Starfield:Starfield Direct – Gameplay Deep Dive

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The Starfield Direct – Gameplay Deep Dive was a forty-five minute presentation released June 11th, 2023. This presentation showed a number of gameplay mechanics, artistic choices, and the numerous staff members from Bethesda who have been working on the game. It also included details about the various editions of the game, as well as exclusive peripherals.

Transcript[edit]

Todd Howard: Hey everyone, thank you so much for joining us today. And welcome to Bethesda Game Studios. You know, we've been so lucky over the decades to make the kind of games that we love here. And that's thanks to all of you. From The Elder Scrolls to Fallout, we love creating these worlds and playing in them just as much as you do. And throughout all that time, we'd often talk about and dream up “The Space Game”. What if we could take that feeling of being who you want to be and exploring a new world, but set it in space where you weren't really limited in where you could go or what you could do. And that, is Starfield. Obviously, we've come a long way since then with the games we've built, our technology and all of us here in the studio. We've done so much together, but well, we've never tried to make a game like this. Today you'll get to hear from many on the team and see so much of what we think makes our game special. So let's jump in and take a look.

Starfield is our first new universe in over 25 years but it's still a Bethesda RPG through and through—where you step into a new world and you get that feeling of unlimited possibilities. But this time it's not just one world. It's over a thousand worlds. Because the choice of where to go, it’s not ours. It's yours. And it wasn't until now that we had the technology to create it. From the rocks at your feet, to the mountains in the distance. To the people and creatures that live on these worlds. That isn't just a backdrop, that Moon is actually there orbiting the planet. Yes, you can visit it too. We realistically simulate the galaxy around you. Our next generation lighting model uses real time global illumination to light the world based on the type of star and the makeup of the planet's atmosphere. We also have an all new animation system. And of course, you can play it in third person and you can play it in first person. We love exploration and rewarding it, but you do explore differently in this game given its scale. That usually involves exploring an area you've landed in. You can collect resources, do a mission, and maybe even stumble upon something unexpected.

We do love stuff and all of the items, allowing you to pick everything up. And you can view all of that in your data menu. This is the hub for everything you're doing from your skills, to your ship, your missions, and your inventory. We love to pack a ton of detail in every object. From all of your weapons, to spacesuits, to food. We just obsess over the details and food. We obsess over food. When you're done exploring, you can walk back or fast travel to your ship. We have companions and crew you can take with you. I left VASCO here back at my ship.

VASCO: Welcome back, Captain Howard.

Todd: And he can even say your name. Let's head out.

Istvan Pely: Our mission was to convey the wonder and majesty of space exploration. To evoke the romance of the golden age of early spaceflight. And we've been referring to this approach as “NASA-punk”. This means a design language where the tech is advanced, yet still looks grounded and relatable.

John Gravato: For us, it’s that contrast that's where the visual interest is. Obviously, the NASA, which is the rigid, hard function over style. And then punk, which is all about style.

Istvan: You can see that visual style coming through in your ship. Your ship is your home for you and your crew. And like many of the spaces in our game, it has a slightly retro and analog touch. A bit of lo fi rather than sci fi, where everything is well used, worn and lived in.

Barrett: All righty. What's the plan, Captain?

Todd: This is your star map. It starts with the planet you're currently on. You can see all of its info and resources. You can choose a landing spot or fast travel to known locations. Backing out further, you can view all the planets in the system. Obviously, the game is big. And it’s here you can see planets that have key locations, missions, or life on them versus the many planets that are barren but resource heavy. Zoom out even further to see all the systems in this part of the galaxy. Here, you can plot a course to ones that are light years away. This uses your ship's grav drive to fold space and jump to these systems. And you will need to upgrade your ship and skills if you want to jump to the most distant ones. But for now, we'll plot a course to the Alpha Centauri system where we can find the city of New Atlantis.

Unidentified Cargo Inspector: Welcome to U.C. space. Maintain your current course while we scan your ship’s cargo. Scan complete. You are cleared for landing at New Atlantis.

Maja Jevremovic: As soon as you land in a city like New Atlantis, your eyes are guided upwards to just these boundless, vast buildings.

Angela Browder: It's the biggest city we've ever made. Not just in size, but also in the amount of custom art, crowds, and quests.

Brian Chapin: So the main focus when we're designing a city is obviously what supports the story. We try and tell as many small stories as possible.

Unidentified Robot: This is a colony war memorial.

Brian: It's a few moments of gameplay that make the space feel like it's full of real characters that are going about their day to day lives.

