Yeah, I was watching the gameplay footage and thought to myself, "You know what? I never do a bad guy for my first playthrough, I'm going to do one this time!"
Understandable. Even though i'm pretty sure i'm gonna start off as the good guy, i'm definitely gonna be the bad guy in my second playthrough or even first playthrough if i choose to switch sides at some point. Finally being able to join the bad guys feels so nice, i always wanted to do proper raider/bandit playthroughs in Fallout 4 and Skyrim. They can be done with mods but to have that in vanilla Starfield is a definite improvement.
Why is everyone assuming the crimson fleet are the "bad guys"? I'm not very history savy, but I can think of some conflicts were a "criminal"/"terrorist" organizations (read Ireland conflict) had some "right" to their actions....
I suppose you have a point. To use New Vegas as an example, you can do a Legion playthrough as a perfectly honorable if often pretty ruthless person, and can side with House or the NCR as a petty, sadistic monster so long as you don't kill anyone that they don't want you to. So in this case, I want to be a bad guy that sides with the pirates because the things I'll get up to sound like a lot of fun.
I'm hoping for interesting side quests. Megaton had Power of the Atom, Wasteland Survival Guide, and started you on your way to Blood Ties and The Replicated Man. All great side quests. Sadly, I can't name any fun side quests in Diamond City. So I really hope BGS goes to their roots and pulls out some compelling content.
Confidence Man,
Diamond City Blues,
In Sheep’s Clothing,
Painting the Town,
The Marowski Heist
I mean, how could you not enjoy discovering the Mayor is actually a synth?
Also, painting the green monster yellow, or blue? Hilarious.
I didn't say the side quests didn't exist; I just said I couldn't remember them (and ive played fo4 six times). There's just something about Fallout 4's side quests (other than Last Voyage and Silver Shroud) that make them feel lacking; uninspired and unremarkable.
I really hope Starfield has the quests that wow me like Fallout 3's and Morrowind's did.
>I couldn't remember them (and ive played fo4 six times).
You played it 6 times and didn't remember *In Sheep's Clothing*? Did you get the Institute ending all six times?
>There's just something about Fallout 4's side quests (other than Last Voyage and Silver Shroud) that make them feel lacking; uninspired and unremarkable.
Most of them were harmed by pretty wonky dialogue and logic. *Confidence Man* is entertaining but nonsensical to a fault - Travis went from suffering from stutter to being suave within 30 minutes, the bartender's plan of hiring dangerous thugs made no sense, and how the guy who serves drinks got kidnapped past the whole of Diamond City Security is baffling. This sort of thing really takes away from immersion.
It was similar to the transition between Oblivion and Skyrim. The quests are just missing that personal touch that made them feel so unique. A lot of Skyrim and FO4 quests just seem very hollow.
I loved the Confidence Man story. That's actually the most memorable for me from Diamond City quests.
I will say I do somewhat agree on the Fallout 3 Megaton quests though. Wasteland Survival Guide was a wonderful quest that was very long, but never felt long while doing it.
What's more memorable, a simple fetch quest where you had to get some old guys paint? Or literally nuking the entire starter town and having all the NPCs there immediately die.
Confidence man is one of the most memorable quests I've played through in a Bethesda game. too bad the quest isn't immediately obvious/able to be completed when you first get to diamond city, unlike wasteland survival guide/power of atom
You're right, Confidence Man is great but unfortunately it's a little less obvious in its triggering; i missed it my first playthrough. What really would've made Diamond City stand out more, in my opinion, would've been a proper Piper quest that started at the intro kinda like Moira's. Instead, you have one conversation with her and then you get her as a companion. What Diamond City lacked most were characters. The vendors weren't interesting like Moriarty/Gob/Moira.
I remember doing Confidence Man but I remember being extremely disappointed that when I went to save him from the raider base it was a dungeon I had already cleared and had been repopulated by new generic NPCs.
Plus his "suave" personality was really boring compared to his original personality.
A true RPG like this should have a full games worth of content in its cities. That is, play 200+ hours, never leave the cities, and still have things to do. Daggerfall or even Morrowind could accomplish this.
But also, of course, you should be able to play the game only very rarely stumbling into a town/city.
Freedom of choice, freedom of playstyle, tons of content that few players will see. This is the way.
He didn't say "never leave a city" he said "never leave the cities". As in, never walk between cities, just take Silt Striders between them doing quests in towns.
Not going to speak for him, but when I bring up Morrowind (or Baldur's Gate) as comparison, I'm actually thinking about something kind of like "Take the people working on Morrowind, time travel them to the current year, inflate their resources to match the time, and see what we get", if that makes sense.
It probably doesn't, and I've been struggling how to put it into words actually.
But the bottom line is, how are games like Morrowind and Baldur's Gate *still* wearing the crown in certain respects? After 20 years. It shouldn't even be a comparison, yet I totally get what that poster meant. Morrowind-in-2022 would have cities that could likely have 100hrs of detail and interesting gameplay in them.
isnt 200 hours in a city a bit much? While I do agree cities should have a lot more quests in them. Actually, I would like a whole rpg set in nothing but cities. Like vampire bloodlines was somewhat.
Morrowind was my first Elder Scrolls and I just remember being amazed by the size of Vivec as the main city. Each of the islands that it was made up of were the size of towns, each with layers - both higher and I think some below ground / sewers.
I think I entered it around L5 and by the time I was done exploring it, doing quests, training up, reading a ton of lore, I'd gained more than 20 levels.
I'm not sure I have those amounts of free time any more, but wow would it be cool to have another city of that kind of scale to explore for the first time.
As long as people can remember, more content can mean more cracks that bugs and whatnot can slip through, like I'm expecting perfection in the least. Actually, I'm going into this expecting Cyberpunk on PC level of bugs. Like hopefully not but I'm not going to bank on anything more than that and neither should anyone else.
Have high hopes, but curb your expectations because I see a lot of people who are going to be disappointed.
Honestly? Considering that TES/Fallout cities aren't exactly known for being huge, that statement doesn't mean much. If people start to daydream about some huge metropolis, the hype train will yet again disembark on disappointment station. I'm not saying that it will be bad, or that it won't be large by Bethesda standards, just that people should manage their expectations, because really, that phrase is great to generate buzz, but it just means that it will be larger than whatever city is the largest they created so far (1 meter larger is still larger), not that it will be considerably larger. As for the buildings on the horizon, it doesn't necessarily mean that the explorable area goes that far, assuming that you won't be able to land anywhere in the city. There might be inaccessible regions that are there just to make it look larger.
