Call of Chernobyl Friendly Loners Are Yellow Again

This is based on opinion. Delight don't list it on a work'southward trope example list.

If the hideously mutated creatures don't get to you, the anomalies and intense atmosphere volition.

Heavy spoilers beneath.

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Blowout soon young man Stalker. Oh really? when? Now.

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    General (The Zone, mutants)

  • The Nightmare Fuel in S.T.A.Fifty.M.E.R. for some doesn't require monsters, just realizing that this is what the end of the world might look similar, even though all events of the game are happening within just the Chernobyl Exclusion Zone, which, then again, is slowly expanding and taking over the planet.
  • There are few video game which come up shut to the level of creeping, grinding dread this game and its sequels inspires. The atmosphere of crushing horror is made far worse by the fact information technology holds quite one-time fashioned views about what the average player should be capable of. In other words, it wants you dead. Very dead. Think those other FPSes where you had limitless supplies of ammo which took upwardly no room in your magic bottomless pocketbook? No. Remember those games where there'd exist some guy who would helpfully make full you in on the boss's weak betoken before you fought him? No. Think those games where the people not shooting you spoke the same language as you? Нет. Remember those games where you didn't have to swallow, where being injured was just a reason to be slightly more cautious, and you could heal by just walking abroad and waiting for a bit? No, no, no, no, no.
  • I of the first really "HOLY SHIT!" moments is during the get-go cloak-and-dagger tunnel level. You come up to an old generator room, with some anomalies pinging off in the background, and if you are looking in the correct spot, you can see a pair of white eyes looking back at you too as a huge roar that you will never have heard in-game before. The only mode to your objective is where the roar came from. And it's a tight corridor effectually the generators. You here the sounds of the monster animate, and getting closer, until you turn, and BAM tentacles in the face, it slashes yous then turns invisible so it can ambush you once more and over again. And you take to get past it. For the novice stalker, this is how deadly this game is, when merely one creature can rip y'all apart in a hurry if you aren't prepared or if yous make mistakes. And considering your weapons are quite poor, it's very possible your gun and your pistol will jam as you endeavour to fight it, resulting in you going toe to toe with only your knife, trying desperately to slash the thing to death earlier it eats you. Oh, and the proper noun of this horrifying fauna? Bloodsucker.
    • The second "HOLY SHIT!" moment comes non too far later on, but prior to your escape from the hugger-mugger tunnel. Another roar sounds off behind you, while your vision starts to waver and tilt in a drunk issue, a high pitched whine gradually ramping upwardly in your ears... If you don't immediately head upwards the ladder to the outside, all of a sudden, your perspective is dragged right out of your body, zooming down the hallway you've only walked down toward a grotesque creature, thrusting a palm out and dealing considerable impairment to you. Ears still ringing, you either make information technology out of the tunnel, or you turn tail to fight the psychic creature. Doing the latter volition just cause more than mortiferous out of body experiences until you lot no longer have a body to inhabit.
  • It may be Nightmare Retardant in that there'southward only 60 km (expanded to 200 km in one of the books) of the planet that are like this, and the residual of the world is doing phenomenally well. Doesn't assistance your case, though.
    • And then there's the implication that the Zone is spreading out beyond Chernobyl alone, and could potentially cover the planet.
  • Night-time in the Zone. At night, yous seem to hear various noises in the distance. Not to mention the terrors that come up out of nowhere. Yes, fifty-fifty with nighttime vision goggles. Simply sleep. There's admittedly nothing you need to do that'southward so urgent information technology can't look until a less terrifying time.
    • The solar day-time, besides. Walking through the Cordon in Shadow of Chernobyl, you can sometimes hear screaming and wild gunfire off in the distance, but it's not from a nearby grouping of Loners that y'all can run and help (or run and boodle, if that'south how y'all're playing). You lot might be doing alright, only other people out there are getting killed, and often. Worse, y'all never find their corpses, so something is cleaning up after itself.
    • It gets worse if yous see exactly what is cleaning up after the shootings. If you linger around a battlefield too long, sometimes you'll encounter some of the less-than-friendly mutants (usually blind dogs or Fleshes) eating the corpses. And then if you get too shut, they turn to yous. And sadly, unlike the other games, the scary part is that they DON'T stand even so- and now you lot have a pack of roughshod radioactive stick-legged boar things hunting your ass. Good luck!
  • The emissions. Whenever you hear the nuclear explosion-like sound, the ground starts shaking, the sky turns hellfire-reddish, the light getting temporarily snuffed out, the sky erupting in hurricane-like lightning storms, the unmistakable droning racket that y'all hear before the titular upshot starts, you take never been so inclined to run and hide like a little girl for proper shelter from it until information technology passes. And this is an very wise idea, unless you take Anabiotics.
