Eurogamer: Cyberpunks storytelling makes Xbox's Starfield seem ancient

Fatboi1

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I'm jumping to a new planet in Starfield and my space cowboy companion Sam Coe needs to have a serious conversation. He launches into a long story about his estranged partner but he's facing the wrong way. Stuck on a ladder in the middle of my ship, he tells his sad tale to a blank wall.

Restarting the conversation helps a little. Sam is looking at me now, but his mouth and eyebrows are operating on different wavelengths. Occasionally his face settles on a recognisable expression, but the in-between moments - as he reorganises his wayward features - are deeply strange. All the while he stands stock-still and completely upright, like a toy soldier stuck in his plastic packaging.

Like all of Starfield's characters, he does not touch anything, or anyone. He does not eat. He does not use the bathroom. Sam Coe rotates on the spot and delivers his lines until the next stage of his personal side quest unlocks. Sam Coe is a horrible, distorted facsimile of a human being.

starfield sam coe romance i love you option I don't think it's going to work out between us, Sam. | Image credit: Eurogamer/Bethesda

Starfield's stilted performances have broken the game for me. It suffers terribly in comparison with Cyberpunk's rich cast of irreverent characters, who are connected to their environment: moving around, sitting down, pouring shots, brandishing weapons. They can be surprising, sometimes. One random side gig briefing takes place in the front seats of a car, horizontally reclined, because your novice spy contact thinks that's the best way to hide in a vehicle.

Small things make a huge difference, like cross-talk between characters. Sure, it can feel a bit like you're taking part in an interactive play as characters take their assigned positions in a given scene, but there's no sense of the game loading up yet another audio file recorded in an airless booth. In the same gig you meet a pair of bickering cops and escort them from their besieged police station. Well-directed voice work, expressive faces, and strong motion capture deliver a comedy bit that actually works. It's a sequence that could happily sit in a Tarantino gangster flick.

In a year or two, these are the moments I will actually remember. For all of Starfield's qualities as a meditative exploration game, its dated, clunky storytelling means its universe feels strange and empty. The game does have some good stories to tell - Sam Coe's kid, Cora, is a welcome burst of enthusiasm and it's fun to see CEOs matching wits on the glorified oil rig, Neon. But it's hard to summon up any enthusiasm for the prospect of expansions or sequels when I could be starting another bumbling playthrough of Baldur's Gate 3, or wrestling with the growling inner demons of Disco Elysium's broken protagonist. Even the endless misery of Diablo 4's NPCs is preferable to a galaxy populated by witless mannequins.

Alex from Cyberpunk's Phantom Liberty expansion lounges against a railing at night. Cyberpunk's characters always make sure they're framed against beautiful backdrops. | Image credit: Eurogamer, CD Projekt RED
Not so long ago Starfield's lacklustre performances would seem quite ordinary. There hasn't been a memetic moment like the "my face is tired" scene in Mass Effect Andromeda to particularly draw attention to how outdated Starfield feels, but it's worth acknowledging where the game stands in a landscape full of titles that haven't stopped innovating and finding new ways to further games as a storytelling medium.

Spider-Man 2 is about to release, and I still remember the moment everyone realised that Insomniac recorded parallel dialogue performances for Spidey in the first game, so he could sound breathless if the player was web slinging and calm if not. Cyberpunk's citizens showcase an extraordinary range of animations and behaviours - Night City seems fit to burst as a result. God of War's Mimir tells stories that break off and resume naturally as you fight through the realms. Sunless Sea and Sunless Skies weave elaborate narratives using the classic choose-your-own-adventure framework. All of these have a quality that Starfield lacks. They understand that when it comes to telling stories, people matter more than planets.
 

winb83

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I would say Cyberpunk strives to tell a story more so that Starfield. Starfield seems more like a Mario game in terms of story. The story is just an excuse for the adventure rather than the point of it. I’ve not heard anyone gush about those flagship Bethesda game stories.
 