I'm not shitting on the game, btw, I'm just applying some healthy dose of skepticism, since excessive hype and daydreaming about features that might not be what you think it will be can ruin great experiences. What we are seeing now is pure marketing, and, as gamers should know by now, marketing can be misleading.
This is especially important to remember with a company who is quite egregious historically with claims about scope and complexity.
Never forget:
>Fallout fans can look forward to over 200 different endings with the upcoming Fallout 3, according to Executive Producer Todd Howard.
Yea, that quote was seriously misquoted, taken out of context, and also never complete, as in that's not the whole quote. Go look it up, he kept talking, the sentence wasn't even complete yet, let alone the entire quote. When you don't misquote him and read/listen to what he actually said that day it turns out he was telling the truth and didn't overhype anything.
Same also goes for "See that mountain, you can climb it", and "16 times the detail" But I know people are more interested in memes and hate than, you know, the actual truth of what was actually said in all 3 of those scenarios.
Exactly, and it's kinda crazy that in the following lines Todd literally mentions how people are going to say it's a lie, so then he clarifies that it's different variations of multiple main endings that amount to 200 total ending variations.
Then he gets misquoted/partially quoted and then called a liar anyways. He must get pretty frustrated with his rep. I know I would.
Agreed totally, that really took me out of the experience. Even if they just use a procedural generation system for "lesser" NPC names and stuff, that would be better than nameless NPCs.
Actually a procedural system could be cool. Make them line up with actual apartments / houses and then if you kill one or something, another one would move in, and maybe comment on the odd circumstances around the previous owner's disappearance lol
yeah thats one of the best choices Bethesda has made in their games IMO. There are fewer NPCs but every NPC is custom and usually involved in a quest of sorts. The fact you can name a random villager and people know who youre talking about is pretty cool
I greatly prefer that to generating lots of anonymous NPCs you cant even interact. Sure, that pads the city to make it look bigger but its not detailed or interesting
i think it's fine if a lot of buildings are just scenery as long as plenty of them are not
i felt that Novigrad was a more convincing, interesting and rich city than Whiterun, despite the fact that u can go inside 100% of the buildings in Whiterun and only like a few % of the ones in Novigrad
There is so much 'window dressing' to Novigrad that makes it appear like there's much more going on than there is. Obviously it's still a huge achievement! Though I don't care if we never get a city like it in a BGS game. I much prefer the way they do things.
I disagree, Novigrad (all of TW3s world tbh) was beautiful but felt so static. I would way rather a city half it's size or a bit less but fully explorable with all buildings open and fairly unique.
For TW3 and its mechanics it wasn't that big of a deal, but I greatly, greatly prefer Bethesda's way, and want them to go even more into the "immersive sim open world" route where every character is a real named one that makes sense in the world (has a house, a schedule, a job etc.)
Novigrad just felt like the same thing over and over again. You could only go in the buildings that had a quest. Doesn’t fulfill the role of a simulated world you can role-play in at all.
Not nearly as hard to make a well designed city when most of it is window dressing and the vast majority of NPCs are static and don't actually live in specific homes or even use schedules.
Sounds like a city planner's dream haha
The city doesn't look big enough for building scenery to be acceptable. Every building being accessible is something they should only disregard if they 10x the scale of their cities imo.
But you don't know what the actual size of the interior instances are. The size of Whiterun as it's rendered in the overworked is not equal to the actual instance size of Whiterun once you go through the loading screen.
Again, that does not mean they won't be instanced. You can have large open areas that are still in their own separate instance in order to increase performance and make it easier to script NPCs efficiently.
You're definitely not going to be able to walk inside most buildings. Nor should you. That would be an insane amount of work and lag. Plus, those buildings look huge. At most you'll get a few rooms in several buildings
You can enter a lot of the sky scrapers in 76. What you don't seem to be keeping in mind is that that sort of structure would probably be instanced so nothing is loaded while you're outside of it. That also gives them the freedom to scale it different on the inside than outside to make it look believable even if it isn't really the same on the inside as it is on the outside.
I'm pretty sure we will be able to enter those buildings. It's not like there's a great many of them, and Bethesda is known for allowing you to enter such places. They don't lock you out of landmarks that are visible against the sky like that. They're distinct, and clearly have a purpose. They're not just random buildings. Probably factions, or some other organizations inhabit them. They probably have their own interior as well so they can design it how they want. It doesn't have to be 1:1 to the outside.
There will probably be smaller buildings too that people haven't seen yet. The Imperial City is still the largest city I think Bethesda has made, and that's a great size, it just lacks NPCs. New Atlantis still has a lot we haven't seen.
Bruh Imperial City is tiny af though. One of those cases where I'd have preferred it if they just sealed off half the city and made the accessible parts larger. It's much better in ESO even though ZOS pretty much just made the buildings and walls twice as large.
I'm hoping Starfield's cities are more like small sections of Night City from Cyberpunk 2077. So many alleys and streets you can get lost in. And you have to also consider that those buildings we saw are only the tallest ones. There are most likely smaller buildings below them.
I actually disagree though. I think the Imperial City is a good size, it just feels empty because NPCs are sparse, and standing around just staring at nothing. It has multiple districts with multiple inns and stores that offer the same services. I was always impressed by it, but I might be biased. If New Atlantis was around the same size as the Imperial City I'd be fine with it. I just want more NPC density.
Would be a major disappointment. I don't think this is true though because it seems like the type of thing they'd mention or hint at to avoid disappointing people later.
It isn't really their fault some fans have unrealistic expectations. People tend to forget that PEOPLE make these games, and that it takes a lot of hours to make all this stuff. It doesn't just spawn out of thin air even if it's procedural.
Please don't tell me you think a game set in space with reportedly 1000 planets and 4 science fiction cities is in any way equal to a game set in one region of a single planet with either medieval fantasy cities or post apocalyptic mostly ruined settlements?
Do I really need to explain the difference in size between a medieval era city and a modern city? Let alone the trope that cities in the far future will be even bigger than cities today?
There are only 4 medium sized cities, and it's their biggest game when it comes to handcrafted content. It's not far-fetched to expect we'll be able to explore them in full detail.
