Finding random locations in is often a major highlight of exploration, but these discoveries all too frequently bring obvious gaps in logic with them. The new RPG from Bethesda Game Studios features a mix of procedurally generated environments and bespoke content, striking a balance between curated design and over a thousand planets to explore. Having more places to go can often be nice just for tooling around, but sometimes the seams in a universe placed in algorithmic hands become a little too apparent.
One tactic that uses to fill out its world lies in speckling points of interest across locations. Some major points of interest are specific to certain locations and feature more obviously curated designs, while others fall into a variety of generic categories and could be found on many different planets or moons. Although the latter can still provide interesting encounters or contain helpful resources and loot, they frequently fail to reach the heights of immersion or integration that Bethesda has achieved both in past titles and elsewhere in This problem is accentuated by the fact that points of interest can sometimes feel out of place entirely.
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doesn't appear to feature some necessary hard rules as to where random locations can appear, making various points of interest completely disconnected from their surroundings. An area found on a frozen moon with no atmosphere might feature dead trees and plants, immediately breaking even a general suspension of disbelief regarding its function within that environment. Abandoned campsites or soccer fields can appear in similarly unlikely habitats. Not only do misplaced points of interest make some moons and planets
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