Chernobyl Review

Chernobyl Review


What is it? A non-linear shooting game focused on survival and player choice.

Expect to pay 24 GBP/30 USD

Developer Farm 51

Publisher All in!game company

Review date Ryzen 7 5800H, Nvidia GeForce 3070 (mobile), 16GB RAM

multiplayer game? No

Link: Official website

Chernobyl is a weird mix of ideas, centered around a very rigid first-person shooter game, no different from The Farm 51’s previous game Get Even. However, Get Even felt like a game that couldn’t put its ideas in order, and seemed indifferent when trying to tell a poignant story. Chernobyl did a better job of welcoming us into its world.

Its melancholic atmosphere penetrates you like plutonium, makes you make major decisions every moment, and surrounds your well-written (though sometimes badly sounded) gray stalker core-in Chernobyl Lost wife near the restricted area. As Igor, a physicist and former Chernobyl power plant employee, this is why you return to the haunted area.

It is part of a first-person shooter game, although it is possible to dive into the game most of the time without firing a bullet. It is part of the base-building survival game, because you can improve your base by collecting resources through crafting stations, bedding and even mushroom gardens (it turns out that mushrooms are indispensable for making everything from wooden walls to hand-held nuclear weapons ). It also has some one-off elements of terror, because obviously this is mandatory in any Chernobyl-based media.

(Image source: Farm 51)

But the most successful is that Chernobyl is a game of choice, and you will constantly face decisions that may (or may not) have a meaningful impact on your story.

For example, early in the game, I killed a rough stalker who refused to disclose information. In the past, someone and I took a humane choice, and ended up being trapped in a room that was quickly filled with poison, so I didn’t take the risk this time. I killed them with cold, slightly radiated blood, ransacked their bodies, and returned to the base. Later, I met a character who was very close to the rough stalker, forcing me to choose between lying or confessing my murderous lies, and whether to invite them to join my group. Obviously, I chose to lie and invite them to join the drama decoy combination of my shabby crew.

The interesting thing is that you don’t have to insist on your choice. You see, Chernobyl is a substance that can open wormholes in time and space. It can transport you from one place to another, and even allows you to relive old memories through floating rocks and non-Euclidean dreams. Every time you die, you will wake up in this dream, where you can see how the key decisions you make are connected, and then go back and change those decisions, using Chernobyl fragments as a countermeasure for any cross Divine Power runs the payment of the show.

(Image source: Farm 51)

For a game, it is quite bold to disclose the operation of its selection system like this, but considering the Chernobyl selection network and the breadth of possible outcomes, developers have every right to want to show off. Your choice will affect the activity of enemies in the area, how many allies you have in the area, and even the terrain of the game at a certain moment-for example, you can destroy the notorious Duga under the orders of someone who believes in yourself Radar has a conflict of good and evil with the Rat King.

This is a very good weird.

Farm 51 actually went to the restricted area and used 3D scanning to reconstruct its terrain, textures and buildings.

Between missions you will hang out at the base, where you can cook, build improvements, explore other people’s memories based on the clues you find, and even enter the robbery mission directly at the end of the game (where you are almost certain if you still You will die without assembling the crew and equipment, but if you want it, it is there). When you’re ready, you can choose a mission in one of the six areas around the area-whether it’s advancing the main story or finding clues. At the same time, you can send your companions to scout future missions or collect resources.

These maps are not big, but they look great. Farm 51 actually went to the restricted area and used 3D scanning to reconstruct its terrain, textures and buildings. It brings a strong sense of realism to these areas, and I can’t stop capturing—grass and bushes have re-formed the massive clusters of Soviet apartments, broken stained glass windows depicting a communist utopia doomed to fail, smoke The lingering sunlight seeps through the sickly canopy. As someone obsessed with the crumbling ruins of the Soviet empire, I find these environments fascinating.

(Image source: Farm 51)

Although these areas are beautiful and unforgettable, their essence is somewhat lacking. The only thing you can find is the resources and clues related to your story. There are no wild animals (even if the restricted area is famous for it), and the enemy AI strictly abides by their patrol routes or stands in one place-never sitting at a desk Or fight with radioactive monsters or take wazz. At the same time, friendly trader stalkers just stand aside and wait for you to come to them. Developers can of course learn some tricks from Stalker: Shadow of Chernobyl and its sequel, how to make Zone feel more alive.

Combat is a bit tangled between realistic shooting games, stealth and role-playing games. Except for a rather sad side rush, there is no mechanism like sliding or cover shooting, and jumping over obstacles is very particular about what it counts as an obstacle. I admire how easy it is for the enemy to blend in with the dense foliage, but this is destroyed by the large health bar popping up above their heads, and their large amount of bullet absorption has delayed the mechanical “meh” gunfight for too long.

Fortunately, stealth is a viable method, so I focused on upgrading my revolver with a silencer and becoming a master of silent kills. Again, though, this feels a bit stale, because you can’t hide the body (not that the enemy AI will be particularly angry when they find their own body by accident). All this illustrates a combat system that extends between multiple styles, but none of them is particularly good in any one style.

(Image source: Farm 51)

It is the people you recruit to the base that truly give Chernobyl the soul. There are five in total, each with its own trauma, mission, and strange story to tell. They range from straight from Chekhov’s story to the stoic type of psychopaths of varying degrees, but spend some time with them between tasks and all these villains will eventually grow on you.

I especially like Mikhail. He yelled like a sergeant, from his father’s guilt of drinking, to tarot cards, to anecdotes about radioactive sausages distributed throughout the Soviet Union-I think he will be A good drinking partner, until his eyes disappeared wild, he insisted that you go with him to blow up the barracks in the middle of the night.

It is solid and compelling writing, although I recommend using Russian audio with subtitles, unless you want Igor to push his voice like an Oxford scholar half a century ago.

(Image source: Farm 51)

You need to maintain their morale by keeping them full and drinking and managing their differences as they participate in key story decisions. Would you shoot down a helicopter without knowing the people inside? Are friendly stalkers fair collateral when clearing enemy camps? Who do you give the gun to kill a key villain (if you really choose to execute them)? All real dilemmas, sometimes you will be shaken by having to keep one or the other character so that they are still with you to the final mission.

Some quirks in Chernobyl seem to exist in certain boxes. It is called “survival horror”, but monsters are rarely encountered. In addition, occasional jumping scares, creepy dolls and hallucinations of nervous men wearing gas masks do not really justify the label. -If there are, they will reduce the experience. Similarly, when you realize that he is already rooted in place and can be exploded, the Black Stalker who will project himself onto the map through a timer in future missions is not so much a threat It is rather troublesome. Mr. X is definitely not.

Perhaps Chernobyl will seize these recognizable metaphors, because its greatest advantage is not easily communicated through trailers or genre tags. Its character lineup and selection system are indeed fascinating, and its description of the area is sometimes breathtaking (if a bit postcard and non-interactive). Like its chaotic and eccentric companion, Chernobyl is a flawed and out of place, and I can’t help but like it. With its sometimes crude system, ambition and stupid science fiction story, it can even join Eurojank’s classic pantheon-unless there is a rule against Eurojank games that look so good.

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Bart Thompson
Bart is's List Writer . He is from Houston, Texas, and is currently pursuing a bachelor's degree in creative writing, majoring in non-fiction writing. He likes to play The Elder Scrolls Online and learn everything about The Elder Scrolls series.