During one early mission, you have the choice to kill or spare a suspicious man who is on the run from the villainous NAR. Here, you can spend Chernobylite-the titular currency being a crystalline reward for accomplishing key quests or exploring off the beaten path-to redo a decision you made earlier in the game. After a double death, you’re transported to a walkway in an ethereal realm studded with green crystals. Cycles of deathīut what if you fail again after being captured? Here’s when the game reveals its most interesting mechanic. That means playing through the prison section, which never changes much, over and over again. Later in the game, when I reached a mission that requires you to fight a Black Stalker-not a ridiculously hard fight, but challenging enough that if you’re battered going into it your chances of survival are significantly diminished-I died repeatedly. And before you can do so, you must first play through a tedious stealth section. None of this is especially difficult, but it means that each time you die, you’re forced to restart the mission. To escape, you’ll need to find your portal gun, which is stashed at a marked location on the map. As such, after each death, you’re transported to a mostly abandoned prison where enemies stand guard. Each time you die, the game treats it as if Igor was captured by enemy soldiers. Most of my frustration comes from the way it handles death and respawning. This is a really smart approach to leveling that ties narrative and gameplay together, reinforcing the idea that you and your companions rely on each other.īut as you progress through Chernobylite, some design quirks become major impediments to this circuit of progression. In another stealth training section, my companion tasked me with sneaking up on him through the tall grass. During a session to upgrade my precision, my companion had me lean around some boxes to shoot a stack of cans. From there, your companion will literally put you through training. Once the mission is complete and you’re safe and sound, you can speak to one of your companions and ask them to train you. But instead of pulling up a menu and allocating them to your stats, you need to wait until you return to your base. When you level up, you earn skill points. Here the game hints at the significance of friends and partners in establishing a meaningful routine. Yet it’s in Chernobylite’s approach to progression that it goes beyond familiarity. Chernobylite, in general, feels fine enough on a moment-to-moment basis. As you find materials, you can put them toward building new equipment in your base, like a weaponsmith for fabricating guns and gardens to grow necessary plants. In this post-apocalyptic setting, you will scavenge for supplies to keep your weapons loaded and your companions well-fed, venture out into the Zone to complete missions and find clues to Tatyana’s whereabouts, sneak through the tall grass and shoot dudes in the head. This dark first-person survival game from developer The Farm 51, newly out of Early Access, is not especially original.
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