Starfield sucks... right? Or is it more complicated than that?
Starfield: the good, the bad and how to fix it In this video I take a long, honest look at Starfield as it stands today: what works, what doesn’t, and where it still falls short. This isn’t a simple hit piece or blind defence but rather an attempt to get to the core of the game: why it can feel frustrating, why it can feel brilliant, and why those two things often exist at the same time. A lot of the focus is on player agency, because that’s where my relationship with the game has always been most complicated. Starfield gives you a huge number of choices but often struggles to make those choices matter beyond the immediate moment. I break that down, looking at how the game handles consequence and the way different parts of the world fail to meaningfully react to each other. But I also make a point of recognising what does work, because there are moments where Starfield gets it right. I also look at how the game has evolved. Updates like Free Lanes and Terran Armada have genuinely improved the experience. There’s a clearer sense now of inhabiting the world, even if some of the deeper structural issues remain. From there, I get into what I think needs to change. Very much practical directions: making the Unity system actually matter, letting the world remember who you are, reducing reliance on essential NPCs, introducing real failure states, and allowing players to fully commit to different paths, including the option to completely destabilise a universe and live with the consequences. Ultimately, this is a video about a game I’ve had a difficult relationship with, but one I’ve come to understand and, in many ways, enjoy. #starfield #bethesda

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