
Starfield is a truly massive RPG, but according to one Bethesda veteran, it didn't need to be stuffed with as many loading screens as it ended up with.
“It could have existed without those [loading screens],” Axis Unseen developer Nate Purkeypile tells VideoGamer on the subject of Starfield's wealth of momentum-breaking buffer zones. “Like, some of those were not there when I had been working on it, and so it was a surprise to me that there were as many as there were.” Specifically, he's talking about the city of Neon, an area Purkeypile had worked on early in Starfield's development stages before leaving Bethesda to create a heavy metal horror game that's about as far from a futuristic sci-fi romp as one can possibly get.