Does Starfield Require Fast Travel? Streamer Tests Theory In 7-Hour Flight To Pluto
Instead, if you want to travel from planet to space, or from space to planet, or from "region of space" to another "region of space", you really have to fast travel there. There's no alternative; even if you're going from a planet to its moon or vice versa, you have to fast travel because the game has no mechanism to allow you to move directly between worldspaces, or "cells" in Bethesda engine terminology. Indeed, even stepping into a building from the street requires a loading screen because that is a separate game engine space.
Well, you can watch the clip if you want, but to spoil the surprise for you, she did eventually reach the surface of Pluto—and then phased directly through it. At about 7:34:41 in the VOD, you can see her reach the 0-meters mark where her ship appears to pause for a moment, the VFX for her thrusters glitches out, and then she appears on the other side of the flat graphic that represents the planet.
In other words, there's plenty of fun to be had in Starfield—you just have to accept that you're going to need to play it the way it wants to be played: with menus and fast-travel teleports instead of immersive interactions. Planet-landings and takeoffs, entering and exiting shops, harvesting materials; it's all done through menus and scripted cutscenes, not manual control.
The available activities will only expand with mods, too. Very smart guys have already gotten a Script Extender working for Starfield. If you're not familiar with Bethesda game modding, this program wraps the game in a memory-hooking mod that allows in-engine scripts to observe and modify more than the game's regular scripting functions normally allow. Script extenders are the backbone of the most popular mods for Elder Scrolls and Fallout, and the announcement of "SFSE" availability this early is promising for the game's modding scene.