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S.T.A.L.K.E.R: Shadow of Chernobyl

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S.T.A.L.K.E.R: Shadow of Chernobyl is one of the most anticipated upcoming games for the PC, as it is scheduled to be released on the PC this fall. In the upcoming game, players assume the role of a passenger in a town ravaged by radiation and an atmosphere that can be easily shaken by the sudden appearance of a few individuals. GameSpot had a chance to try out the game during the Tokyo Game Show this week and, for the latest details, we checked out a brief demonstration of what the game is about.

S.T.A.L.K.E.R. takes place in 1986, during a time when an earthquake affected a small portion of the town's population. The game begins as an ordinary day in the year 2003 when the collapse of the nuclear plant caused a highly publicized nuclear disaster that eventually led to widespread starvation. After a few months, a group of US scientists gathered together to investigate the incident, and they discovered that the population of the city was now being squeezed out by the largest, most irradiated area on the planet. The city was then plunged into a war that had lasted for decades. Subsequently, the remaining survivors were taken to the city's museum.

S.T.A.L.K.E.R: Shadow of Chernobyl

Over the course of that long period of time, the subculture and the factions that formed it grew increasingly unstable and as the story progressed, the society and their inner demons grew more and more paranoid. As each year passed, a group of dangerously good-hearted people took control of the newly formed subculture and tried to get revenge on the subculture that populated it. In this version of the world, the main characters in the game were also constantly at odds with each other, sometimes even vengeful, as evidenced by the in-game events that took place in the museum in Fallout 3. The result is that Fallout 3 had to give the player a lot of freedom to get as far as he wanted and do whatever they want to do. The ability to escape the enemy vault, keep some nice weapons and gear, and avoid putting your life at risk made the subculture a lot more interesting and naturally ironic and also very real.

The post-apocalyptic world of Fallout 3 had a lot of potential if Bethesda took a realistic approach to how its post-apocalyptic world felt. It made the game's enemies far more unpredictable and far more random, and for a time it actually made them so much more unpredictable. This extended to the various factions that the game had to battle to protect each other.

After finishing the game, there were only a handful of factions that players could fight for, and the game also had settlements that would help players gain items, create and sell items, and so on. Although the faction's inclusion was cool, it didn't really really make it feel like Fallout 3 was going to have any of these ideas or things to make the game more interesting, or even more drastic.

The overall post-apocalyptic feel of the Fallout games were surprisingly full of factions, and many players enjoyed seeing them grow from enemy to enemy, but some felt that they were just plain boring and felt like an afterthought. Bethesda has gone a bit overboard with the amount of factions that players could fight for in The Commonwealth, and it definitely worked for them in The Commonwealth, but Fallout 4's lackluster factions don't really fit into this concept.

RELATED: Fallout 4: The 10 Creepiest Locations In The Game, Ranked

There was certainly some variety to the factions, but when the player was a little too focused on one faction, there were not that many members to have any role on. It seemed like a waste to have a small handful of good guys in a tiny town, but in The Commonwealth, they were replaced with generic citizens that were just repeating the same process over and over again. The game also had factions feel very separate from each other, which isn't really Fallout 4's biggest weakness.

The role of settlements in Fallout is the main one, and has worked wonders for Bethesda in the past. Each faction has a role to play, and the Commonwealth makes a much stronger case than the factions seen in Fallout 4. The Institute is a great example, and makes the Commonwealth a much more dynamic place than the other factions.

The Atom Cats are a powerful faction, but their presence in the Commonwealth also makes them even more interesting. Not only does it build up reputation after factions gain access to them, but it also allows the player to receive information about the faction, along with new recruits, when at its highest levels, and more.

RELATED: Fallout 4: 10 Facts You Didn't Know About Super Mutants

It's not just to show off the technology that Fallout 4 has to offer. In fact, many factions play a bigger role than the others.

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