The Starfield Experience II: The Freestar Rangers
While it's still fresh on my mind, it's time for episode 2 of my Starfield maiden voyage. Last time, I joined with the Crimson Fleet and got my sneaky fingies on a cool 200,000 credits. On this excursion, however, me and my first crewmate Mathis were honest men with no bounty. And we were gonna perform our community service by way of frontier justice.
"But captain," you say, a puzzled look fixed tight on your brow, "I thought you were playing an evil character." Don't you worry. I'm every bit as unhinged as I was in my pirating days. Because dialogue always gives me some completely bloodthirsty options, which I promise to choose every time. Crooked cop time babyyyyyy
De-escalation Tactics
We arrived in the town of Akila City (game is very loose with the distinction between Cities and Towns) just in time for a classic scripted Bethesda moment. We all remember walking into Solitude for the first time and seeing that guy on the chopping block. We all tried to save him, and all our level seven characters were lacerated on the spot. A storytelling crutch? Probably, but there's no reason it can't be effective. Plenty immersive to walk into a new settlement and already see some shit going down.
Just that type of shit was going down in Akila, as soon as me and Mathis got boots on the ground. Local bandits were holding up the bank, had taken hostages, and the rangers were outside trying in vain to negotiate. A tense situation indeed. Maybe two ruthless pirates who had just shot down a civilian ship on the way here can help.
I'd been pumping some skill points in speech, by now. Failed persuasion checks were getting on my nerves, but successful checks were making me feel cool. That and, on my brief trip to Neon, I had picked up a very goofy looking future suit that gave a passive 10% persuasion success. This is all to say I talked the bank robbers out the building, not a hostage lost.
While I was in town (Akila has some great music) I tried repainting my ship, thinking the Crimson Fleet colors would cause Mathis and I some problems out in space. How stupid of me to think the game would account for that sort of thing. You can land on Planet Police State with a ship painted the way only pirate ships are painted and nobody cares. Clue #1 that I could get away with a lot, within this faction system.
And speaking of factions, my success with the GalBank situation got me on the path to getting deputized.
I See You, Space Cowboy
First I had to talk to ranger Emma Wilcox, in the very cool space saloon. She wanted me to complete just one job before they considered letting me join up. Overachiever that I decided to be, sporadically, I took all four jobs the ranger kiosk had at the time, thinking I'd really impress by clearing the board. Rescued a hostage, took out a gang of spacers--real basic rng quests. The one where I had to kill a Crimson Fleet captain was funny. Mathis didn't like me doing that very much, despite us both quitting at the end of that questline. But as long as he stayed on the ship while I went out and split some wigs, he didn't mind. What he doesn't know won't hurt him, I suppose, but this begs another question: why can't I take criminals alive? Spoiler alert, but the rangers are gonna urge me to resolve problems without violence later. This peaceful justice creed does not extend to the rng quests. Okay.
But after completing all four and hitting myself bc no shit that doesn't make a difference, Wilcox saw potential in me and took me up to the marshal. Or who I have to assume is the marshal. That's Daniel Blake, pictured above, who gave me a dorky vest and a very cool pistol.
In hindsight, there's very little warmup to the questline's main problem. I was immediately sent off with ranger Wilcox to a farm that would prove to be the first victim of the overarching villain. There's this gang out in the canyon trying to 'wrassle away their farmland, say no more, we march down and make confetti outta 'em. The ship they flew in on was recently stolen from a company called HopeTech, which became our next destination.
Look Guys, Bezos did make it to space
We land at Hopetown, which I wanna imagine has a larger quest associated with it, but then again maybe that's what I'm doing right now. Seems to be one of the more intensely designed settlements in the game. We're essentially in a company town. Everyone here works for Hopetech, lives on a planet where the only thing around is their job, and carries an eerie devotion to the company and its founder. This is Ron Hope. He talks like an Oblivion NPC, which is to say too slow, and I earmarked him for death real early.
