Cyberpunk 2077 fans may be set to have a great time with Starfield’s ‘Cyberneticist’ class
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When you first selected Cyberpunk 2077, were you more interested in the metahuman breakthrough aspect of the fantasy? Were you dying to become more machine than man? Did you want to biohack yourself to pieces to become a cyborg creation of a sci-fi legend? Then you’re probably going to like the background of ‘cybernetic’ in Starfield.
“Robots? Mere toys,” reads the official class description, as seen in the massive Starfield deep-dive Bethesda released for all of us back in June. “Neuroamplifiers? Good for parlor tricks. The Colonial War may have made implants and enhancements available to veterans, but once upon a time you saw a brighter future. Humans and machines, as one.”
It’s a good sell: who doesn’t want to mod themselves like an overzealous Mass Effect biotic? – but how exactly will choosing to be this new kind of metal man hybrid affect gameplay? Will it let you play Starfield a bit more like Cyberpunk 2077? Well maybe.
You won’t (probably) be able to use Mantis Blades or anything, but you’ll have some pretty cool upgrades right off the bat, if this is the character background you choose for your Bethesda space adventurer.
The class will give you three starting abilities:
- Medicine – Med Packs heal 10% more.
- robotics – You deal 10% more damage to robots and turrets.
- lasers – Laser weapons do 10% more damage.
In practice, these buffs seem to be made from the same scissor as Fallout perks, just with a different, more spatial flavor. And chances are, as you progress up the skill tree of your chosen build, you’ll have access to more exciting and weird stuff (retractable arm knife, anyone?) but as far as I’m concerned, I’d opt for playing as a ‘cybernetic’ for more narrative reasons.
Depending on the background you choose, you can unlock unique dialogue options in quests and have the opportunity to take paths that are blocked for other classes. I’m hoping the ‘cybernetic’ will engage in some human/machine mind/body meld that would otherwise be locked to, say, a ‘Chef’.
The wording of the class description also gives us an idea of how mods work in this universe; “Neuro-amplifiers? Good for parlor tricks,” seems to suggest brain implants that give him minor “psychic” or “telekinetic” abilities (à la Mass Effect). The fact that only Colonial War Veterans were given these implants also suggests that the technology is new. Or, at least, still experimental.
Being at the forefront of this good and potentially bad technology? That’s the kind of risk/reward I expect from my RPGs.
But I still have some questions about these mods: will they be visible on the characters? Will they affect the user interface? Will they be simple 10% buffs throughout the skill tree, or will they become more… experimental?
We will have to wait until Starfield launches on September 1 for Xbox Series X/S and PC. You can read everything you need to know about Starfield here.
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