Fortunately, each of these has been given just about enough space to not feel totally overwhelming, mostly thanks to a clever decision to split gameplay into “doing the mission” and “back at base” sections.Īnother mechanic I found myself liking more over time was the PDA scanner. There’s exploration, resource gathering, crafting, visiting the magical crystal realm, base building, mission planning… You get the deal. The game does a good job of blending these influences. Oh, and there’s like some Psychonauts in there too. Gameplay is best described as Resident Evil Stalker Skyrim, with This War of Mine Fallout 4 base building mechanics. As you progress and the zone becomes more dangerous, new enemies do occasionally appear, although I wouldn’t say any of them posed a particular challenge once I had a shotgun. Enemies aren’t particularly challenging, especially when you get some of the better weaponry like the AK-47 or shotgun. Gunplay is MEATY – capitalisation required – and the headshots are just so awful and yet so horribly satisfying every time. It’s genuinely quite good, and a refreshing change from the usual mechanics. Instead you get a directional queue as the enemy gets closer to hearing you, which also acts in the reverse, helping you hear where the enemy is. The spotting mechanic is also interesting there’s no marking enemies or seeing them on a minimap. Bushes also go see-through when you’re crouched in them, which is a nice touch. Crouching gets you basically prone, and there’s tons of vegetation, trees, and cover to hide behind. Lacking this mechanic isn’t an annoyance because of the way they’ve built the stealth system. If I was guarding something and I heard an obvious PLONK directly behind me, I would immediately start spraying the nearest bush with bullets. At first I was puzzled by the lack of a distraction mechanic, but the more I played the more I felt the devs have made a fairly bold choice. On the topic of cowardice, hiding in bushes is brilliantly implemented. The music is suitably zone-esque, and I have no strong positive or negative feelings on it. At points I would panic at spotting something that was just a piece of cloth or a tree branch in the wind. It’s a neat way of keeping the game challenging, especially given there are only really a handful of recurring maps for all of the game's missions.Īdd the stellar ambient audio into the mix – wind whistling through cracked panes of glass, raindrops plinking off a rusted flatbed truck – and Chernobylite is an incredibly immersive experience. The zone also changes over time, each day becoming more irradiated, corrupted, and dangerous. It’s ominous and almost suffocating at points. The skeletal trees, cracked asphalt, and rusting structures of the zone give a physical weight to the landscape. According to the wiki, following a successful Kickstarter campaign, “The game's map was developed from 3D scans and recreations of the Chernobyl Exclusion Zone in Ukraine.” Honestly, it is utterly stunning and one of the most beautiful games I’ve ever played. Personally, I think she left because of the shit he wore on their wedding day, but who am I to judge?īreathe in that sweet radioactive breeze.įirstly, let’s talk visuals. A fellow worker at Chernobyl, she disappeared under SUSPICIOUSLY MYSTERIOUS™ circumstances. The game centres around Igor’s quest to discover exactly what happened to his wife. He can definitely bench more than you, bro. In the game you play Igor, a former physicist at Chernobyl, genius inventor and tinkerer, and zone-hardened stalker. for around 30 hours, so there’s likely content I’ve not yet experienced. I’ve managed to play about 20 hours of the game so far, and I’ve not yet finished the final heist mission (yes, a heist). I can still distinctly remember the first time I encountered a Controller in an underground bunker and damn near shit my pants.Ĭhernobylite has a lot to live up to then. Full of true WTF moments that I still remember even a decade later. I’m a total sucker for it, and I’ve always felt S.T.A.L.K.E.R. There’s also just an innate human curiosity about anything “forbidden” or “unknown”, and Chernobyl has created a rich seam of speculative fiction in writing, film, and games. Many of you will be familiar with the eerie photos of hastily abandoned homes in the exclusion zone.
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