
Review · 18 Dec 2025
Starfield
A thousand planets, and the best hours are all spent in four cities.
AstorianEditor · Role-playing games, open worlds, long-formafter 74 hours
Bethesda Game Studios · Action role-playing · PC · released 06 Sept 2023 · Main story, all faction lines, one New Game Plus loop
Played 85% longer than the game usually takes to finish.
Tested on RTX 4070 · 1440p · high preset · 55–70 fps, worse in New Atlantis
There is a genuinely excellent forty-hour game inside Starfield and it is not the one on the box. It is the Ryujin Industries corporate espionage line, the Crimson Fleet betrayal arc, and the parts of New Atlantis where someone clearly cared. Everything between those is loading screens and grey rock.
Bethesda's strength was never the map
The studio's reputation rests on the accident of exploration — cresting a hill in Skyrim and finding something handmade. Starfield removes the hill. Planets are generated, points of interest repeat verbatim within the first fifteen hours, and travel is a menu rather than a journey. You do not walk anywhere. You fast travel to a tile, walk four hundred metres across it, and fast travel out.
Remove that accident and what remains is the quest design, which is stronger than the studio usually gets credit for. The faction lines here are the best Bethesda has written since Morrowind, and the corporate one in particular has a stretch of non-lethal infiltration that no other game in this genre would attempt.
- Distinct planets landed on
- Around 40
- Identical abandoned facilities entered
- At least 12
- Hours before I stopped exploring
- 22
New Game Plus is the real design
The plot's ending pushes you into a loop, and the loop is where the writing is boldest — later runs let you skip, subvert or short-circuit the story in ways that acknowledge repetition rather than ignoring it. It is a smart idea, executed with more nerve than the eighty hours preceding it.
It also arrives far too late for most people, and it strips your ship, your gear and your relationships to get there.
Where it slips
Everywhere between the good parts. Ship building is deep and almost never necessary. Outposts are a full crafting economy the game never asks you to use. The persuasion minigame reduces every negotiation to a slot machine. And the loading screen count over seventy-four hours is genuinely absurd — landing, entering a building, entering a lift, all separate.
- Loading screens, rough count
- Over 900
- Outposts built
- 1, then never revisited
The verdict
Play the faction quests. Skip the planets. That is not a workaround, it is the honest way to get value out of this — around forty hours of good-to-excellent content wrapped in thirty hours of nothing.
The score is low not because the game is bad but because it insists on being enormous when it had no reason to be.
❦
