Starfield's story shoots for the stars. How much players like it will have big consequences here on Earth.
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It's also where NPR meets Starfield's game director Todd Howard just before the game's release. Inside that trophy case, Howard points to a row of boxes made up of every video game the studio has released. Of particular interest to him is 1988's Wayne Gretzky Hockey."My girlfriend gave me this game for Christmas, and I saw the address on the box," Howard says. He was attending William and Mary university at the time, not far from the company's headquarters.
"What's out there? Is there alien life out there? Where do we come from?" he ponders."You know, people forget ... that every element on Earth, every element in our body comes from an exploding star." Art director Istvan Pely refers to the game as a kind of period piece, despite it taking place in the future. For example, the moody noir-ish lighting was inspired by the TV showBethesda SoftworksIt's a fusion of future and past, a style the team calls"NASA punk." The idea is that everything in Starfield's future world feels tactile and real. Buttons on spaceships are not mysterious; there are labels detailing what they do. Spacesuits look like they were dreamt up in the 1970s.
"It was really important to avoid the sci-fi environments that are cold and clinical and don't feel lived in," notes Pely."People still have rock band posters on their walls, or little toys that remind them of home, or things like that ... don't assume human nature has dramatically changed even though we're in a different time period.
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