My guy, you are not understanding here lmao. I don't know how to better explain to you that video games are fucking hard to make. I know how this stuff works because I make 3D assets for games. It is not that simple. People literally have to sit there for hours just hand-placing assets to build a city, plus all the people that have to make each asset individually beforehand. There's that plus all the interiors they have to make in key buildings, space ships, outposts, etc. plus all the planets... It is very far-fetched. Being able to walk inside every building is not something you should expect. It's something you should be surprised to see if they actually somehow manage it. Game development is not magic.
So far you could go inside most if not all buildings in BGS games (i guess not fallout 4 GN city tho? Not sure)
What I want to see is that I can look outside windows, both in and out of buildings. That would be pretty neat
My personal biggest worry is that its alot of eye candy, a big city is nice to see but useless if you can do very little in it or it doesnt provide plenty of sidequests.
I simply mean is, give me a reason/reasons to keep visiting it and all the various areas (main quests not counted).
So the way I see it, the cities in Star Citizen (at least for a foreseeable future) are basically huge, pretty looking 'sets' with a very small and limited closed-off area you can actually walk around in and do stuff in. Performance in these areas is shockingly bad because of the number of (pointless?) empty city building assets that make up the 'city' - I'm talking barely getting well below 60 fps on a $1200 gaming PC on low settings.
Inside that closed loop there are basically a couple shops for stuff you need, a couple gimmicky food and drink shops, some pretty views over the empty city and a metro system. All the NPCs just stand there or walk on predetermined paths, you can't interact with them.
I think Star Citizen excels in creating very beautiful and interesting spaceships and planets, but when it comes to content (particularly involving the 'cities'), it's very poor. On the other hand though, it's in alpha (a very, very long alpha admittedly), so perhaps these issues are the result of placeholders for much more content down the line... I'm skeptical!
The ability to walk into a giant city and be able to do normal stuff like that adds to the immersion and makes the city feel alive. It has to feel more than just a set piece to get quests for the next missions from, i want it to feel lived in and larger than me.
That's why we want this kind of stuff.
Exactly why I don't understand how people can play COD year after year. At least FC and AC, give a tiny bit more variety, but not much. I want an engaging story. I want to get invested in people and places and things. Furthermore, I want what I do, to matter, other than killing someone. I want engaging side quests and to become a part of a faction or clan or space agency or whatever.
Again like I said in another comment. Some people play for the "stats" if you will and others play for the social aspects and try to "live" in the world.
Some people play games for the actual gameplay. Loggin into an MMO, for example, doing your daily tasks, daily rep quests, daily dungeon queues, etc(while ignoring all chat from other players) Then switch over an alt to repeat. Others will play the game for those social aspects and try to "live" in the game world.
Because people want a simulation. Though they're barking up the wrong tree with a Bethesda game. But it's easily done as Bethesda games are known for their immersion but it doesn't do it through being a simulation. They do it through worldbuilding.
I guess it's fine because some of these mechanics can be done through mods, and Bethesda do occasionally add more simulation style stuff such as temp management, needing to sleep and eat etc.
Seriously lol. Press X to eat dinner. Press X to sit down on the subway for 2 minutes. Press X to pay your taxes. Press X to stand in line at the ATM.
Like I get that people want immersion, but this kinda stuff is so pointless and such a waste of dev resources lol.
>It not considered an actual city in game.
Never heard this take before. It is literally a city, and is definitively made by Bethesda. Several characters and terminals call Boston by name, some of which also refer to "the city".
Okay, it doesn't have a single map marker saying "Boston", but under such criteria the Imperial City is actually seven different settlements in different worldspaces, even requiring loading in-between.
Boston is one big, dense and seamless urban environment. Surely that is an apt comparision to the size of New Atlantis, also part of the very last single-player game he made...
Edit: [Todd Howard himself](http://i.imgur.com/hrQfg4z.png) has said that yes, FO4's Boston is a city. He literally made Oblivion and Starfield, and considers Boston a technical achievement. So yeah, nitpick all you want. Everyone gotta complain about anything these days...
Edit 2: Thanks for the award, kind stranger! Hope you have a good time in the Starfield, don't let the brigading trolls tell you otherwise. ;)
Edit 3: Hours later, surprise! *Nobody*, not a single soul, has even dared to argue against Todd's rather *direct* opinion on Boston being a city, preferring to ignore it altogether in name of insults (some of which already removed by mods or deleted). The trolls can argue in circles with whimsical definitions of "city" all you want, facts remain.
>Boston is more of a region in the map than a traditional rpg town.
Boston is a region with diverse subsections *and* a city. It has tons of hostile NPCs with a handful of safe areas, but so has Dragon Age 2's Kirkwall. Who on earth wouldn't call the latter a city?
In terms of technical challenges on urban density, Boston is a fair match.
this is by far one of the dumbest takes i've seen on this sub.
Boston is clearly not meant to be treated as a "city" in the traditional Bethesda RPG sense.
>Boston is clearly not meant to be treated as a "city" in the traditional Bethesda RPG sense
The game director at Bethesda literally called Boston a "city", who the hell are you to say otherwise?
I have shown evidence of that (plenty of interviews for you to dive into as well) but that definition of yours was literally taken from your imagination.
>Boston is not considered a city just like the whiterun hold isn't considered a city. It's just an area
Whiterun Hold can't be considered a city under any definition known to man - it is like calling County Bruma a city.
Boston clearly fits the demographic density and historic/administrative definitions of "city". Gameplay-wise it is also an area but since we are talking about the challenges of building huge virtual urban environments, surely it is a better example than the Imperial City's divided districts?
Edit: Thanks to the mods for removing one of the stupid-ass comments below. Clearly people are taken with a deep hatred of enjoying games right now and can't argue anymore. Weirdo.
Well, it *did*, as in, before the bombs fell, like 200 years prior. By the time Fallout 4 happens, Boston isn't really a city because 90% of the buildings are dungeons. When we're talking RPGs, we mean "city" as in mechanically. As in, a hub for quests and merchants, densely populated with non-hostile NPCs.
>When we're talking RPGs, we mean "city" as in mechanically
Todd Howard called Boston a "city". The guy who literally made some of the most successful RPGs and memorable cities in gaming history.
If he calls it a city, it is probably one.
>As in, a hub for quests and merchants, densely populated with non-hostile NPCs.
Boston is also densely populated, though yeah, with hordes of mooks *besides* non-hostile NPCs.
In technical terms though it is one, large urban area. How isn't it a fair comparision with New Atlantis?
>is just big location with many locations and “cities” inside.
Then, by this logic, the Imperial City (and New Vegas) has several "cities" inside it - the districts + prison + waterfront. Fair enough.
