is incredibly immersive, and its sheer size is almost mind-boggling, but there are still some aspects to its game world that don't make any sense. Bethesda Game Studios' interstellar RPG is incredibly ambitious, but it still builds upon a foundation established by 2006's. Nearly everything in can be interacted with, and hundreds of NPCs can be engaged in conversation. The game's breadth leads to a number of things that aren't quite as they should be, but other nonsensical features are symptoms of game design, world-building, or just incorrect science.
Bethesda's latest heavily incentivizes exploration; before Constellation, the game's main faction, gets its primary mission in hunting down mysterious artifacts, it's essentially an explorer's guild. Humanity has settled numerous star systems after being forced to flee Earth and its collapsing atmosphere, but most of 's 1,000+ planets and moons remain unexplored. Sci-fi technology like grav drives and the powers granted from temples throughout the galaxy always require some suspension of disbelief, but other oddities in 's Settled Systems remain head-scratchers.
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A distinct highlight in the freedom gives players is its extensive ship-building mechanics. Pre-built vessels are purchasable throughout the Settled Systems, but each on is modular, and can be torn apart to be rebuilt entirely different. One of the more important stats players will keep an eye on when designing a ship is its cargo capacity, and despite there being modules in the Habs menu labeled as Cargo Halls, these inexplicably don't increase the ship's overall cargo capacity. Only Cargo Holds (a separate menu from Habs) increase hauling capabilities, which may
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