Silva
Arcane
Im still wondering what da hell the authors were thinking when they
Well, at least the Strelok plot is good and is about a normal guy and his personal issues (and curiosity), instead of the typical americrap of noble super heroes saving the world. Points to the devs for this. They even managed to make it a mundane but exciting plot, instead of CoPs mundane and... well, mundane one. BTW, thats something I love in eastern european games, the plots are more about personal issues instead of world-saving events. The more eastern european games I play, the more a fan I am of those guys.
P.S: did SoC also felt a survival game only in the short-term for you? The first hours in the Cordon and Garbage are great, with you scavenging everything you can from every corpse and corner. But after you get to the 100 Rads Bar, the medkits, ammo, anti-rads and good weapons and armor are so abundant that the survival aspect simply disappears. Dont know if its a vanilla or Complete mod´s fault though. (thats something Misery CoP does right, I think. The short-game may be insanely harsh, but the mid- to end-game feels really great, with you more powerful but still taking measures to survive and never feeling like a fucking Godmode Rambo )
made the Zone origins totally unrelated to the Chernobyl disaster. WTF ?
A bunch of eggheads experimenting with some silly "noosphere" concept decide to pick the Zone of Isolation as the local for the research just because its a desolate location and full of big anthenas. Then the experiment goes wrong, creates a rift in this "noosphere", and the "New Zone" is created. Is that it ? Is thats the most creative ideas the devs could get in making a story for a game around the Chernobyl disaster ? Now I understand why CoP ending was so vague about the Zone origins - the devs must ve realized how silly this backstory sounded and decided to ignore it.
Damn it. Iwas hoping they would tie the game backstory to Roadside Picnic somehow - maybe the chernobyl accident acted as a beacon that attracted the visitors or something like that ? - but no.
A bunch of eggheads experimenting with some silly "noosphere" concept decide to pick the Zone of Isolation as the local for the research just because its a desolate location and full of big anthenas. Then the experiment goes wrong, creates a rift in this "noosphere", and the "New Zone" is created. Is that it ? Is thats the most creative ideas the devs could get in making a story for a game around the Chernobyl disaster ? Now I understand why CoP ending was so vague about the Zone origins - the devs must ve realized how silly this backstory sounded and decided to ignore it.
Damn it. Iwas hoping they would tie the game backstory to Roadside Picnic somehow - maybe the chernobyl accident acted as a beacon that attracted the visitors or something like that ? - but no.
Well, at least the Strelok plot is good and is about a normal guy and his personal issues (and curiosity), instead of the typical americrap of noble super heroes saving the world. Points to the devs for this. They even managed to make it a mundane but exciting plot, instead of CoPs mundane and... well, mundane one. BTW, thats something I love in eastern european games, the plots are more about personal issues instead of world-saving events. The more eastern european games I play, the more a fan I am of those guys.
P.S: did SoC also felt a survival game only in the short-term for you? The first hours in the Cordon and Garbage are great, with you scavenging everything you can from every corpse and corner. But after you get to the 100 Rads Bar, the medkits, ammo, anti-rads and good weapons and armor are so abundant that the survival aspect simply disappears. Dont know if its a vanilla or Complete mod´s fault though. (thats something Misery CoP does right, I think. The short-game may be insanely harsh, but the mid- to end-game feels really great, with you more powerful but still taking measures to survive and never feeling like a fucking Godmode Rambo )