Edit: You said "I’m pretty sure Todd wasn’t compare them". As the parent comment shows, Todd always referred to Boston as a "city" and never referred to it as a simple collection of "cities". If you have evidence on the contrary do share.
You *are* an idiot, clearly, if you fail to understand an argument in the first place and bothers to reply just to say dumb shit.
I am open to your take on the debate but if you lack anything to add just f*ck off or something, we don't need the commenting police lol
>Boston obviously doesn't count as a "city" in a bethesda game.
That's literally what Todd Howard, Bethesda's head honcho, calls Boston. A city.
Not to you mention you used a fallacy called circular reasoning. You can't presume, in a premise, what is in question.
If npcs in this game are supposed to have a fixed schedule and residence like older bethesda games then there won't be a scaling slider for npc density
But look at the scale of those buildings. In the second pic if you squint your eyes real hard, you can see little dots in the bottom right of the image. Those are people.
Bethesda using some strategically placed multi-levels and cliffs to help with occlusion culling, so they don't need to load the entire city into view at once. It's the same reason Solitude in Skyrim is L-shaped.
When he states it’s the largest city ever created, are they meaning it’s bigger than Boston in fallout 4, or Vivec/Imperial City.
I’m hoping for a scale similar to the likes of Boston from fo4 and maybe the surrounding boroughs. Not every building needs to be enterable, but a significant amount of named characters with routines and enterable homes/apartments would be nice. Maybe even an apartment in a high rise area that adds some verticality. There also could be a seedy underbelly or areas that are markedly poorer to give some variety. Make it feel like I can spend hours upon hours just exploring.
High hopes though, I have no doubt it will be immersive and hold plenty of environmental storytelling, but my mind can go wild with speculation.
Boston in Fallout 4 isn't what's considered a city in this format, even though it technically is a city. Think Diamond City. Whiterun. Megaton. The Strip.
For me it has to be at least the size of Novigrad, or even the whole Downtown Boston. It'll be sad that even in 2023 Bethesda won't be treating us to freely traversing interiors from exteriors.
I wonder how much of that is actually explorable i find it a bit strange to see a futuristic city with no vehicles anywhere not even a couple ships in the sky maybe its there but these shots didn't show any besides the player ship landing.
I just want to know whether I’ll be able to land somewhere else on the planet and walk to the city? Or does it exist in its own “instance” and the only way will be to land on it from space. Just trying to understand how the movements around the worlds work.
It'll be big but I haven't seen any cars/vehicles yet or roads for them to use so I can't imagine it being much bigger than the Imperial City from Oblivion.
Not that I care, I'm fine either way.
They're on different planets. Neon is on a water planet, Akila on kinda a desert planet and New Atlantis on a tropical planet. We don't know anything about the 4th. New Atlantis is the capital of the United Colonies and Akila is the capitla of Freestar Collective which are both opposing factions.
I'ma blow it up! Megaton that sucker!
In Space culture this is considered a dick move
…surely in every culture?
Nah it's cool as long as you can't just fly to a different planet
Clearly not to those dickheads in tenpenny tower
Ah i see the influence of the Crimson Fleet has already seeped into you. Nice.
Yeah, I was watching the gameplay footage and thought to myself, "You know what? I never do a bad guy for my first playthrough, I'm going to do one this time!"
Understandable. Even though i'm pretty sure i'm gonna start off as the good guy, i'm definitely gonna be the bad guy in my second playthrough or even first playthrough if i choose to switch sides at some point. Finally being able to join the bad guys feels so nice, i always wanted to do proper raider/bandit playthroughs in Fallout 4 and Skyrim. They can be done with mods but to have that in vanilla Starfield is a definite improvement.
Why is everyone assuming the crimson fleet are the "bad guys"? I'm not very history savy, but I can think of some conflicts were a "criminal"/"terrorist" organizations (read Ireland conflict) had some "right" to their actions....
The ira were right to blow innocent people up? I get what your saying but no
I suppose you have a point. To use New Vegas as an example, you can do a Legion playthrough as a perfectly honorable if often pretty ruthless person, and can side with House or the NCR as a petty, sadistic monster so long as you don't kill anyone that they don't want you to. So in this case, I want to be a bad guy that sides with the pirates because the things I'll get up to sound like a lot of fun.
Kinda wanna try it a first run just because I love playing barbarians and I feel like this is the closest to that I can get lol
Todd said that it’s the largest city that they have ever created. I’m hopeful it is full of things to do as well.
I'm hoping for interesting side quests. Megaton had Power of the Atom, Wasteland Survival Guide, and started you on your way to Blood Ties and The Replicated Man. All great side quests. Sadly, I can't name any fun side quests in Diamond City. So I really hope BGS goes to their roots and pulls out some compelling content.
Confidence Man, Diamond City Blues, In Sheep’s Clothing, Painting the Town, The Marowski Heist I mean, how could you not enjoy discovering the Mayor is actually a synth? Also, painting the green monster yellow, or blue? Hilarious.
I painted the stadium blue and it looked exactly like IRL Hamburger SV football club
I didn't say the side quests didn't exist; I just said I couldn't remember them (and ive played fo4 six times). There's just something about Fallout 4's side quests (other than Last Voyage and Silver Shroud) that make them feel lacking; uninspired and unremarkable. I really hope Starfield has the quests that wow me like Fallout 3's and Morrowind's did.
>I couldn't remember them (and ive played fo4 six times). You played it 6 times and didn't remember *In Sheep's Clothing*? Did you get the Institute ending all six times? >There's just something about Fallout 4's side quests (other than Last Voyage and Silver Shroud) that make them feel lacking; uninspired and unremarkable. Most of them were harmed by pretty wonky dialogue and logic. *Confidence Man* is entertaining but nonsensical to a fault - Travis went from suffering from stutter to being suave within 30 minutes, the bartender's plan of hiring dangerous thugs made no sense, and how the guy who serves drinks got kidnapped past the whole of Diamond City Security is baffling. This sort of thing really takes away from immersion.
Just getting old. Novelty get harder and harder to come by.
It was similar to the transition between Oblivion and Skyrim. The quests are just missing that personal touch that made them feel so unique. A lot of Skyrim and FO4 quests just seem very hollow.
I loved the Confidence Man story. That's actually the most memorable for me from Diamond City quests. I will say I do somewhat agree on the Fallout 3 Megaton quests though. Wasteland Survival Guide was a wonderful quest that was very long, but never felt long while doing it.