Unidentified Coffee Drinker #1: It's paralyzing if you really stop and think about it.

Unidentified Coffee Drinker #2: Buddy, it's coffee.

Angela: It's also where your adventure with Constellation begins.

Sarah Morgan: Welcome to Constellation. We have a lot to talk about.

William Shen: By the time you meet them, Constellation is sort of seen as this mythical group. Most people don't even know they exist anymore. They're the last true explorers in the galaxy, and they're trying to find the answers to some of humanity's biggest questions.

Sarah: The artifacts are so different, so alien, and I'm certain one of them reached out and spoke to you. The artifact, if you could place it on the table here.

Noel: Oh, my God. Look at how it's coming together.

Walter: That means there's a set.

Matteo: Built by an intelligence outside the settled systems.

Emil Pagliarulo: It's definitely an eclectic cast of characters. You've got Sarah Morgan, the ex soldier and adventurer, now Constellations leader. Matteo, the theologian who believes that there's definitely something else out there. Noel, the gifted scientist and Sarah Morgan's protege. And Walter, a very successful businessman in the settled systems and Constellation’s financier.

Walter: Anything goes as long as you have the money.

Emil: There's also Vlad, the ex pirate. Sam Coe, the former space cowboy. And, Barrett.

Barrett: You know what I hate about these pirates? Completely resistant to my otherwise irresistible charm.

Emil: The journey you take with Constellation is just the first of many you’ll embark on. The settled systems is home to all kinds of different stories, people and adventures for you to uncover. The United Colonies is where you'll find new Atlantis. The first major human settlement in space. The people who live here value law, discipline, and the legacy of humanity. They consider themselves the true children of Earth.

Unidentified U.C. Recruiter: You ever think of joining up with the Vanguard? Helped the United Colonies? Even get your U.C. citizenship?

Emil: New Atlantis isn't the only city within the United Colonies. The city of Cydonia on Mars, to this day, serves as the largest mining facility for the United Colonies. Beyond the United Colonies reach, you might find yourself in a much more wild and independent coalition of star systems. This is Freestar Collective space. The capital of the Freestar Collective is Akila City.

Unidentified Akila City citizen: The Stoneroot Inn is an Akila City fixture.

Unidentified Stoneroot Inn bartender: A ranger relies on judgment and intuition to do what's best for the people.

Emil: Neon started out as a fishing platform, but is now known throughout the settled systems as a pleasure city where almost anything goes.

Unidentified Neon citizen #1: If you've got morality issues, this definitely isn't the job for you.

Unidentified Ryujin voice: Ryujin is hiring the best and brightest of today for our future tomorrow.

Unidentified Neon citizen #2: Everyone has been chewed up and ground up by Neon. Try not to get yourself killed, all right?

William: Outside the bounds of civilized space, there are still plenty of unclaimed systems to explore. But these areas are also home to the most hostile factions in the galaxy.

Unidentified Great Serpent worshiper: The Great Serpent hungers. All heathens shall be made dust in time.

Unidentified Porrima III resident: A new face. This is the face of a brave runner here to challenge the Red Mile.

Unidentified Crimson Fleet member: They think the galaxy is theirs. They are wrong. It belongs to the Crimson Fleet. It always has.

William: In Starfield, we're pushing our cities and settlements further than we ever have before. It's all there waiting for you. A slice of humanity's future.

Sarah: So. Ready to get out there?

Rick Vicens: Throughout the galaxy, there are so many things to see and stories to experience. But the most important story is the one that you tell. I'm the type of person who spends hours in character creation. And I think people are going to be really excited when they see all of the improvements we've made.

Felipe Nogueira: One of the biggest overhauls was done through our character generation system. We scanned a wide range of faces from different age groups and ethnicities, and by mixing and matching all that data, we were able to create highly detailed and diverse characters.

Rick: We use that exact system to create all of the characters and NPCs you're going to see in the game. So any character you see almost always is a character you could make yourself.

Unknown voice #1: Snap out of it.

Heller: Hey, come on. Come on. Okay, Take it easy. You were out cold. No physical damage. Mentally, the jury's still out. You know who you are? New recruit for Argos Extractors? Ring any bells? Any of this look familiar?

Rick: You start your character creation journey as though you're cycling through employee records. You'll pick from a lineup of 40 presets, and that'll be your starting point. Your journey from there can be as detailed or as quick as you want it to be. This new system has more to offer than ever before.