So I tell him about one of his stolen ships, he already knows, he wants me to keep it on the DL since it'd tarnish his brand if people knew ships could be stolen off the assembly line, yada yada. The conversation I was having with him here and now wasn't super important. What was important was introducing Hope as a character so him maybe/maybe not being evil later doesn't feel like it's outta nowhere. Well fuck me for knowing how these stories work, but of course he did it. I don't even know what 'it' is, as of right now, but I know it was him. Why else would we be meeting him so early? The butler did it.
We're off to Neon next, where I understand most stolen ships wind up. A player may deduce this on their own through normal gameplay; if you're one to plunder ships and sell them off, Neon is one of the places to do this. Either that or critically thinking. Neon's the only city that abjectly sucks, according to context clues. In case I wouldn't know, I'm told explicitly to head to Neon.
I head to Neon. With quickness, because now I know how fast travel works (tip: you can select objective markers while you're out in space and, should it be a system you've already been to, you'll fast travel without opening the map). Meeting up with a fellow ranger whose name I forget but--spoiler alert--it doesn't matter, I'm led to mechanic Billy Clayton, whose name I remember for some reason. He wants to help us but is currently having a Bethesda Moment (we need to do something for him first). That thing we have to do is clear up an outstanding debt with a loan shark. Alone, I march to the warehouse said loan shark operates from, don't even open up a dialogue, immediately spray the office with bullets, and return to Billy. Good news, Billy! Debt problem's been fixed!
Thankful, he points us in the direction of a noted ship thief named Grace. She's a brick wall. Won't give up nothing bc she ain't scared of the fuzz. That is until I pass a persuasion check and she immediately buckles under the pressure. Persuasion skill continues to be totally absurd. But for our efforts, she hands us an encrypted slate that, should we be able to crack the encryption, will lead us to her contractors.
The* Plot* Thickens*
It's not that I didn't know what was going on. Rather, by this point, I was certain the game would never trust me to figure things out on my own. I double-checked: there's in-universe museums that spells out a lot of the lore. Some of which being pertinent to reveals later in this questline. Odds are slim most players would be brushing up on Starfield history of their own volition, and look, I get it. Really, I prefer getting this sort of shit through questlines. But by this point I was feeling a sort of... monotony? I'm gonna be told what to do and where to go regardless of whether or not I intuit these things myself. There's little incentive to do anything but precisely what the quest givers tell me. Speaking of...
That ranger on Neon whose name I forget tells me there's someone on Akila who may be able to crack the slate. His name is Alex Shadid and, dude, I liked him a lot. On sight. He's socially awkward, dreams of being the type of person who goes clubbing on Neon which is cute, and he's good with computers. Alex was my first and really my only pick for a second crewmate, when this questline finished up.
I pass the slate off to Alex and report back to Daniel Blake. Based on clues in my previous field work, Daniel is running with the theory that the crew responsible for this ship theft (stealing one ship and harassing one farmer is still the impetus of the entire story) is one called the First. A company of veterans from the Colony War now doing mercenary work out in the stars. Daniel used to serve with them, and knows of two supposed members: Maya Cruz and Marco. Maya's our first target, as someone matching her description just booked an emergency surgery and extended stay on a space station hospital called The Clinic. Off to the clinic, then!
Two quick things before I divulge this super exciting Maya Cruz quest:
>Whenever I speak to Daniel Blake, while there's no outwardly "evil" dialogue choices to make, there's good cop/bad cop options. Do you want clean justice or do you wanna repaint the walls of your ship in the blood of outlaws? I always picked the most violent things to say to Daniel. Always some version of "I'm going down there and making orphans of all their children!" and at no point does the Sheriff think I may be a problem. He, nor anyone in the rangers, ever thinks less of me for being completely unhinged and hostile.
>I've been dabbling in the ship builder and, hey, Todd: why can't my ship have wings? Been all over looking for wing parts and there's not a one. I consulted reddit, damn you. Don't try none of that "uh but but but atmosphere" bullshit. This is not a realistic space sim, we ain't Kerbals here (that game DID have wings!!!!). Before launch, I was dreaming of what my ship would look like, and it always had wings. Let me add wings. If you do DLC that adds more ship parts, deliver me my wings plz thx.
