* Saves do not have thumbnails and cannot be renamed. Do I even have to comment on this? Every Bethesda RPG I can think of has been doing this, plenty of older titles as far back as 25+ years ago(Fallout 1 from 1997 had both features). What the fuck happened here that they threw this out? Isn't Fallout 4 a heavy base for this game? That one has thumbnails
*So you got a space exploration game where you spend half if not more of your time in a space suit...and you don't have a flashlight on your helmet? Nevermind, he showed that the dinky flashlight on your pipboy in 4 is better than the option the game gives you...and it still isn't a helmet mounted flashlight. What?
Remember, there were helmet lamps in Fallout 4, most notably literally every Power Armor helmet, even the Raider ones made out of trash. What the fuck?
*This guy has been a life long Bethesda fan but boy is he roasting them. That company is toast if even their biggest fans are ready to throw them under the bus
*Waiting is even more needlessly painful than in Fallout 4. Not only do you have to find a seat again to even be given the option to wait, but I swear that the time passing is at least twice as long per hour than in Fallout 4...and it was confirmed just now by using console commands. This is NOT an engine limitation, but a genuine decision by the devs. Why? And why can't you wait anywhere like in Fallout 3?
*A game that is all about space exploration has no map and no compass available for the player...why? Again, we SOLVED that problem with Fallout 4 and even 3, just COPY THE PIPBOY INTERFACE
*The watch you are given tells you every useless detail like temperature(that plays no part in minute to minute gameplay) besides THE TIME. If that doesn't tell you everything you need to know about this game, nothing will
*Daggerfall(which some fanboys like to compare Starfield to) has a search option on the map...Starfield doesn't. Daggerfall also has named saves and thumbnails
*A game all about exploring the galaxy and gathering resources...has no log on what each planet and moon has. You can't tell where you can find certain animals or where you can find resources for crafting, unless you physically write it down or look it up on the web. lol? You even get to sell the data on the planets you scan to the shops, why isn't that data in your not-pipboy?(The lengths this dude goes to show how all these features COULD have looked like via photoshop or video editing is hilarious. You're telling me this one sperg can think of this, but all the devs at Bethesda and half of India that they outsourced the project to didn't?)
*Not a new comment by any means, but the game literally doesn't have any Master level loot chest leveled lists...which means they either have generic garbage or nothing at all. lol? Even Fallout 4 had some worthwhile garbage in every reward chest, or at least some money and ammo
*Not only has the useful scrapping mechanic of Fallout 4/76 been taken away, but junk don't break down into resources anymore so they are useless again...Bethesda is going to give Gamefreak a run for their money with REMOVING quality of life features at this rate!(and with how broken and empty/soulless their "open worlds" are)
*There is skin section in the game's crafting table for both armor and weapons...which currently only matters if you paid for pre order bonuses or bought the ultra paypig edition. Fallout 4 had this feature via mods and DLC, and it had a variety of choices depending on the mod/DLC, it's clear that they are setting up this system for paid skins...in a single player RPG with free mods
*So, we got tiers of items mixed in with Fallout 4's legendary weapons that get randomly spawned in...why? Outer Worlds had the tiering system to it's gear, but it had leveled uniques for every tier, so that you would be picking up gear all the way thru out the game no matter what weapons you specialized in. The game still had the problem where your tier 1 or 2 uniques were useless when compared to Tier 3 uniques or even normal weapons of the same type, BUT it also had the magical workbench that let you give these weapons a bit more punch, if you were really attached to the weapons or if it had truly unique effects/mods that were not present with further tiers. Why doesn't Starfield have this magic workbench to let you turn money into a stronger weapon, especially if it's a lower tier than the weapons spawning currently depending on your level? Why have this useless Fallout 4 crafting system where the weapons will never keep up with the leveled enemies, making the prefix of the weapon the only thing that matters in the long run? Nothing worse than useless uniques. It should be noted that New Vegas had a much better weapon balance, one where the weapons didn't have tiers in traditional sense but there were more powerful weapon variants of the same weapon class(.357 revolver, .44 magnum, hunting revolver ect.) that each had their own PROS and CONS. Even if you had a more powerful weapon, the previous "tier" of the gun might have better benefits than the new shiny one you just found, especially until the new ammo type is common enough to use for every-day purposes. There were CHOICES that you had to consider, rather than just sticking with the gun that had the bigger numbers(not to mention many had their own backstories, looks and were generally rewards for completing a quest or killing a boss NPC, not just random magic guns that were better or worse for no reason than the same variant you can find in an outpost next door). Everything I have talked about with guns also applies to armor, Fallout 4 had various tiers of armor pieces and BALLISTIC WEAVE that increases effectiveness of normal clothing, tier by tier based on your perk levels/resources. Do that and reward your character for gathering rare resources and taking proper perks instead of randomly giving your better or inferior items with the same name and look for no reason.
*Randomized effects on items found at the end of the quests...ones with PRE DETERMINED backstories and look. What? Why not have fitting effects based on what they are and what their stories tell us about it and their owner?
*There is an alt jetpack boost jump that lets you move faster...only for PC owners, console cucks or gamepad users can get fucked...WHY? Halfway cut feature or total controller death?