Ben Carnow: It's also the simplest character generation system we’ve ever had. We let the player get as close as possible to make whatever they want. With the various facial morphs you can blend together, the dermaesthetic and make up, blemishes, scars, piercings, teeth settings. It's a lot, but I think it's the most fun to use.

Rick: Character creation is more than just how you look. This is also where you start to decide who you want to be. That's where backgrounds come in. Backgrounds give you a bit of backstory and start you out with three basic skills.

Unidentified Argos Extractors employee: From Chef to Dusty, you know, the crew still has a betting pool about which restaurant critic you must have crossed to wind up here.

Rick: What's great about backgrounds is you never know when yours is going to come in handy. You could be in the middle of a fancy restaurant talking to some guy and suddenly you learn he needs a Beast Hunter to help track down a monster.

Markieff Sunderland: Fine. I probably should stick to professionals anyway, given what happened the last time.

Rick: We're also giving you the option to customize your build even further by letting you pick up the three traits. Traits are completely optional and they come with their own advantages and disadvantages. You could choose to meet your biggest fan.

Adoring Fan: By Vectera, by Vectera, by Vectera! Is it really, really you?

Rick: He'll join your crew and he’ll give you gifts if you're willing to put up with his constant commentary.

Adoring Fan: I can't believe I get to stand near you breathing the same air. I've got to have every molecule.

Dana Christo: My favorite trait is kid stuff. You have to pay some credits to support your parents, but they're very sweet and it's really fun to go visit them.

Player’s Father: Honey, we got ourselves a visitor.

Player’s Mother: Oh, my God!

Brian: I came across some hostile zealots in space, but because I had chosen a trait that made me the same religion as them, I was able to get by without any issues.

Rick: There's another great one that gives you a damage buff when your health is low, but mercenaries will randomly show up and try to kill you. No matter what you choose, there'll be plenty of ways for you to tell your story. And if you want to remove a trait, there are ways to do that too.

Adoring fan: What a view. It's a feast for the eyes. Off we go, to another adventure!

Rick: We'll let you discover that on your own.

Tim Lamb: Once you've built the perfect character, that's when your journey can really begin. We took what we loved about skills and perks from our previous games and put them together to create an all new skill system. Each time you level up, you get a skill point which can be used to unlock, or rank up skills. Ranks are unlocked by completing challenges associated with that skill. Challenges become increasingly difficult as you work your way to higher ranks. With our five different skill trees and four ranks per skill. There's a lot to choose from.

Nadia Haschart: I like the Xenosociology skill because it lets you mind control Aliens.

Tim: Boost Pack, out of the gate. I’m Boost Packing everywhere.

Dane Olds: I like maxing out my physical tree so I can get Neurostrikes, and just punch my way through combat. That one's a lot of fun.

Tim: Invest in the skills that suit your playstyle.

Angela: I'm very much a stealth player. So, I'm out there pickpocketing everyone. My favorite part about being stealthy is slowly creeping through vents like you're in a movie and then jumping out and springing on people.

Brian: Whenever possible, I like to talk my way through situations.

Unidentified security guard: This area’s off limits. Fine. I'll issue you an access card.

Tim: I'm more of a run and gun player. I like doing the death from above thing where I'd boost pack over guys and I throw landmines at them. I like blowing stuff up.

Istvan: Exploration is a key aspect of all our games. In Starfield, there are full star systems with new life, resources, and adventures. Our team worked hard to strike a balance between fun and realism. We studied data from NASA and a multitude of other sources to help us make the world feel believable. From the way we approached planetary atmospheres to the way we place biomes based on the planet's distance from the sun. Once we had created a grounded world, we could start looking at all the things that make that world fun. When you leave a planet and head into space, you'll be navigating asteroid fields, having chance meetings with interesting strangers, dog fighting in space, and exploring derelict ships. It's all out there. Ultimately, it's about rewarding your curiosity because whether it's on the surface of a planet, the alleys of a city, or the vastness of space, you never know what you'll find.

Ryan Sears: Space exploration is possible thanks to your ship. Your ship is almost like having another character or home you can make all your own. I think you'll be blown away by the amount of stuff you can do. You can buy a ship.

Unidentified ship technician: I'm sure you can find something you like.

Ryan Sears: Customize and upgrade that ship. And hire a crew to keep it up and running. And it all starts in space ports. Every space port has a ship technician where you can purchase, sell and modify ships.

Unidentified ship technician: Anything I can help you with?