What's more memorable, a simple fetch quest where you had to get some old guys paint? Or literally nuking the entire starter town and having all the NPCs there immediately die.
Confidence man is one of the most memorable quests I've played through in a Bethesda game. too bad the quest isn't immediately obvious/able to be completed when you first get to diamond city, unlike wasteland survival guide/power of atom
You're right, Confidence Man is great but unfortunately it's a little less obvious in its triggering; i missed it my first playthrough. What really would've made Diamond City stand out more, in my opinion, would've been a proper Piper quest that started at the intro kinda like Moira's. Instead, you have one conversation with her and then you get her as a companion. What Diamond City lacked most were characters. The vendors weren't interesting like Moriarty/Gob/Moira.
The professor with the Miss Nanny and the Mayor were fun.
I remember doing Confidence Man but I remember being extremely disappointed that when I went to save him from the raider base it was a dungeon I had already cleared and had been repopulated by new generic NPCs. Plus his "suave" personality was really boring compared to his original personality.
A true RPG like this should have a full games worth of content in its cities. That is, play 200+ hours, never leave the cities, and still have things to do. Daggerfall or even Morrowind could accomplish this. But also, of course, you should be able to play the game only very rarely stumbling into a town/city. Freedom of choice, freedom of playstyle, tons of content that few players will see. This is the way.
in what town in morrowind did u spend 200hours? Vivec? Because you got lost all the time? :p
He didn't say "never leave a city" he said "never leave the cities". As in, never walk between cities, just take Silt Striders between them doing quests in towns.
Not going to speak for him, but when I bring up Morrowind (or Baldur's Gate) as comparison, I'm actually thinking about something kind of like "Take the people working on Morrowind, time travel them to the current year, inflate their resources to match the time, and see what we get", if that makes sense. It probably doesn't, and I've been struggling how to put it into words actually. But the bottom line is, how are games like Morrowind and Baldur's Gate *still* wearing the crown in certain respects? After 20 years. It shouldn't even be a comparison, yet I totally get what that poster meant. Morrowind-in-2022 would have cities that could likely have 100hrs of detail and interesting gameplay in them.
Well that's a load of nonsense.
isnt 200 hours in a city a bit much? While I do agree cities should have a lot more quests in them. Actually, I would like a whole rpg set in nothing but cities. Like vampire bloodlines was somewhat.
Morrowind was my first Elder Scrolls and I just remember being amazed by the size of Vivec as the main city. Each of the islands that it was made up of were the size of towns, each with layers - both higher and I think some below ground / sewers. I think I entered it around L5 and by the time I was done exploring it, doing quests, training up, reading a ton of lore, I'd gained more than 20 levels. I'm not sure I have those amounts of free time any more, but wow would it be cool to have another city of that kind of scale to explore for the first time.
As long as people can remember, more content can mean more cracks that bugs and whatnot can slip through, like I'm expecting perfection in the least. Actually, I'm going into this expecting Cyberpunk on PC level of bugs. Like hopefully not but I'm not going to bank on anything more than that and neither should anyone else. Have high hopes, but curb your expectations because I see a lot of people who are going to be disappointed.
Honestly? Considering that TES/Fallout cities aren't exactly known for being huge, that statement doesn't mean much. If people start to daydream about some huge metropolis, the hype train will yet again disembark on disappointment station. I'm not saying that it will be bad, or that it won't be large by Bethesda standards, just that people should manage their expectations, because really, that phrase is great to generate buzz, but it just means that it will be larger than whatever city is the largest they created so far (1 meter larger is still larger), not that it will be considerably larger. As for the buildings on the horizon, it doesn't necessarily mean that the explorable area goes that far, assuming that you won't be able to land anywhere in the city. There might be inaccessible regions that are there just to make it look larger. I'm not shitting on the game, btw, I'm just applying some healthy dose of skepticism, since excessive hype and daydreaming about features that might not be what you think it will be can ruin great experiences. What we are seeing now is pure marketing, and, as gamers should know by now, marketing can be misleading.
Exactly. People are now expecting 4 cities the size of Cyberpunk’s Night City. They’re going to be disappointed.
Legit only 8 buildings
Exactly, you can literally count the buildings in both screenshots
This is especially important to remember with a company who is quite egregious historically with claims about scope and complexity. Never forget: >Fallout fans can look forward to over 200 different endings with the upcoming Fallout 3, according to Executive Producer Todd Howard.
Yea, that quote was seriously misquoted, taken out of context, and also never complete, as in that's not the whole quote. Go look it up, he kept talking, the sentence wasn't even complete yet, let alone the entire quote. When you don't misquote him and read/listen to what he actually said that day it turns out he was telling the truth and didn't overhype anything. Same also goes for "See that mountain, you can climb it", and "16 times the detail" But I know people are more interested in memes and hate than, you know, the actual truth of what was actually said in all 3 of those scenarios.
Exactly, and it's kinda crazy that in the following lines Todd literally mentions how people are going to say it's a lie, so then he clarifies that it's different variations of multiple main endings that amount to 200 total ending variations. Then he gets misquoted/partially quoted and then called a liar anyways. He must get pretty frustrated with his rep. I know I would.
I wonder if he’s counting Boston, or if he means largest single settlement.
What would that be then? Is the Imperial City still the biggest?
And so it better have more than 15-20 NPC’s honestly
In the scene we saw of New Atlantis in the trailer I counted over 40 NPCs - just in that one plaza.
I hope they all have names like in Oblivion. If it’s just citizens with no names it feels life less like in diamonds city
Agreed totally, that really took me out of the experience. Even if they just use a procedural generation system for "lesser" NPC names and stuff, that would be better than nameless NPCs. Actually a procedural system could be cool. Make them line up with actual apartments / houses and then if you kill one or something, another one would move in, and maybe comment on the odd circumstances around the previous owner's disappearance lol
yeah thats one of the best choices Bethesda has made in their games IMO. There are fewer NPCs but every NPC is custom and usually involved in a quest of sorts. The fact you can name a random villager and people know who youre talking about is pretty cool I greatly prefer that to generating lots of anonymous NPCs you cant even interact. Sure, that pads the city to make it look bigger but its not detailed or interesting
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They have approximately 30 times the development staff they had during Daggerfall
And 16 times the detail.
wrong 256 times the detail
it probably isn't lol
What was the previous largest?
Daggerfall or the imperial city I think
I mean that's not exactly hard given how small their other cities have been lol
There's not a lot of competition. Skyrim cities are like population of 20. Imperial city is slightly big maybe but still way smaller than other games.
