westernsoli.blogg.se

Chernobylite ending
Chernobylite ending




chernobylite ending chernobylite ending

So I maximized my gathering by nabbing everything instead. I never used the specific searches, though, since all items tend to be rather spread out from each other. You can even filter the scan to find specific types of resources, like food or fuel. Your Geiger Counter works not only as a radiation detector but as a general scanner. While the general foliage doesn’t move at all, the trees have a beautiful movement to them that I don’t see in many games. The team went out to Chernobyl’s actual Exclusion Zone and meticulously mapped it out to completely depict it in the game. Enter The Exclusion ZoneĬlearly Chernobylite was developed by passionate people because the attention to environmental detail shows vividly. Most games I’ve come across require you to stop before peeking, so this acts as a welcome mechanic, even though it’s not that necessary. You can peek around corners while still moving. In general, movement feels rather stiff when navigating, but the game offers a great peeking mechanic with R1 and L1. Mechanically, Chernobylite works as it should with simplistic FPS controls and movement. These little touches help to make leveling your character more integrated into the world you occupy.

Chernobylite ending how to#

Instead of looking at menus and manipulating numbers, you interact with your allies and they teach you how to be more stealthy or have better accuracy or be more efficient at stealth takedowns. This makes for a rather cool leveling system. The skill points you obtain from dispatching enemies and exploring contribute to your development, but you need to interact with your recruits so they teach you your skills. At the same time, recruiting everyone can only benefit you. While some can join your team, they more often than not act only as a quest mover or a vendor. Occasionally, you come across random people in the Exclusion Zone. Putting together foresight and hindsight into one cohesive game just feels cool, rewarding you for making mistakes and trying new choices as you progress. At the same time, it makes the journey there feel much more unique and moldable. I can’t say that the entire narrative completely changes with each swapped decision, apart from the final choice, because the sought-after goal remains mostly concrete. While not a new idea, the execution and the choices you face make it feel special. If you jumped from the end of the game back to the first couple missions where you destroyed a building instead of upgrading your equipment, the storyline adjusts to that result. You then choose to relive that moment and change your choice, thus altering the way your game played out. After opening the time portal, you walk down a long hallway, lined with blocks of chernobylite that each represent a key decision point.






Chernobylite ending