Starfield is a good game, but it's also been the subject of a perhaps-unexpected level of criticism from players, exacerbated by the triumphant Cyberpunk 2077 2.0 comeback. But in response to a player's complaints about Starfield's use of Creation Engine 2—an updated version of the aging Creation Engine that was first used in 2011 for The Elder Scrolls 5: Skyrim—one Cyberpunk 2077 developer took a minute to defend Bethesda's sci-fi RPG, saying the issue isn't the technology but that Starfield developers «are just doing something different with their time.»
«I've been really feeling more and more critical of Starfield after going back to Cyberpunk, with the constant load screens, awful dialogue camera and lackluster animations,» Twitter user Synth Potato tweeted. «I really don't think even with patches that Starfield can ever really match [Cyberpunk 2077's] level of quality, this is fundamentally the fault of the Creation Engine.»
But Cyberpunk 2077 senior quest designer and self-declared Starfield fan Patrick K. Mills, who also served as a quest designer on The Witcher 3 and its expansions, expressed a very different opinion on how each game approached cinematics: He believes that the issue is not one of capability, but of priority.
«It's not a focus for them for a lot of reasons, and the necessarily high level of player freedom is actually as big a deal as the tools,» he tweeted. «You can't do the Judy's roof thing [in Starfield] because you can have that scene play out on a hundred something different planets, at any time.
»They do some scenes that are staged in a more refined way, like meeting constellation for the first time, some quest sequences etc. But they have vastly more scenes with a revolving cast of
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