MeachTheMonster

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Eurogamers actual review of cyberpunk


The role-playing is focused, sticking to depth of choice through your personality, your decisions, and your plan of attack, but notably not the breadth of things to do - no guilds or playstyle-specific pseudo main-quest stories like those of The Elder Scrolls

:wow:

What i said at the time against similar criticism.
Come on man. We comparing it to Skyrim. All games will have repeated assets. Cyberpunk has the level of detail you would usually see in a linear uncharted style game, but set in an open world like Skyrim.

And was told i was full of shyt at the time.

Now when it’s time to shyt on a different game you goofies and supposedly “respected sites” change your story and priorities.


It’s clear it’s all controversy for clicks and some of you fall for it every time :wow:

The games are very different despite both being RPGs. You could write multiple articles about what Starfield does better than Cyberpunk if that’s the agenda you wanted to present,

People already did it for Cyberpunk launch :wow:
 

Gizmo_Duck

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Eurogamers actual review of cyberpunk




:wow:

What i said at the time against similar criticism.


And was told i was full of shyt at the time.

Now when it’s time to shyt on a different game you goofies and supposedly “respected sites” change your story and priorities.


It’s clear it’s all controversy for clicks and some of you fall for it every time :wow:

The games are very different despite both being RPGs. You could write multiple articles about what Starfield does better than Cyberpunk if that’s the agenda you wanted to present,

People already did it for Cyberpunk launch :wow:


 

Adeptus Astartes

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I would say Cyberpunk strives to tell a story more so that Starfield. Starfield seems more like a Mario game in terms of story. The story is just an excuse for the adventure rather than the point of it. I’ve not heard anyone gush about those flagship Bethesda game stories.
That's because the MQs of Bethesda's games are secondary to the world itself and the player's interactions with it.
 

Novembruh

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it's simple.

Cyberpunk is a game.
Starfield is a platform.

Bethesda knows this. I wouldn't be surprised if their design philosophy wasn't accounting for that at this point. Any effort they've ever put into questlines always go to the factions, the main story gets half work because they know most people put it off or barely bother. And they know that within a month of them releasing the creation kit, most of the tune-up work will be done for them.

But they haven't figured out people put it off or barely bother because... it's bad. It's a self-fulfilling prophecy. Morrowind's main line was useful and interesting, and as a result, people actually completed it. Fallout 4 even had people in to the story, until the main questline basically gave up on itself and took second fiddle to whatever faction you sided with getting to finish the story out.

They just don't commit to the main line. And that's not going to cut it these days when even their best written side quests still end up mid-tier compared to things like Sinnerman or any of the gig lines in Phantom Liberty. And then you put their main questline against any RPG released this year on any console and it collapses.

Bruh. Octopath II had a stronger throughline of story than the galaxy-spanning multiverse game. That's miserable.
 

Diondon

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Somewhere tropic...
it's simple.

Cyberpunk is a game.
Starfield is a platform.

Bethesda knows this. I wouldn't be surprised if their design philosophy wasn't accounting for that at this point. Any effort they've ever put into questlines always go to the factions, the main story gets half work because they know most people put it off or barely bother. And they know that within a month of them releasing the creation kit, most of the tune-up work will be done for them.

But they haven't figured out people put it off or barely bother because... it's bad. It's a self-fulfilling prophecy. Morrowind's main line was useful and interesting, and as a result, people actually completed it. Fallout 4 even had people in to the story, until the main questline basically gave up on itself and took second fiddle to whatever faction you sided with getting to finish the story out.

They just don't commit to the main line. And that's not going to cut it these days when even their best written side quests still end up mid-tier compared to things like Sinnerman or any of the gig lines in Phantom Liberty. And then you put their main questline against any RPG released this year on any console and it collapses.

Bruh. Octopath II had a stronger throughline of story than the galaxy-spanning multiverse game. That's miserable.
Uh yeah little by little Todd Howard is revealing how they half assed the game
and its up to modders to fix/complete it
 

MeachTheMonster

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Remember when cyberpunk story and characters were trash









I feel the opposite i feel like cyberpunk is a better shooter than it is an RPG. The individual choice mechanics and personalized story of cyberpunk fell very short. I also feel like build variety is something Bethesda does better, if only marginally, exploration and wander of night city also doesn’t compare to the Wasteland where you feel like anything could happen.


Crazy how agendas can change opinions and overall discourse :wow:
 
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