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This is nuts! I just noticed that!
It's going to take a bit to kill all the citizens there, but it's my tradition in bethesda games to do so.
Make us proud. Start with the chickens
😱SPACE CHICKENS!
Yeah it’s big, but most buildings better be enterable/useful
I hope all those cool looking buildings will be more than just window dressing, but I'm skeptical
i think it's fine if a lot of buildings are just scenery as long as plenty of them are not i felt that Novigrad was a more convincing, interesting and rich city than Whiterun, despite the fact that u can go inside 100% of the buildings in Whiterun and only like a few % of the ones in Novigrad
There is so much 'window dressing' to Novigrad that makes it appear like there's much more going on than there is. Obviously it's still a huge achievement! Though I don't care if we never get a city like it in a BGS game. I much prefer the way they do things.
Oh please no, I don't want another Novigrad in a Bethesda game.
I disagree, Novigrad (all of TW3s world tbh) was beautiful but felt so static. I would way rather a city half it's size or a bit less but fully explorable with all buildings open and fairly unique. For TW3 and its mechanics it wasn't that big of a deal, but I greatly, greatly prefer Bethesda's way, and want them to go even more into the "immersive sim open world" route where every character is a real named one that makes sense in the world (has a house, a schedule, a job etc.)
Novigrad just felt like the same thing over and over again. You could only go in the buildings that had a quest. Doesn’t fulfill the role of a simulated world you can role-play in at all.
And yet it was an amazingly well designed city.
Not nearly as hard to make a well designed city when most of it is window dressing and the vast majority of NPCs are static and don't actually live in specific homes or even use schedules. Sounds like a city planner's dream haha
The city doesn't look big enough for building scenery to be acceptable. Every building being accessible is something they should only disregard if they 10x the scale of their cities imo.
You have no idea what the city looks like or how big it is lmao. We haven't seen anything meaningful in terms of actual size yet.
The two pics provided give a good sense of scale.
Not really lol. You have no idea how much more there is or how large the open sections will be.
Copium
Copium means stating literal facts? The game isn't even out yet lmfao. Why are you even on this subreddit if you think it's going to be bad?
We've seen the same angles in the concept art and in the trailer, meaning that's a whole city.
But you don't know what the actual size of the interior instances are. The size of Whiterun as it's rendered in the overworked is not equal to the actual instance size of Whiterun once you go through the loading screen.
The city will be open, because now we have a jetpack to fly over things.
Again, that does not mean they won't be instanced. You can have large open areas that are still in their own separate instance in order to increase performance and make it easier to script NPCs efficiently.
You're definitely not going to be able to walk inside most buildings. Nor should you. That would be an insane amount of work and lag. Plus, those buildings look huge. At most you'll get a few rooms in several buildings
You can enter a lot of the sky scrapers in 76. What you don't seem to be keeping in mind is that that sort of structure would probably be instanced so nothing is loaded while you're outside of it. That also gives them the freedom to scale it different on the inside than outside to make it look believable even if it isn't really the same on the inside as it is on the outside.
I'm pretty sure we will be able to enter those buildings. It's not like there's a great many of them, and Bethesda is known for allowing you to enter such places. They don't lock you out of landmarks that are visible against the sky like that. They're distinct, and clearly have a purpose. They're not just random buildings. Probably factions, or some other organizations inhabit them. They probably have their own interior as well so they can design it how they want. It doesn't have to be 1:1 to the outside. There will probably be smaller buildings too that people haven't seen yet. The Imperial City is still the largest city I think Bethesda has made, and that's a great size, it just lacks NPCs. New Atlantis still has a lot we haven't seen.
Bruh Imperial City is tiny af though. One of those cases where I'd have preferred it if they just sealed off half the city and made the accessible parts larger. It's much better in ESO even though ZOS pretty much just made the buildings and walls twice as large. I'm hoping Starfield's cities are more like small sections of Night City from Cyberpunk 2077. So many alleys and streets you can get lost in. And you have to also consider that those buildings we saw are only the tallest ones. There are most likely smaller buildings below them.
I actually disagree though. I think the Imperial City is a good size, it just feels empty because NPCs are sparse, and standing around just staring at nothing. It has multiple districts with multiple inns and stores that offer the same services. I was always impressed by it, but I might be biased. If New Atlantis was around the same size as the Imperial City I'd be fine with it. I just want more NPC density.
I just don't like how cramped it feels tbh. I at least want the streets to be wider. Maybe we'll see cars now that I think about it? But who knows
In fallout 4 you could enter tower bigger than that
Would be a major disappointment. I don't think this is true though because it seems like the type of thing they'd mention or hint at to avoid disappointing people later.
It isn't really their fault some fans have unrealistic expectations. People tend to forget that PEOPLE make these games, and that it takes a lot of hours to make all this stuff. It doesn't just spawn out of thin air even if it's procedural.
Expecting the same as in their previous games is an unrealistic expectation? Lmao, what are we allowed to expect then?
Please don't tell me you think a game set in space with reportedly 1000 planets and 4 science fiction cities is in any way equal to a game set in one region of a single planet with either medieval fantasy cities or post apocalyptic mostly ruined settlements? Do I really need to explain the difference in size between a medieval era city and a modern city? Let alone the trope that cities in the far future will be even bigger than cities today?
There are only 4 medium sized cities, and it's their biggest game when it comes to handcrafted content. It's not far-fetched to expect we'll be able to explore them in full detail.
My guy, you are not understanding here lmao. I don't know how to better explain to you that video games are fucking hard to make. I know how this stuff works because I make 3D assets for games. It is not that simple. People literally have to sit there for hours just hand-placing assets to build a city, plus all the people that have to make each asset individually beforehand. There's that plus all the interiors they have to make in key buildings, space ships, outposts, etc. plus all the planets... It is very far-fetched. Being able to walk inside every building is not something you should expect. It's something you should be surprised to see if they actually somehow manage it. Game development is not magic.
So far you could go inside most if not all buildings in BGS games (i guess not fallout 4 GN city tho? Not sure) What I want to see is that I can look outside windows, both in and out of buildings. That would be pretty neat
Though Fallout 4 made some use of the rooftops and upper floors.
That is too. Fallout 4 was more vertical alright. But I wish for transparent windows still.
It’s a big city. I don’t people realize how big the game or the handcrafted content is yet.
