270°

Veteran Starfield developer surprised by sheer number of loading screens added late in development

Veteran Bethesda developer Nate Purkeypile revealed his surprise at the large number of loading zones in Starfield on launch.

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neutralgamer1992183d ago

For a game which was 15 to 20 years to what Bethesda wanted to do for a long time and for them to do such a poor job of it it's just next level disappointment

Can't fly your ships loading screens everywhere a broken game map a very boring story way too much AI generated content

cloganart183d ago

There is also the problem that when you work on for something for such a long time in this field, some of the tech back end is already a decade old by the time of release.

Won't be the case for the next TES. But Starfield has been kneecapped by its ambition and engine.

Profchaos183d ago

Creation engine that was used should have been scrapped prior to fallout 4 yet here we are seeing their games fail to do what their competition does with ease.

Ti me the biggest turn off for starfield was just how clunky it is.

If you're still prompting me with tutorials on how to play the game in text windows 6 hours after starting that's just poor game design. The loading gates are frustrating but it's like they did everything they could to kill immersion by putting some friction in front of the user another system they had to master or loading screen or crippled space section

Armaggedon183d ago

@Profchaos

Their “competition “ isnt doing what they do, and thats the thing people miss. There is a reason developers dont make games like Bethesda, because it is very risky. Cyberpunk came out a buggy mess and it want even close to the number of permutations a gsme like starfield handles.

Christopher183d ago

Yeah, CP2077 came out a mess. But look at it now because it had a good base and really good writing and quest design. Starfield has really good ship building and space combat, but not much else.

jznrpg183d ago (Edited 183d ago )

It probably wasn’t running well with bigger spaces/connected areas and they had to zone off areas for better performance. The cause of that could be design choices, engine etc. That would be my guess.

dveio183d ago

I strongly believe Bethesda's Creation Engine is just completely exhausted.

I always think of it as it is with Internet speed - you can plug in Ethernet cables, do some router adjustments, keep it up-to-date or even change DNS servers for a better ping.

And it works.

But eventually, no matter what else you do, you just can't increase the actual speed available on your connection.

You then need a better or a new one to go further.

Starfield won't be the promoted "game of a generation". It ain't even now.

peppeaccardo183d ago

Game engine dated as the ideas behind the game ... milking the sheeps that buy anything bethesda decides to drop in the toilet !

Pyrofire95183d ago

If the world has to be how it is because they wanted you to be able to simulate 10,000 potatoes at a time then they did a bad job making a game.
They didn't make engine choices based on gameplay they made them for some strange ego.

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70°

Techland Wants to Switch to a 3-4 Year Cycle Starting with Dying Light: The Beast

Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.

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Goodguy011d ago

Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.

Skate-AK4h ago

Lol. Had no idea who that was, but I will admit they do look quite similar.

140°

Hideo Kojima calls Clair Obscur: Expedition 33 “ideal” for one key reason

Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.

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gigoran813h ago

Greatness knows greatness. Simple as that. Expedition 33 is a masterpiece, built with a smaller team and with a smaller budget, blowing ubisoft out of the water. It doesn't matter how many devs you have and how much money you throw at it, great studios like Sandfall Interactive will always overcome you.

80°

Warhammer 40,000: Boltgun 2 devs tease things 40K fans "haven't seen before"

Auroch Digital, the developers of Warhammer 40,000: Boltgun 2 have teased a massive expansion in variety for their new FPS game.

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