Oh, and the Maya Cruz quest is pretty boring. There's one interesting moment where you gain access to her private hospital room and find the surgeon dead on the ground, but after that it's flying off to a derelict planet and trouncing about in a cave up to a very lame encounter with Maya, who says something or other about whatever bullshit idk. I shot her.
Polo.
Thankfully, the hunt for Marco has some teeth. There's a ranger at a remote club called the Red Mile. It's a real rough place (everywhere in Starfield is a real rough place, Red Mile, can I get ya to try harder).
The ranger in question is Autumn Macmillan. She's a Starfield NPC, so she's immediately callous and rude. I'm mean right back, so ig it evens out. She doesn't know where Marco is, but suspects the club's owner, Mei Devine, does. To get to her, we have to provide the club with some entertainment. The titular Red Mile is a dangerous gauntlet that wasn't all that dangerous bc I'm doing this at an above average level. So I run the Red Mile no sweat, Mei is pleased, tells me where Marco's ship is currently parked.
Before I leave, Autumn runs up to be and actually apologizes for being an ass earlier. I was also an ass but don't have the option of apologizing. Game unconditionally sides with me. Okay, I'll take it. Me and Autumn are cool from then on out, and I zip off to meet up with Marco.
It's now, at the top of the questline's last third, that things get interesting. I was ready for a dogfight, hearing that Marco is hiding out on his spaceship, but no. He's parked on some obscure planet and willing to have a chat. Sounds like he wants me to know something important?
That important thing is rangers are dweebs and being a mercenary is awesome. He's even ready to give me the location of de capo di tutti i capi on the condition we let him go. Since I'm ready for the story to keep chugging along regardless of my actions, I massacre his entire ship and get the final location anyway. Hardly knew ye.
With the combined slates of Grace, Maya Cruz, and now Marco, Alex Shadid has the information necessary to triangulate the location of the First. Daniel Blake orders me to head down there and raise hell. Well, not in those exact words, but it's a Bethesda game. Of course it's gonna be a fight.
The Black Rifle Coffee Company
Well ain't my predictions all fucky.
Thought for sure, with all these ranger characters I was meeting and the precedent set by the Crimson Fleet story, that all the rangers were gonna back me up in this final raid. Nope! Going it alone. Not even a ranger. Still just a deputy. But whatever, I still got my main man Mathis.
We buy some more guns and touch down on Arcturus II. Mathis and I step out, enter the large doors of an abandoned mech factory, and are greeted by the intercom voice of First boss Paxton Hull. He lays out his motivation, and I'm curious whether this was intended as a serious morality check.
In essence, the First are, as stated earlier, veterans of the Colony War. Their main point of anger is an event in the final moments of the war they were about to secure total victory for the Freestar Collective before both sides declared a truce. They're still mad about this. I'm supposed to be sympathetic to their position (maybe) as forgotten "heroes" of the war, despite their primary motivation being "well one time we killed a thousand civilians but we wanted to kill a million."
I wasn't so hot on these guys. Even as an evil character. They reminded me too much of Operative Culture. Yk, those guys who did (or maybe pretend to have done) military service and, perhaps as a means of coping with a lot of abject atrocities the US army commits, circle the wagons and perceive all violence as justifiable. Y'know who I'm talking about. Their pro-gun beliefs are based in a nonsense John Wick fantasy, or adjacently related "wolves, sheep, and sheep dogs" bullshit. Am I wrong to project this on the First, here? I don't think so. They get no sympathy from me, the guy who shoots people if it progresses the quest slightly faster. Their grudge is based in not "winning" the war by their own fucked up definition.
My character sure is one to talk but, in fairness, Mathis and I were gonna light this place up regardless of any sympathy for the First. Which we did! It's quite the gunfight. Lotta NPCs. I haven't spent a credit on ammo since.