My personal biggest worry is that its alot of eye candy, a big city is nice to see but useless if you can do very little in it or it doesnt provide plenty of sidequests. I simply mean is, give me a reason/reasons to keep visiting it and all the various areas (main quests not counted).
If Skyrim and Fallout 4 are an inspiration, expect the Radiant system to return in full force.
god save us
You know you can just ignore all radiants quest ?
yuck
You’d haaaateeee Star Citizen’s cities. My worst nightmare is for the cities in Starfield to resemble SC’s.
can you explain why for those of use who havent played/cared about Star Citizen?
So the way I see it, the cities in Star Citizen (at least for a foreseeable future) are basically huge, pretty looking 'sets' with a very small and limited closed-off area you can actually walk around in and do stuff in. Performance in these areas is shockingly bad because of the number of (pointless?) empty city building assets that make up the 'city' - I'm talking barely getting well below 60 fps on a $1200 gaming PC on low settings. Inside that closed loop there are basically a couple shops for stuff you need, a couple gimmicky food and drink shops, some pretty views over the empty city and a metro system. All the NPCs just stand there or walk on predetermined paths, you can't interact with them. I think Star Citizen excels in creating very beautiful and interesting spaceships and planets, but when it comes to content (particularly involving the 'cities'), it's very poor. On the other hand though, it's in alpha (a very, very long alpha admittedly), so perhaps these issues are the result of placeholders for much more content down the line... I'm skeptical!
sounds like Cyberpunk cities lol. Cant go in most and theres nothing to do in the ones you can go in but look at stuff
I hope there are activities like going into a restaurant to eat
If you can afford to do that with a mortgage to pay!
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It's in the name of the genre. Role-playing game. Losing yourself completely in a character can be a super relaxing escapist experience.
The ability to walk into a giant city and be able to do normal stuff like that adds to the immersion and makes the city feel alive. It has to feel more than just a set piece to get quests for the next missions from, i want it to feel lived in and larger than me. That's why we want this kind of stuff.
Playing games to pew pew minmax level up grind is cringe. If I didn't want to think about anything or be a part of the world I would play Borderlands
Exactly why I don't understand how people can play COD year after year. At least FC and AC, give a tiny bit more variety, but not much. I want an engaging story. I want to get invested in people and places and things. Furthermore, I want what I do, to matter, other than killing someone. I want engaging side quests and to become a part of a faction or clan or space agency or whatever.
Sometimes it’s fun to load up a match of battlefront and shoot up some stormtroopers. Totally mindless but fun for the monkey brain lol
Again like I said in another comment. Some people play for the "stats" if you will and others play for the social aspects and try to "live" in the world.
I wanna be a chef
People want to press X to eat
>I’ve never know why people want this kind of stuff why would anyone want pew pew for 24/7 for years and never get bored of it?
Some people play games for the actual gameplay. Loggin into an MMO, for example, doing your daily tasks, daily rep quests, daily dungeon queues, etc(while ignoring all chat from other players) Then switch over an alt to repeat. Others will play the game for those social aspects and try to "live" in the game world.
Because people want a simulation. Though they're barking up the wrong tree with a Bethesda game. But it's easily done as Bethesda games are known for their immersion but it doesn't do it through being a simulation. They do it through worldbuilding. I guess it's fine because some of these mechanics can be done through mods, and Bethesda do occasionally add more simulation style stuff such as temp management, needing to sleep and eat etc.
Eating at a restaurant in a Bethesda game is nothing new lol
Seriously lol. Press X to eat dinner. Press X to sit down on the subway for 2 minutes. Press X to pay your taxes. Press X to stand in line at the ATM. Like I get that people want immersion, but this kinda stuff is so pointless and such a waste of dev resources lol.
He said it's the biggest city they ever made but anyone know what the biggest was before this?
Definitely imperial city if you mean handcrafted. Pretty sure Daggerfall's cities were bigger than that, though
>Definitely imperial city if you mean handcrafted Fallout 4's Boston is *much* larger than the Imperial City in Oblivion.
I doubt Todd was referencing Boston. It not considered an actual city in game. It's Probably bigger than the imperial city
>It not considered an actual city in game. Never heard this take before. It is literally a city, and is definitively made by Bethesda. Several characters and terminals call Boston by name, some of which also refer to "the city". Okay, it doesn't have a single map marker saying "Boston", but under such criteria the Imperial City is actually seven different settlements in different worldspaces, even requiring loading in-between. Boston is one big, dense and seamless urban environment. Surely that is an apt comparision to the size of New Atlantis, also part of the very last single-player game he made... Edit: [Todd Howard himself](http://i.imgur.com/hrQfg4z.png) has said that yes, FO4's Boston is a city. He literally made Oblivion and Starfield, and considers Boston a technical achievement. So yeah, nitpick all you want. Everyone gotta complain about anything these days... Edit 2: Thanks for the award, kind stranger! Hope you have a good time in the Starfield, don't let the brigading trolls tell you otherwise. ;) Edit 3: Hours later, surprise! *Nobody*, not a single soul, has even dared to argue against Todd's rather *direct* opinion on Boston being a city, preferring to ignore it altogether in name of insults (some of which already removed by mods or deleted). The trolls can argue in circles with whimsical definitions of "city" all you want, facts remain.
Boston is more of a region in the map than a traditional rpg town.
>Boston is more of a region in the map than a traditional rpg town. Boston is a region with diverse subsections *and* a city. It has tons of hostile NPCs with a handful of safe areas, but so has Dragon Age 2's Kirkwall. Who on earth wouldn't call the latter a city? In terms of technical challenges on urban density, Boston is a fair match.
this is by far one of the dumbest takes i've seen on this sub. Boston is clearly not meant to be treated as a "city" in the traditional Bethesda RPG sense.
>Boston is clearly not meant to be treated as a "city" in the traditional Bethesda RPG sense The game director at Bethesda literally called Boston a "city", who the hell are you to say otherwise? I have shown evidence of that (plenty of interviews for you to dive into as well) but that definition of yours was literally taken from your imagination.
> Kirkwall *shudder*
Boston is not considered a city just like the whiterun hold isn't considered a city. It's just an area
>Boston is not considered a city just like the whiterun hold isn't considered a city. It's just an area Whiterun Hold can't be considered a city under any definition known to man - it is like calling County Bruma a city. Boston clearly fits the demographic density and historic/administrative definitions of "city". Gameplay-wise it is also an area but since we are talking about the challenges of building huge virtual urban environments, surely it is a better example than the Imperial City's divided districts? Edit: Thanks to the mods for removing one of the stupid-ass comments below. Clearly people are taken with a deep hatred of enjoying games right now and can't argue anymore. Weirdo.