*On topic of random NPCs, while not openly calling them out for what they are(non-white abominations), the wording he uses for them due to how weird they look is incredibly based, considering how most of them look. I swear they look dumber every time I pay attention to them, why is that one fat abbo wearing an old timey leather football helmet as a fashion statement? Dios mio, the raiders in Fallout games have a better sense to dress themselves more respectively...
*Again, this has been stated a million times by now, but all the "main" companions have the exact same moral compass. It's almost as if tying all the big companions to one faction was a BAD idea. Think of Fallout 4, there was one companion tied to every major NPC faction(that includes Nuka World raiders if you count them as a faction), and then there were other companions that had their own likes and dislikes, and their own moral compass. You also had robotic companions added with one DLC that didn't give a single shit what you do and just went beep-boop. In Starfield, you only have goody two-shoes companions from Constellation and then you have "crewmates" that barely have anything to say and only exist to carry your junk/help you out in gunfights or take up space on your ship to give passive bonuses. Ironically enough, these "crewmates" have more nuance than actual companions since they have their own backgrounds, many have their own stories and quests that unlock them, and they don't seem to judge you nearly as much for activities the urbanites at Constellation do. Hell, some of them are even tied to factions, like UC/Freestar/Crimson Fleet. Various different companions loyal to their respective factions and ones that fit different playstyles? What are those?? What do you mean most players don't like my Andreja/Sarah waifu or the gay nigger who constantly cries about his dead husband??(Fun fact: Despite them having no presence in the main game, the snake cult logo has been tattooed on Emil's arm, and he claims Andreja is his waifu. lol, lmao even). "Virtual school teacher ready to slap you if act out of turn. Why am I nagged in my own video game?" Quote by a Bethesda fan describing one of the "main" companions
*Game is missing a status page that shows you, for example, what your current bonuses stack up to be. Are you serious?
*Some perks simply don't work right now or don't work as advertised. LMFAO
*Very inconsistent XP gain from activities. Another creator, 21Kiloton, pointed out half a year ago during the "first gameplay reveal" that these look like debug values...they haven't changed one bit from what I have seen as shown in that video since. That footage was taken from the tutorial dungeon with the pirates btw, so you can easily compare the two
*"Cutscene remover, I don't think this is even possible". I should point out that most of these have been modded out already, and they MASSIVELY decrease loading times. Possible for Bethesda? Now that's another story, remember this is a studio that infamously complained about ladders and spears(both of which were easily modded in by other people)
*This one speaks for itself

*This one has been brought before, again, but why not have the story REVOLVE AROUND FACTIONS? Do what Fallout 4 and New Vegas did, arguably one of the best parts of Fallout 4 (which had otherwise shoddy writing) was actually siding with the factions you liked, up to and including Children of Atom and Raiders with DLC. Have the main quest force you to side with UC, Freestar or Crimson Fleet, with the Ryujin shadily stacking the three sides against one another for maximum profit and being the secret fourth joinable faction, and having Constellation be the minor side faction that also serves as Yes Man/Minutemen emergency faction to finish the game with, in case you were locked out of the other questlines. Have their horrible writing and characters be the punishment for getting kicked out of all 4 above factions, don't make them the MAIN COURSE AND ONLY WAY TO FINISH THE GAME. Speaking of which ,if we're taking inspiration from TES, where the hell are the guilds? Xenologists, LIST, Corpos, Eucliptic, Bounty Hunters, Varuun, hell give us more Miner work and even an option to own one of the outifts with it's own questline where you get to take over other companies and their properties, either by buying them out or by doing sneaky shit behind the scenes and forcing them to sell for pennies when their entire security force or their machines mysteriously suffer deadly malfunctions with no visible culprit. Let us ROLEPLAY, every single faction I listed off exists in the game already and just needs their own HQ and/or questlines. As it stands being a Xenologist or Bounty Hunter are just literally flavor text with one or two interactions in the main game from them, if that much for example. where as all the effort must have went to the Parents trait which from what I have seen is the only one that has any serious impact on the game(along with the one that adds a companion and a house, but those are one time bonuses with no other interactions aside from that). Seriously, there is a mining mechanic and a planet scanning mechanic, you could easily make each a questline(as you will be doing both the entire game anyways) and that's 2 extra factions right there, bounty hunter missions could just be generic murder missions(unless you want to capture them alive for more cash, that will reward players sticking with EM weapons and having large cargo ships), LIST would reward you for creating and managing settlements(basically Fallout 4 Minutemen quests), Xenologists would be rewarded with scanning animals and fauna and crafting useful components out of them. Corpos would reward players who are good in speech or barter, or at least good in safecracking/hacking, stealth or stealing. Eucliptic and Varuun questslines, even if they would just be the generic kill or raiding quests that are all over the place already, would give more flavor and I refuse to believe it would take too much time to implement either. Note that every faction I just described has all the elements needed to make them work in place already, all that would be needed would be a few quests and their own HQ as I have already said. This is not hard, I refuse to believe nobody else came up with this concept
*Another useful infographic. Very good ending to the video btw

*Lastly, some stellar examples of Starfield's writing from the one writer in the room


