Chernobylite Test

In the end, Igor is not alone. With two other comrades, Igor enters the area to locate a base the group has previously booked. While traveling, however, two of his comrades are killed as the troop is attacked by an unknown creature called the Black Stalker. With the other his comrade Olivier, Igor nests in the new base to look for clues and then be equipped to enter the reactor.

Once the base is completed, the narrative structure shifts. The floor is the central point for different missions, which are carried out in five other locations. From the moment you can take on a single task each day for yourself, sending your comrades for a different mission every time. If they’d like, they will discuss this later. Some are side missions where it’s mostly about collecting resources crucial to survival. Others are missions that advance the narrative or help attract new members to your team.

If you don’t have a team or the right equipment, you’ll not be able to make it through the final fight, and you’ll have to spend a much time getting ready for that. These side tasks can sometimes be exhausting even though they’re necessary because it’s mostly about gathering everything that’s not secured. There’s a reason for this since, on the one hand, it is essential to keep expanding your base, while on the other hand, you must ensure that you have the right equipment and supplies and support your team members happy.

There is no open world. Instead, you will be sent repeatedly to five different areas within the reactor. This is accomplished by using a wormhole gun powered by the bizarre substance Chernobylite that acts as the game’s name. Portal there. Complete mission, back to the portal. You’ll most likely be faced with one or more primary objectives to accomplish. However, other destinations can be identified on your compass, providing clues to events, NPCs, or even events or other less crucial locations.

In the end, the five zones are diverse and can be explored in various ways even though they’re not particularly large. Positively, areas are rearranged as the story progresses and sometimes based on your choices. For example, NAR mercenaries are more robust and better equipped, mutants are seen more often and have a more significant threat, and Nature forces like Chernobylite storms are more frequent and riskier.

Visuals in the area will be awe-inspiring due to intense care given to the details, gorgeous lighting effects, and a high level of authenticity. Particularly in Prypyat, it is clear that the designers have analyzed the real-world environments to make them as realistic as possible. In the end, this accounts for part of the charm of these areas. It’s just unfortunate that the locations are lifeless overall. The enemies are also comparatively rare and are used with a lot of sensitivity. However, the combat is exact, and fighting three or even more foes requires a lot of planning.

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Fighting takes place in the classic first-person shooter mode when needed; however, it is augmented with role-playing features. The ammunition isn’t plentiful. However, it’s not a bad idea to be sneaky and avoid enemies or fighting entirely. Killing enemies can negatively affect your mental wellbeing, leading to serious health issues. It’s impossible to fix anything that’s not remedied with a bottle of vodka following the task. A bit cliche but also a lot original.

The shooter’s mechanics are helpful but aren’t very significant. The feedback on hits isn’t there, and the design of enemies sporting huge health bars appears awkward. Similar to the AI generally follow specific paths and moves between the realms of genius (rarely) and insane (often). It is possible to alter your weapons within the base and offer security for your body to increase your odds of being able to survive; however, as I mentioned earlier that the enemy doesn’t rest also, and they upgrade their weapons over time.

The missions, in general, definitely are enjoyable, primarily due to the highly well-crafted environment as well as some unexpected, surprising events that connect with the plot. But in the end, the stories take you away from the monotonous routine of resource gathering. But, the natural flow of gameplay may not be a result of the scattered, but at the very least, the non-linear structure of missions.

The horror films that are marketed as survival movies are too limited. The atmosphere is oppressive and tense. However, it is not always truly frightening. Most often, strange events, visions, and even the odd tiny jumpscares play a part that can trigger goosebumps. However, don’t allow you to scream the entire place all.

If you do happen to bite the dust, it gets very crazy. In the end, you’ll be in a different reality, where you can alter your individual “memories” and make choices different from what you had prior. For instance, In one mission, you kill the supposed traitor, but later on, in the story, you discover that the person is innocent (without going into details). It’s possible to reverse the killing after death in this memory level. However, you’ll be forced to deal with the consequences.

On the other hand, one of the best things is the group of comrades that you can gradually bring around you and then send out on missions. They are well elaborated and varied with their personal stories and peculiarities. Olivier is a good example. Who is with you from the start is a more serene, steady type, whereas Mikhail, who can be with you, later on, is a very kind of person who is a bit choleric, but also can teach you a lot about the wilderness and nutrition. However, you’ll need to keep your crew content as they’ll be obstinate, get sick, or leave you. This is the point where the base comes into action once more.

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Your base must be expanded, and there’s plenty to handle. Power supply, workbenches decorations, housing… There’s an inordinate amount of things you could plant within your sacred spaces, and it’s all interlocked. Workbenches, among other things, require energy. But, the necessary generators are a source of pollution inside the base, and you need air filters, or your colleagues will become sick. The air filters you set up are, in turn, more work to ensure your comfort and decor. So on and so on.

In essence, the whole base is about supplying and equipping your group. The players will make armor, weapons, food items, and medicines. You must be aware of the character’s requirements and conditions and outfit the characters with weapons and armor and weapons. Luckily, it’s not as difficult as it sounds because you’ll find lots of resources, and the menu for the building is relatively easy. The only issue is the lack of visual effects.

You are unable to tell whether the members of your group are performing very well or not. Beds furniture, equipment, or furniture are not visible. It’s a shame, as we would have loved to have seen a little more activity. You can at least learn by watching the other guys. In the typical way of role-playing, you earn experience points and utilize the facts from the experience to work with the players. For instance, you could increase your sneaking ability or ability to shoot precisely. Each character comes with its limit of a certain amount. So you’ll gradually progress from a physics lab stud to an actual survivalist while also creating a connection with your fellow players.

The result is a bizarre mix of sometimes comparatively short dramatic, impressive in the atmosphere, but not always thrilling missions, base building, and some micromanagement. It’s all exciting but often too extravagant or not consistently implemented. The mix of content, which can keep you occupied for fifteen to twenty hours, is ok, and thanks to the non-linear format, you can choose you to want to focus your attention up to a certain point. It is important to note that there will be decisions that alter the flow of the story and other factors over time. However, we do not want to give away too much information, and there may be many unexpected events, even if they could cause you to fall.

If you’re seeking German voices, it will not get it. The dialogs are available in Russian and English; German subtitles are available. We recommend using the Russian vocal output. This is not only because it enhances the excitement of the game. The Russian version has more fluent players than the English version.

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