  • The First time you run across a Controller.
    • In Shadow of Chernobyl, information technology's probably in the Agroprom Hush-hush. You're most the end of the tunnels, having fought your fashion past military and the game's first bloodsucker. The last stretch is a long, generally direct tunnel to the surface. You lot've just started downwards information technology when the screen suddenly distorts and you hear a high-pitched ringing dissonance. If you have the presence of mind to turn around, yous'll only run across a shadowy figure standing behind yous. Then it uses it's psychic attack...
    • One particularly scary encounter occurs in Call of Pripyat. At that place is a small cave in the northern office of the first surface area that can be rather easy to miss, or mistake for one of the fissures nor far away. You go down the night cave, when suddenly you hear from out of nowhere "LEAVE NOW, MAN". If y'all continue on, out stomps a Controller. Oh shit.
    • By the way, in example you lot're wondering merely what the Controller is doing to you lot when information technology attacks, hither's a clip from a Call of Pripyat mod that makes it a petty more than... obvious.
  • When the physics engine screws upwardly every in one case in a while, and instead of falling to the ground, y'all find your ragdoll corpse thrown dorsum hundreds of feet into a corner, the unending sounds that play while your trunk is bashed mercilessly against the wall. Doesn't happen all the fourth dimension, simply...
  • Bloodsuckers are a nice manner to soil your drawers, Controllers apply an attack that involves Interface Screw, Snorks can exist all-time described every bit gas mask wielding monkeys that tin kill yous hands, and then there's the Pseudogiant, whose presence is similar to that of a T-King, despite its accurate description (it'south no larger than a buffalo). The fun role? They only account for less than 5% of all the enemies you run into.
  • S.T.A.50.Thou.E.R.: Shadow of Chernobyl's Bloodsucker. Based upon advent solitary, these things are pretty damned creepy, as this picture demonstrates . But, a combination of secondary characteristics moves them out of creepy and direct into downright terrifying: 1) They scream real loud when they set on you. 2) They are hella fast. 3) They merely come out at nighttime (normally). four)They are completely invisible with the exception of its eyes and the body's blur upshot on surround until they attack you. That's right, unless you lot happen to catch ane off baby-sit (which y'all won't) the only thing you volition run into is that female parent(beep) lunging at your face a split up 2d before it tears you several new ones. If you are very lucky, y'all might simply see their freaking glowing optics, wandering aimlessly over the landscape in your direction before the set on comes. And the all-time part? The commencement area is the only area safe grade these things, and they tin can show up anywhere. You'll merely be walking along, minding your ain business, dodging amend equipped Stalkers and the military, when you hear, maybe the faintest hint of movement. Yous stop, readying your trusty assault rifle, but no enemy makes itself apparent. You continue to press on towards your objective, when all of a sudden there is a bloodsucker in your personal space. Cue Bullet Spamming.
    • Try facing their meaner, tougher, stealthier versions in Telephone call of Pripyat (they are sometimes called Swamp spawns). Barely visible? Non anymore. Floating visible eyeballs? Nope. Only the shuffling audio all around you, since you'll never come across only one of them. Your only way to detect them at a altitude is if you're continuing in the h2o... which slows downwardly your movement speed. So either run and promise you can catch them with a lucky burst, or commit yourself to taking a lot of damage.
    • There's a reason NPC stalkers seek shelter at dark. Encountering one of these after dusk is the second-worst possible case scenario on CoP (the first one being stumbling upon a Chimera <shudder>): rather than simply jumping you and clawing the living shit out of you, they'll sneak up to you lot, slash at you once for horrendous harm, and cloak again. And do the whole number all again until you're very dead.
    • If they land a articulate shot at your exposed back, you'll momentarily lose control of your stalker and the screen will milk shake: the damn thing's living up to its name and sucking off your blood.
    • In 1 area of the game, the damn matter sets a trap for you, with a dying man lying on the ground crying out for aid. When yous go to help him, the Bloodsucker runs out from backside you.
    • Not to mention the sidequest where you lot are tasked to clear out an entire village of them.
    • Or the sidequest in Telephone call of Pripyat where you and another fellow are investigating the lair of some bloodsuckers. The worst role? You leap downwards a brusque elevator shaft in your investigations, and the only way to get support is to sneak your way through a group of near 8 or ix of the goddamn things, all "sleeping" yet still standing upwards. The worst office was your visibility meter cranked upwards to max when you got close, meaning they knew you were at that place- information technology was all a matter of keeping very, very placidity.
