Starfield has a really odd way of throwing you into the deep end of it’s space exploration game. I know that I have only played a little bit of it and there is much to explore but I think there is something to say when it comes to the game’s introduction.
Narratively speaking, the game is throwing a lot at you in so little time and a lot of it seems almost like it is cutting corners but tactfully. I have seen behind the curtain and I know the tricks used to help establish and ground a player in the world. The opening is odd because those tools of the trade are on full display. It’s not a “blink once and you’ll miss it” kind of a situation. It’s obvious; at least to most people.
Digging through the deep mines sort of grounds you in the universe and sets the basis of discovery. An artifact is found and the next thing you know you’re getting a visit from someone and their bipedal robot. From there, we had the Crimson Fleet drop down with a quick combat encounter, Barrett telling us that we need to take his ship out and find his bros. He’ll stay at the mining facility for now. Then you take off and head into space to have a quick flight combat tutorial, then you can go off and investigate a science facility that is packed with more Crimson Fleet pirates. At the end of this leg, you are in a conversation with a leader to learn how to get out of a tight situation, which I still don’t understand the rules to.
Between these rapid-fire moments, you’ll learn the basics about your inventory, how to hack (which I like a lot), and scanning. There are a few more environmental storytelling elements that you’ll grown accustomed to. Even at one point your robot friend tells you that you’ll get the hang of it soon enough. Oh, and somewhere between all of that you make a character and learn how to level up your character.
What I find interesting about this design is how quick it is. Starfield doesn’t want to waste time at the start like how Skyrim or Fallout might with a long introduction. Bethesda just wants you to jump in, get your bearings, and then start crafting your own story. If it means cutting out some narrative concepts to fill them in later, then so be it.
So let’s discuss this introduction on a narrative level and how it works along with the gameplay to introduce you to this world. First, the game assumes you have played a game before, which I like. Sure, on-screen prompts are there to tell you what to press and where to go, but it doesn’t make you stop and focus in on exactly what you’re doing here. It’s not holding your hand for too long.
You are on a lift going into the mines where you’ll get your laser mining equipment. You are told to put a helmet on because of the lack of proper oxygen, which is a main gameplay element. Then you get some world building where characters tell you what they are doing and why they are down there. You also understand that Lin is a respected member of this organization.
Then you get your laser and you start blasting away at the bits of rock found in the wall; another gameplay element (pun intended). This is not only designed to show you how to mine out in space, but to how to aim and shoot as well. It is all dressed up in a neat little package. You’re learning without even realizing it! Once you get the hang of that, which is quickly, you’ll get more narrative where you interact with the MacGuffin of the story (or so I assume here).
From there you are making your character. It’s a quick process, not a lot of thinking needed here. You either make your character look like you, a real ugly astronaut, or Todd Howard. From there you are told “Hey, someone is here for you” and you are visited by Barrett. He is knows you have touched the “artifact” and that you are now special, much like him. He’s flying in an old ship that is special, apparently, and he has a cool robot assistant who fits the cliche of smug yet funny sidekick. I approve.
Then, there is a neat little introduction to combat where some members of the Crimson Fleet, a pirate organization, drops from the sky. You take part in a bit of fisticuffs and then you are told that you’re very good at playing the game. Barrett gives you a fancy watch like he’s Christopher Walken in Pulp Fiction. The watch acts like a guide and feeds you, the player, important information but looks real cool to the character so you keep it.
Barrett then gives you his spaceship which is odd for someone you just met. Luckily, the game knows how silly this is so a couple of narrative decisions have been made here to consolidate the experience. Barrett is going to remain at the mining facility because he wants to help if more Crimson Fleet pirates land, which is a great way to tell the player “hey, you are on your own here and you need to take control.”
From there you head into space and more Crimson Fleet ships are incoming just as you are outgoing. The first ship is a nice 1-on-1 battle where you’ll learn how your ship’s system works. Then you interact with two enemies and boy do you learn a bit more about how space combat works. You’ll blast those pirates out of the sky with gusto. Then you have to set your coordinates to land at New Atlantis where you meet the rest of Constellation and get the rest of the information you are seeking out.
Everything you do within the introduction has some layer of reason to it that relates to this universe. It might be quick and fast but it’s real thorough with very little room for mistakes. You still have a bit of a sandbox and while it is quick, it is efficient. You learn the basics of the game without it bogging you down with additional un-needed details. You have all the pieces in play and you’ll eventually learn what everything means in due time. Much like myself attempting to have a sweet moment with my wife, it holds your hands until you’re sweaty and clammy and you have to let go because your eczema is flaring up again.






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