We shoot out way to Paxton who, in a funny bit of characterization, can't help but be impressed by our ability to mow down his whole organization. He knows he's toast but wants to die fighting. Before doing so, however, he passes off a slate. The contract for stealing the ship from HopeTech (yeah, one stolen ship is still the main thing here) was ordered by none other than--
Oh, no kidding
It was Ron Hope all along! I have Mathis kill Paxton (just want him to feel involved) before throwing the bitch (spaceship) in reverse back to Hopetown. Marching right inside, we catch Ron Hope in the middle of praising a low-level mechanic for something or other. Uh-uh-uh, not gonna work on me. I KNOW you did... hold on, lemme remember. You... oh yeah. You SWITCH THE SAMPLES orchestrated your own ship theft in order to...
I'll be honest, I kinda needed Hope to explain why he's the baddie. Yes the ship theft was an inside job, but to what end I wasn't sure. If I have it correct, Ron let the First steal the ship so he would also look like a victim, which would throw us off the scent of him, and please follow along, selling farmers bad fertilizer that would demolish their farmland but leave behind soil that had a lot of otherwise useful minerals. He would then chase these farmers off their land and develop it into HopeTech... something or other. I'm not saying it's badly written. I'm sure it lines up with the lore and everything. But man, I was waiting for that [attack] prompt to pop in somethin' brutal.
But I am given a choice: take twenty-thousand credits worth of hush money, arrest him without violence, or kill him on the spot. How the other two options shake out, I can't say, because obviously I chose killing his ass dead. And his security escort! That employee he was praising earlier had mixed feelings about this. Our ensuing conversation when something like this:
mechanic: Ron Hope is dead!
me: he sucks and deserved to die
mechanic: I guess?
me: yeah
mechanic: okay bye
Now to go explain this all to Daniel Blake. Hoping he takes the whole "I killed Rom Hope" thing well, since Hope was a sitting member of the Freestar Collective's top brass. A ranger killing him would be very, very bad.
It matters very little
Sure, Daniel was pretty annoyed that Hope is dead, but I did have the slate Hope made ordering the First to steal the ship, among other things, so I killed him without consequence. I'm even promoted.
Deputy in a stupid vest no more! I'm now a Freestar Ranger in full, ready and able to take exactly zero ranger missions from this point onward. I'm given a cool spacesuit, a rifle I'm not gonna use bc I don't have any skill points in rifles, and a badge I cannot equip. Only look at in my inventory. But I am a ranger! I am a ranger! I am a ranger!
I'm shocked to find Alex Shadid cannot join my crew. Not that he isn't allowed. He's just not available to be recruited. Excuse me, I thought his introduction of "hi my name is Alex Shadid and I've never been to space in my life but oh I would just love to see the stars" was setting me up the ball. But no. And no other rangers at Akila are recruitable either. But that doesn't mean no rangers are...
Turns out, back at the Red Mile, Autumn is more than happy to hop on my ship. Yup, my second crew member is a ranger who thinks I'm dirt. Except now all her canned dialogue is eerily polite. But I say fuck it. Hop on my ship, Autumn, and let's never go back to the Red Mile again. Everyone is very mean there.
It's now me, Mathis, and Autumn, on my--oh yeah, I nearly forgot. My other reward for becoming a ranger was a brand new, probably overpowered for this point in the game, spaceship. Capacity for five crewmates. Best of all?
ITS GOT WINGS.
In Conclusion
While I can't say I was ever grabbed by the narrative, the moment to moment gameplay of the Freestar Rangers questline proved very fun. Lots of dudes to shoot, if that's your thing. It's got some engaging setpieces, takes you to a satisfying number of locations in the name of feeling big, but that's not without plenty of disappointments. The "villain" of it all feels unsubstantial, and really the whole story feels disconnected from the larger world of the game. It's got plenty to do with the Lore and all that, but at no point did it ever feel bigger than running errands. Crimson Fleet managed a far better climax in comparison, awful space battle notwithstanding. But the idea of Autumn being on my crew is funny enough to consider this a satisfying use of my Starfield time.
Next up, corporate espionage or: my god the stealth in this game kinda sucks.
7 notes
·
View notes