Ryan Sears: Maybe you start off with a speedy fighter that's perfect for bounty hunting. Then you might round out your ship roster with a hulking space freighter to run cargo missions, or even do a little smuggling. For now, though, we're going to take our starting ship, The Frontier, and make some changes. You can customize and upgrade everything you see here. And you have two ways to do that. You can quickly upgrade individual systems like your weapons or shields, or you can deep dive and enter the shipbuilder mode. Here, you can change anything. From the systems to the look and layout. Adding a new habitat module can give you more room for crew. Adding cowling can change your ship's overall silhouette. An improved grav drive allows for longer distance space jumps. You can even fully customize your paint job to get the exact look you want. The parts you choose to build with don't just affect your ship stats. They'll also affect what you can do inside your ship. You can have modules for crafting, or for storing and displaying your weapons. Starfield’s in-game ship manufacturers bring their own look and feel to every piece of your ship. From living quarters, to cargo holds, mess halls and control rooms. Our modified Frontier is a practical ship, but with a little creativity, your ship can look like almost anything you want.

Jamie Mallory: It's a bit odd, but one of my favorite ways of customizing ships is… I make them look like animals. The HMS Platypus, as I called it. Where it had like a giant tail to it. We've done spiders. We've done mechs. So it's really whatever your imagination is.

Ryan Sears: And while you can build your home among the stars the way you want to, you're probably not the only person who will call your ship home.

Sarah: Ready to lift off when you are, Captain.

Barrett: Engines ready.

VASCO: The Frontier is fueled and ready, Captain.

Alan Nanes: Some of the members of Constellation can join you on your journey. These companions can serve on your crew, and they'll always be there when you travel.

Sarah: We'll be traveling together until we either find an artifact or this lead runs dry.

Alan: Each companion comes with their own valuable skills for your ships and outposts, as well as unique quest lines. Eventually, some friendships might blossom into romance.

Sam Coe: I don't know that I've ever really loved anyone ‘cept you.

Alan: And if you're looking for a little extra help on your ship, you can always hire additional crew at space ports.

Marika Boros: Got any room on your ship for someone like me?

Alan: You'll also meet potential crew members out in the world.

Heller: Still think there might be a spot for me on your ship? I gotta get off this rock.

Alan: Assign crew to your ship or outpost, and their unique skills will affect how they run. And just like companions, most crew members can lend a hand in the field. Take VASCO for instance.

John: He's designed around the core basics of a NASA machine.

VASCO: Please avoid getting shot. You might die.

John: I still want to give it almost a humanoid personality, so I elongated the limbs. This tends to make him feel more human-like and give him a little personality.

VASCO: It is a shame exploration requires so much bloodshed.

Alan: Using the shipbuilding tools and crew selection features in Starfield, you'll be able to build and captain the ship of your dreams. And now let's take to the sky.

Zachary Wilson: We're putting you in the cockpit of your very own spaceship and telling you that you can do pretty much anything. And that is really cool for us as developers. Spaceflight should be exciting and dangerous, and you should feel like you're in complete control every step of the way. We've extended that sense of control to ship combat. It's not about just hitting your triggers to fire your weapons. It's a complex dance between your piloting skills and our power allocation system. Boosting power to your engines will make your ship faster. Powering up the grav drives will shorten the amount of time it takes before you can make a jump. And moving your power to your weapons and shields means you're ready for a fight. You should always be on your toes, because you're not alone out there.

Unlocking the Targeting Control System skill will allow you to zero in on specific subsystems of the ship you target. After destroying an enemy ship, you can loot the remains from your cockpit. You can always turn any ship that engages you into scrap. But you can also take a more personal approach, by docking with the enemy vessel and boarding their ship. Once you've taken control of an enemy ship, it's yours. Add it to your fleet and retrieve it at any space port. But space is way more than fighting for your life. Just like when you're planetside, there are plenty of sights to see and stops to make on the way to your next adventure. Like these massive star yards. Walk the halls, talk to the crew, maybe get talked into buying a whole new ship.

Unidentified UC staryard officer: A civilian in my star yard? Let's see about getting you a proper ship. One worthy of you.

Zachary: Maybe you'll dock with a gigantic battleship like the U.C. Vigilance. Or rub elbows with the galaxy's wealthy elite on a cruise ship fit for the stars. There are plenty of personal encounters to be had as well. You can hail any ship you come across to trade, swap info, or maybe even commit an act of piracy.

Trader Highlander: Let's do this.

