As I wrapped up the Freestar Rangers questline in Starfield, a system-hopping detective romp that I thoroughly recommend to players starting out, my eyes drifted to the United Colonies Vanguard quest I'd neglected starting two dozen hours earlier. Would the Vanguard still want my company after I'd climbed the ranks of their biggest competition? Surely they'd at least give me the stink eye as I approached the help desk dressed in full Freestar cowboy getup, I thought.
Nope. The Vanguard rep didn't give a second thought to my Ranger badge, and even brushed off the brash comments of my companion, and noted UC hater, Sam Coe. In fact, the game treated me as if my history was a blank slate, and it seems like the same goes for the rest of the Starfield factions. Starfield will let you join every team without any repercussions, so don't worry about pissing them off.
On one hand, this is great: faction quests are the bread and butter of Bethesda RPGs, and it would be a bummer to get locked out of a huge chunk of content because you chose a side early on. I probably would've regretted going with the Freestar Rangers because, even though it was fun unraveling a galactic conspiracy, I'm already having a better time being a UC Vanguard errand boy. I'm glad I won't have to spin up another playthrough just to see what it's like to be a Crimson Fleet pirate, too.
According to Bethesda, that constant availability of content was exactly the goal.
«We really wanted to make sure you can play through all the faction lines independently of each other,» explained lead quest designer Will Shen in a promotional video last year. «We really want the stories to be a little more personal. You're influencing the direction of where this faction is
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