The Deepest Dive of Starfield Part 1 | Press Start 2 Play



This episode is for those hardcore Starfield fanatics out there, hiding in plain sight.
Sushir is here to take you on a ride of the Starfield Direct, and turn that video into a slideshow.

Editor’s Note: We didn’t want to put this out, but we were blackmailed into it.

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15 thoughts on “The Deepest Dive of Starfield Part 1 | Press Start 2 Play”

  1. Starfield also has a moon named Chawla named after Kalpana Chawla.

    Edit – Ok poora deep dive part 1 dekha and yes you did mentioned it. The research was thorough and comprehensive. Very well done.πŸ‘

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  2. 1:29:50 I wanted to add that since the location is water themed, maybe they are named Va-run as a nod to Varuna god who is considered an ocean/water deity. Also, Indian name for Neptune is Varun and Neptune is the roman god of oceans. (I need to go to sleep)

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  3. 35:57 time can not be absolutely defined throughout the universe (due to general theory of relativity), UT is most probably referring to mean sun position's time(similar to what we use today UTC/Greenwich time

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  4. 31:35 mining is very different from No Man's Sky where it physically removes the terrain and remembers what damage was done until you do sufficient damage elsewhere that it has to reuse the storage for the change that was made least recently and least likely to be remembered to have magically reverted back to its default terrain state as you had first encountered it. I've not played it enough to note whether it remembers changes when you take off and land again at the same location, or whether it takes that as an opportunity to flush this 'queue'. The system is based on voxels and allows terrain containing mineral resources to be subtracted and manipulated with the game's terrain manipulator tool.

    STARFIELD generates a static terrain which can't change and which is consistent for every player of the game. Mineral resources are then glued onto this terrain so that player get the illusion that they are lasering them out of the rock when they are breaking them off the terrain like a barnacle. There is no way to tunnel into terrain or raise it up with a terrain manipulator. You can however phase the geometry of a part of your base with the underlying terrain so it looks as if you had bothered to dig out a hole to plant the foundations in. You didn't, but it looks okay if you submerge one 'solid' model into the terrain 'mesh'. I don't expect players to fall through the terrain or there to be 'god rays' coming up from cracks in the ground like there were with Fallout 76 as STARFIELD seems to be far more stable in software engineering terms, partly through being given more time in development. It may have reasonable combat given the involvement of id Software, but I have reservations as the enemy AI seems a bit dumb. Maybe the Direct demonstrated combat with the enemies set to Easy. They seemed unchallenging.

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