Jamie: When I'm playing, I generally go crazy. I definitely go like the more piracy routes. I want to take over ships. I'm going to board ships. I'm like, This is now mine. I steal all the sandwiches and put them, you know, in my cargo hold that I have specifically for sandwiches. I don't want to play the hero, but I want to go out and just start taking things from people as quickly as possible.

Zachary: Some strangers might be looking for a little human connection in the darkness of space.

Grandma: Hello, stranger. I just finished cooking up some food. If you want to come on over just pop on by.

Zachary: Some of the best moments are the ones you discover on your own. The thing I love most about Starfield is that it is a Bethesda game through and through. It's really about going to strange new places, meeting interesting people, and getting sidetracked on zany adventures. Then realizing 2 hours later that you're involved in a completely new story.

Unidentified human: You’re human? We thought we were the only ones to leave Earth.

Zachary: That DNA is so present here. It's in our random encounters. It's in our handcrafted quests. And it feels so cool to play it and just make your own path in this universe. There are over a thousand planets out there just waiting for you to visit. We want you to feel like explorers. Breaking ground on new planets, exploring every inch of a mostly untouched galaxy. We want you to feel hopeful. We want you to feel this sense of awe and wonder. And sometimes a little fear. We're giving you a massive playground and a ton of toys and just setting you free.

Todd: Hey everybody, we've shown you so much stuff. We thought we'd just take a little break and show you something a little bit different. You know, we put so much detail into our game worlds and we love the opportunity to bring that into the real world with our collector's editions. And for this game, we've done a watch. It is the Constellation Explorer's Watch. This is the watch that you actually get in the game that acts as part of your HUD, where it's the compass and then environmental information. It connects to your phone to give you notifications and other information. And we've also designed this really cool case that it comes with. Istvan?

Istvan: Yeah, we really took as much care in the design of this case as we did the watch. Our attention to detail in the game totally translates to this. Inspired by the cases that the astronauts used during the Apollo era to bring back samples from the moon. It's got an intricate locking mechanism. Authentic, heavy. It comes with a Constellation patch, NATO strap, and the overall functionality and believability of this as something that would exist in the world in the Starfield universe.

Barrett: Oh, and hey, take this. You'll find it very useful out there. And it even tells the time.

Todd: We actually have something else. Now that we're part of Xbox, we get to work with the amazing people on the Xbox hardware team, and together we have created this custom, limited edition Starfield controller. It's awesome. It is now, you know, our favorite controller.

Istvan: We love this because it's inspired by the actual controls of your spaceship. And not only that, we've created the first ever custom headset with Xbox. And this is a perfect pairing with that controller.

Unidentified Frontier crew member: Control this is Constellation Starship Frontier. We’re ready to start on your signal. Steady till ready. Coordinates, input, plotting jump course. Guidance is converged. [Garbled]. System checks are green across the board.

Unidentified voice#2: Prepare for departure.

Unidentified Frontier crew member: Grav jump commencing in 5… 4… 3… 2… 1…

Matt Carofano: In every one of our games we always put so much care into all those little details that breathe life into our worlds. But Starfield isn't just a Bethesda Game Studios world. It's a Bethesda Game Studios galaxy. So why go this big with Starfield? Because we want to give you freedom on a galactic level. The freedom to experience both the exciting planets and the quiet ones. Scanning a planet before you land is a great way to get a sneak peek at the available resources you can use for crafting, building and customizing.

Jean-Francois Levesque: I think what's cool about this whole system that we generate the planet itself as a procedural content, but the hand-crafted content itself comes as the player explore. Our system builds a planet as the player approaches it, and we stitch together a block of terrain. After that, we have the system that adds interesting locations for the player to explore, creatures to encounter. Ore and plants to pick up. It allows us to add that touch of environmental storytelling that Bethesda is known for.

Unidentified Science Outpost scientist: Aggressive creatures have been disrupting our experiments. Their habitat isn't far from here. If you could take care of them for us, we would be in your debt.

Jean-Francois: So even if your friends were to visit the same planet that you had, you would have a different story to tell.

Matt: It's completely up to you how you want to interact with each planet. Whether you want to explore and see what you can find, harvest resources and be on your way, or simply take in the views. With the help of your scanner, you'll chart the uncharted and discover exotic wildlife.

Kurt Kuhlmann: If you have the skills, you can even figure out that certain creatures and plants. You can build an outpost and produce resources from those plants and animals. You can get experience and rewards for fully surveying planets and fully surveying a whole system.

Matt: When we were concepting these creatures, we really wanted to think of them as natural to the environment. We didn't want alien monsters. We wanted native wildlife, something you've never seen before.

