If they manage to make a more immersive world to explore.
I gave up on Starfield to try Cyberpunk again with the new fixes and I'm now probably 150 hours in and I think I've only fast travelled once? Maybe three or four times if you count the mid mission moments where you're riding in a car with someone.
It's kind of wild that Neon had to be split in half by a loading screen, but you can go from one end of Night City to the other with none, and Night City is way more detailed, and quite frankly probably has more unique geometry to load and render than Neon + entire surrounding planet.
The reason for that is because, yet again, for the three hundred thousandth fucking time, Bethesda is using, still, a modified creation engine.
There is an argument to be made that Half-Life: Alyx runs on a "modified Quake engine". At no point was the engine completely rewritten, though it went through several major evolutions and presumably none of Carmack's original Quake code still survives... probably.
What matters is that Valve made several major overhauls over the years and is well aware of both the strengths and weaknesses of its engine and taylors its games to them. I mean, you couldn't run Elite Dangerous on Source 2, but nobody asked. Seemingly, nobody at Bethesda corporate asked if CE was capable of multiplayer (hence Fallout 76), and nobody at Bethesda corporate asked if CE was capable of half the shit that Starfield would have to provide for exploration to be compelling in the way that it is in Skyrim.
I just wish CP2077's driving was better, I find it impossible to drive the good cars.
Much better after the bug fixes, but still far from perfect. Agreed.
I stuck to bikes which were fun to drive around.
Absolutely. I stopped playing it because it just wasn't fun, 2.0 is much better. Bikes are way more usable, but I'd love to be able to hoon the cars like a GTA game.
Edit: Ok, I figured it out. You can't hammer the gas all the time. The driving works more like an actual car than a GTA game. So if you drive more like Forza, you can actually hoon the cars. Bikes are more tolerant to full throttle. Controllers having a variable input for the throttle allow you to control throttle like a gas pedal. So higher acceleration cars become drivable with less throttle and hammering gas produces a "realistic" ice rink feel, as desired. I still prefer Jackie's bike despite this understanding.
Everything is way better and more detailed in Cyberpunk.
It feels like everybody is so generic in Starfield. They don't feel like they have personalities.
You travel 10KM in any direction in Cyberpunk and you'll be dealing with an entirely new set of gangs with their own slang and their own backgrounds and their own heritage.
You travel 10KM in any direction in Starfield and you'll either find nothing or an entrance to another procgen cave with the same spacers as everywhere else.