Starfield Is Too Big to Fail
For Xbox and its fans, Starfield isn't just a game but a cause.

The moment that Todd Howard told players that they could climb that faraway mountain in Skyrim, Bethesda trapped itself. It’s been over a decade since the infamous phrase was uttered by the exec during an E3 showcase, but even now, fans expect all Bethesda games to fulfill the same grandiose fantasy. In space, every planet is still a mountain, waiting to be conquered.
The first faction you join in Starfield, Constellation, is a reflection of Bethesda’s ongoing proposal to players. You are a part of the last real collection of space explorers, who feel it’s their duty as humans to see what’s out there. What a shock, then, for players to find out Starfield puts literal barriers up that prevent you from knowing what’s at the end of the horizon. There are 1,000 planets, but you can only see a specific segment of any of them—if they don’t turn out to be barren.
Bethesda was upfront about this design choice, sure. In an interview this summer, Todd Howard explained that the base gameplay loop would see players land on new ground, explore, and then go on their way to the next destination. Despite the larger open-world trends that have blossomed since Bethesda last put out a game, Starfield doesn’t expect you to turn over every space rock. It wants you to keep going, wherever that might be.
Part of the issue is presentation. Starfield sees players endlessly fiddling about menus, whether that’s mucking around your inventory or choosing your ship’s next stop. In typical Bethesda fashion, the UI governing all of this is confusing and esoteric, making it harder to complete basic tasks. Rather than bombarding you with icons, as Ubisoft typically does, Starfield maps are barren and borderline useless. The vast endlessness of space is confined to picking your next fast travel destination via a list, and watching a loading screen zip by. Well, unless you have patience: one intrepid Starfield player spent seven hours traveling to a planet manually, just to see if it was possible. For most of us, though, parts of Starfield have more in common with filling out a government form than it does achieving manifest destiny.
Starfield’s opening hours also do not invite the sense of wonder you’d expect from delving into the cosmos. You start out literally shooting rocks in a depressingly monotone mining operation. That’s followed up by sending you to a city that feels like someone sucked the air out of Mass Effect’s Citadel; it’s a fluorescent vision of the future that’s cold and sterile. NPCs ‘living’ in this space look like they exist merely to take up space. That reality is jarring in the face of games like Baldur’s Gate 3, which takes care to give you a voiced closeup on every character you meet. It’s also hard to ignore that if you’ve played a Bethesda game before, you’re likely going to recognize a ton of what’s in Starfield, from upcycled art assets to base game functions. It then takes hours for the game to really get going, albeit with the controversial limits to exploration. Prior to release, Bethesda’s Pete Hines remarked that it took him 130 hours to truly experience what makes Starfield appealing.