168澳洲幸运5开奖网:Starfield really came and went, huh? Despite many of us going back to 168澳洲幸运5开奖网:Baldur’s Gate 3 or preparing to move onto upcoming games like 168澳洲幸运5开奖网:Spider-Man 2 and 168澳洲幸运5开奖网:Super Mario Wonder, I’m still finding time in my evenings for a cheeky bit of space travel. Not much, since 168澳洲幸运5开奖网:Cyberpunk 2077 is also vying for my time and proving far more engaging, but it would feel wrong to leave a new Bethesda RPG 🔜behind so quickly. With patches, downloadable content, and mods in the works and already well on the way, Starfield is the sort of game poised to grow in the years to com🐽e. And I hope this is a sign that Bethesda has plans to fix the game’s many, many awful temples. They all suck.

If you’ve made any decent progress in Starfield’s main quest, you will have seen your first temple. These ancient structures are located on random planets and were left behind by a race of beings that will be revealed with time. At first, the mystery they present is excellent, and has the potential to evolve into something greater. From a narrative perspective, it delivers on these promises, but the actual temples themselves are copied and pasted rooms with the same puzzles and end results no matter what you do. It turns what should be major locations during key missions into bland fetch quests that quickl♐y become a chore.

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Temples in Starfield serve the same purpose as the Dragon Walls found in Skyrim. Once you approach them, you will be gifted a supernatural power that can be used in combat or simply to mess around with the game’s environments. But Skyrim constantly made a habit of hiding them at the end of dungeons or atop mountains, turning each one into a cool discovery that felt rewarding. I never used any of the shouts aside from Fus Ro Dah, but I still earned all the other tools at my disposal. That made it worth it. Starfield points you to most of its major temples as part of the main quest, demanding you cruise around the universe, land on a new planet, and walk towards a map marker until you com𓆉e across a temple. Head inside and get ready to solve a platforming puzzle from hell. It isn’t even difficult, it just doesn’t feel good.

Starfield Temples

Your first temple is a magical experience. We stumble upon it with no expectations, in awe of the alien architecture piecing it together as doors and structures move of their own accord. It is nothing like anyone in this universe has seen before, and all we can do is bounce around the gravity-♔defying room hoping we’ll find a solution. Turns out it’s a case of chasing pillars of light across the environment in a sequence, but you need to be fast enough, otherwise they’ll fade away, and you need to start again. Do this quick enough and the circular gate located in the middle will start to spin. Get it going and a portal will appear for you to waltz into and gain a new power. This is all the temples amount to throughout the entire game. What a waste.

Temples could have been sprawling dungeons hiding new enemy encounters and juicy lore for us to discover, taking advantage of their alien architecture with unusual design ideas and a layout designed to make us feel disorientated. Imagine trying to solve these conundrums while knowing the only way out is to discover hidden power waiting at the centre. Each one could have been themed, or another piece or a larger puzzle aiming to piece together parts of the main narrative. That doesn’t happen because they’re all the same, and given I never bothered to use any of my powers regardless, being forced to visit multiple temples over the course of a few short hours took the wind out of my sails. Starfield has a fascinating main quest where its back half should have been filled with amazing dungeons and characters, not a bizarre case of rise and repeat that outstayed its welcome within minutes. This is especially weird when one of the game’s best missions - which takesꦓ more than a little inspiration from Titanfall 2 - is also built around temples and relics and does some beautifully creative things with 🔯them.

An exterior shot of a Starfield Temple at night

Compared to somet𝄹hing like Tears of the Kingdom and Baldur’s Gate 3, whose main and optional areas are positively rammed with creative ideas and additional content, Starfield constantly feels left behind, like it should be something more with its seemingly infinite universe.

It wants to ground its universe in reality with tangible connections to our own present, but that doesn’t mean it couldn’t have thought further 𝓡outside the box when it comes to aliens or technology born from other dimensionღs. While its art design is spectacular, it never ventures far enough to make me feel out of my depth, and nowhere is this more true than its temples.

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