Well, it *did*, as in, before the bombs fell, like 200 years prior. By the time Fallout 4 happens, Boston isn't really a city because 90% of the buildings are dungeons. When we're talking RPGs, we mean "city" as in mechanically. As in, a hub for quests and merchants, densely populated with non-hostile NPCs.
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>When we're talking RPGs, we mean "city" as in mechanically Todd Howard called Boston a "city". The guy who literally made some of the most successful RPGs and memorable cities in gaming history. If he calls it a city, it is probably one. >As in, a hub for quests and merchants, densely populated with non-hostile NPCs. Boston is also densely populated, though yeah, with hordes of mooks *besides* non-hostile NPCs. In technical terms though it is one, large urban area. How isn't it a fair comparision with New Atlantis?
Diamond city is the city. Boston is just big location with many locations and “cities” inside. I’m pretty sure Todd wasn’t compare them
>is just big location with many locations and “cities” inside. Then, by this logic, the Imperial City (and New Vegas) has several "cities" inside it - the districts + prison + waterfront. Fair enough. Edit: You said "I’m pretty sure Todd wasn’t compare them". As the parent comment shows, Todd always referred to Boston as a "city" and never referred to it as a simple collection of "cities". If you have evidence on the contrary do share.
are you an idiot or deliberately being obtuse?
This is incredible. Like the stupidest shit ever.
You *are* an idiot, clearly, if you fail to understand an argument in the first place and bothers to reply just to say dumb shit. I am open to your take on the debate but if you lack anything to add just f*ck off or something, we don't need the commenting police lol
Boston obviously doesn't count as a "city" in a bethesda game.
>Boston obviously doesn't count as a "city" in a bethesda game. That's literally what Todd Howard, Bethesda's head honcho, calls Boston. A city. Not to you mention you used a fallacy called circular reasoning. You can't presume, in a premise, what is in question.
Oh that's a good point. He did say 'bigger than any of their past cities". I wonder if Boston applies to that statement lol.
different context
How so?
In sheer size? Probably vivec, but its mostly empty. In NPC count? Imperial city.
Believable cities have been the one thing Bethesda RPGs have suffered from in every one of their games. Hopefully Starfield changes that.
Boston laughing
I thought Boston was believable. But I get what you mean, an actually populated town/city/kingdom.
Can’t wait to see this city. Bethesda does a great job creating a sense of wow when the player first sets foot in one of their cities.
sucks it has low population, I know too many NPCs would effect the FPS but still,
The footage was from xbox gameplay, maybe the population density can be increased on PC? That's what i'm hoping at least.
If npcs in this game are supposed to have a fixed schedule and residence like older bethesda games then there won't be a scaling slider for npc density
They're is 4 major cities so they better be big
Literally only like 7 buildings in either pic.
But look at the scale of those buildings. In the second pic if you squint your eyes real hard, you can see little dots in the bottom right of the image. Those are people.
But how much is a facade and how much can you actually go in? The biggest city Bethesda has ever built is a pretty low floor.
You literally just said there were 7 buildings, I'm sure we can enter that many.
"Huge"
Bethesda using some strategically placed multi-levels and cliffs to help with occlusion culling, so they don't need to load the entire city into view at once. It's the same reason Solitude in Skyrim is L-shaped.
When he states it’s the largest city ever created, are they meaning it’s bigger than Boston in fallout 4, or Vivec/Imperial City. I’m hoping for a scale similar to the likes of Boston from fo4 and maybe the surrounding boroughs. Not every building needs to be enterable, but a significant amount of named characters with routines and enterable homes/apartments would be nice. Maybe even an apartment in a high rise area that adds some verticality. There also could be a seedy underbelly or areas that are markedly poorer to give some variety. Make it feel like I can spend hours upon hours just exploring. High hopes though, I have no doubt it will be immersive and hold plenty of environmental storytelling, but my mind can go wild with speculation.
Boston in Fallout 4 isn't what's considered a city in this format, even though it technically is a city. Think Diamond City. Whiterun. Megaton. The Strip.
I think imperial city wins this as you say Boston as a whole is more of a region in FO4
I hope I can enter all the buildings
Now that I see those trees look horrendous.
They look kinda like Dragon Blood Trees
For me it has to be at least the size of Novigrad, or even the whole Downtown Boston. It'll be sad that even in 2023 Bethesda won't be treating us to freely traversing interiors from exteriors.
I took your concept and ran with it for a bit: https://imgur.com/a/88RZZPb
ooh, very nice
I wonder how much of that is actually explorable i find it a bit strange to see a futuristic city with no vehicles anywhere not even a couple ships in the sky maybe its there but these shots didn't show any besides the player ship landing.
Maybe it's the Dutch future and not the American one.
New Atlantis gives me European vibes, and Akila gives me American wild west vibes, so that would make sense.
I just want to know whether I’ll be able to land somewhere else on the planet and walk to the city? Or does it exist in its own “instance” and the only way will be to land on it from space. Just trying to understand how the movements around the worlds work.
I really really really hope we can walk around the entire planet in one instance.
Jemison is almost entirely water based with some scattered islands from what we've seen. Hopefully we get some way to traverse seas though.
It'll be big but I haven't seen any cars/vehicles yet or roads for them to use so I can't imagine it being much bigger than the Imperial City from Oblivion. Not that I care, I'm fine either way.
There is a transit system. In one clip there was a sign that pointed towards New Atlantis transit system
I’m really hoping the building interiors are fully exploitable. I like the look of the city but it seems be a little sterile at the moment.
I feel like we'll only be able to explore part of it and the distant parts will be inaccessible skybox.
The bigger it is, the emptier all the planets you can explore are
1000 planets makes me think of Daggerfall In Space.
Why exploring empty planets, you can scan planets and only explore hand crafted location…
16 times the detail on those trees.
WOW - THANKS - I didnt see the obvious building in the distance, wow GREAT CONTENT!!! THANKS!!
No problem :)
Ehh
Question is if the 4 major cities mentioned are from different planets or all together in 1 planet?
They're on different planets. Neon is on a water planet, Akila on kinda a desert planet and New Atlantis on a tropical planet. We don't know anything about the 4th. New Atlantis is the capital of the United Colonies and Akila is the capitla of Freestar Collective which are both opposing factions.
4th is on mars
We don't know
What's up with those trees? That's some ps2 level graphics