Keith Beltramini: When it comes to our exteriors, when the sun moves, all that light is calculated in real time through the atmosphere. Our biggest goal for lighting with Starfield was to make the game feel more filmic; to use lighting and color to really make it feel more cinematic.

Matt: After some exploring, you can find a spot to set up a base camp. Outposts can be built almost anywhere on any planet. And the habitat modules come in all shapes and sizes, filling all different purposes. You can even live in them. Assign crew and companions to work at your outpost for added bonuses and set up extractors to harvest resources while you're away.

Dana: Something cool we have this time is we have a new fly cam where you can toggle between on foot building or you can now use a top down isometric camera, which helps plan out larger parts of the outpost and placing those larger habs. So you can really plan your structures and what the overall feel of your outpost is. And then when you're on your feet, you can really decorate and fine tune things much easier.

Jeff Browne: Add crafting and research stations in your outpost to utilize any resources you find or already have. Mod your weapons to adapt them to your playstyle. Different weapon sights and scopes, larger magazines, a selection of grips and barrels, different ammunition like explosive rounds. All you stealth players out there will surely need a suppressor. You can also choose to go hands on with melee weapons.

Tim: I think it's always a delicate balance between, like, what's realistic, what's sim, and what's Hollywood. And I think we sort of err on the side of, like, what's fun for the player.

Dane: With Starfield, we've completely overhauled our combat. It’s more dynamic. The animations are more fluid. It just feels great.

Tim: We probably have more mods and more weapons in this game than I want to say any other game we've done before. It’s a lot of variety.

Jeff: Upgraded gear is just one of the many factors to pay attention to when engaging in combat. You may need to switch things up based on your environment. Gravity is different for each planet and boost packs are excellent for getting around. And for giving you an edge in combat. Sometimes you'll even feel like you're flying. Zero gravity environments pose a different challenge, firing a ballistic weapon in zero-G will actually push you backwards. Energy weapons, on the other hand, offer a more stable shooting experience.

Dane: We also have mag weapons. These are high powered electromagnetic induction ballistic arrays. Each barrel has its own targeting laser and can dish out some serious damage. Whether you want to get up close and personal with your own two fists or you like more compact weapons, like pistols and submachine guns, or maybe you prefer something bigger. Starfield’s got you covered.

Todd: Thanks again for being with us today. We are just so grateful that you've taken the time and spent it here. I know there was probably a lot to take in. There's a lot to the game, even more than we could show here. You know, as we play it, we're always sharing these unique and special moments that only a game like this can bring. When I think about what makes it special, it really is the people here. This game is a reflection of the incredible and passionate team that made it. All of them putting something special of themselves into it. So let's hear some of their favorite moments.

Ryan Salvatore: I love the way that our final combination of all the new tech has come together to create some of the most beautiful sunsets and sunrises we've ever had in any of our games.

Kaela Smith: I love the creatures, the exploration. Every biome is different. The word that comes to mind is vast.

Jamie: I like to use our photo mode to take rock star photos.

Dane: I just love that constant feel of discovery. And, wow, I can't believe that there's more here.

Maja: I'm most excited about our outpost building systems.

Angela: My favorite part is every time you step out on a planet, it's a unique experience.

Zachary: You spend all this time building your ship and you see it on the landing pad. These things are gigantic. It's the kind of thing that you just can't get anywhere else.

Tim: There's something about seeing a tower over in the distance and going, I know the gravity is low here. I think I can make that jump.

Ryan Sears: My favorite part is—

Christopher Rodriguez: Biomes.

Kurt: Spaceships.

Felipe: Audio design.

Ashley Cheng: Planets.

Keith: The day night cycle.

Rick: Those details matter to me.

Brian: Diplomacy.

Istvan: Exploration.

Jean-Francois: Freedom.

William: The ending.

John: VASCO. Obviously.

Dana: I love the robot so much.

Matt: The incredible amount of worlds we created.

Tim: Sniper rifles, come on.

Dane: Lever action, rocket launcher.

Ben: Brain sprout. I love, but some people might find creepy. I don’t know. I don't know what’s wrong with them.

Jeff: The thing that I enjoy most about the game is the freedom to be who you want to be. Do what you want to do. It's what you've come to expect from a Bethesda title, but on a much bigger scale.

Todd: On behalf of all of us, we can't wait for you to play Starfield and make your own special moments.

Unidentified voice #3: Main engines go. Good luck Constellation. You are go For Launch.