    • What made the Bloodsuckers really terrifying was not their invisibility, or their crazily-powerful claws, but the fact that the bastards were smart. The things will really hunt yous. They don't just become into combat immediately all the time. Let'south not forget their loud, distorted and ragged panting as they hunt y'all.
      • Every bit mentioned on the Refrigerator Horror tab, in the Regular army Warehouses there'due south a village that's just chock full of these little bastards. In 1 area of the a hamlet there'southward a shrine with a fire in the middle and some dead stalkers and heads on sticks scattered around. The thing is that Stalkers don't stay long in that village - because of the bloodsuckers - much less do anything more to tell people to avoid information technology. Which only lets one possible builder open up.
    • Articulate Sky had some wonderful Bloodsucker moments. The first ane you run across existence in the swamp expanse you lot starting time off in. If you wander off the beaten path and are unlucky plenty, a variant of Bloodsucker will come charging you from the castor.
    • These guys will wreck the mean solar day of literally anyone they come across. At that place's a trio of Freedom guys hanging out on the outskirts of the hamlet, and if they're fortunate, you'll happen to pass by while they're being ripped to shreds and you lot'll either endeavour to save them or make sure all those useful supplies don't go to waste. In Clear Sky, when you laissez passer through the Army Warehouses yous laissez passer through what the village used to exist before the bloodsuckers moved in, or at least before they made it a permanent residence. At that place's Monolith guys sprayed all over the damn village. There's a merc squad in the village, but the corpses are old, and can't exist interacted with, then the mercenaries couldn't have killed them.
  • Snorks... 'Have you seen my mummy?' Anyone else? Plus, they are apparently what is left over of the beginning military stalkers.
    • Double points when y'all realize that if you stay in the Zone long enough, that is what you will go.
  • X-18 Lab (located under Dark Valley) has even its ain type of monster called Poltergeist, which you meet again merely in one case, and with ability to telekinetically toss different objects (barrels, wooden crates, etc.) at y'all. While alive, they look like flight electrical belch. You might non even realize that they tin can exist killed, that they are non just anomalies.
  • The environments. The dread only seeps off the walls. This is without mentioning the underground labs. They're on a level of their own. Not to mention the Cherry-red Woods.
    • As information technology was said above, this is what the end of the world looks like. Deserted, ruined buildings. Hostile, toxic environments. Traders that will charge y'all through the nose for medical supplies even if yous're haemorrhage to expiry on their floor. Reality itself is off its meds. At best, people will be blah to your suffering unless you're lucky enough to set two groups against each other. You tin can wait the boilerplate Zone resident to try to assail y'all, kill y'all, and loot your corpse for food and ammo. There is literally nothing hither that is your friend.
  • For a really fun time, continue watching after your character is killed past dogs, and you can watch them chowing down on your corpse.
    • Or later on you lot're killed by one of the gravity anomalies. Taking a moment after you die to lookout man yourself explode.
  • Just thinking about what it might feel like to get defenseless in a Vortex anomaly, fifty-fifty if information technology doesn't impale you. With Call of Pripyat: Complete, anything that is killed by or in a Vortex explodes in a shower of gore. Best place to observe this is when Hermann and Ozersky ask yous to examination a theory using a scanning device in the Bitumen/Cobblestone bibelot field near Jupiter Plant. Hang out in the field and the Snorks will swarm in to assail you lot... information technology is highly likely that at to the lowest degree one volition exist pulled or accidentally run into 1 of the Vortex anomalies during the fight. Splat!
    • Seeing it happen if you're not expecting information technology or if you missed the anomaly because y'all're in a pitched gunfight is even worse. Just imagine beingness unfortunate plenty to exist nearby when that happens. Your buddy charges forward and all of a sudden he's repainting the walls - and yous.
  • Honorable mention goes to every unmarried other mutant in the S.T.A.Fifty.M.E.R. series. They managed to make fifty-fifty mutated pigs and rats scary.
  • The Monolith faction. Brainwashed and Crazy is a good mode to depict them, though they are also religious fanatics who brandish a devotion to their skewed "faith" that could make the Covenant accept intermission. 1 of the crazy bastards in Phone call of Pripyat starts giving a sermon while his comrades start slaughtering you lot and your friends. As if that was bad enough, they somehow have access to the best arms and armor in the zone, including Gauss rifles.
    • Their top-tier equipment is explained in the ending wherein Strelok confronts the C-Consciousness scientists. Monolith forces are made up of the elite Stalkers who completed the quest of reaching the heart of the Zone inside the Chernobyl found. The organization had been using the psychic depict of the "Wish Granter" to summon, brainwash and recruit the Zone's summit Stalkers into a strength of fanatics hell-bent on preventing others from post-obit. When discovered, the Wish Granter is physically a monolith, and it is implied that asking information technology for a wish is what allows it to wipe an individual's listen.
  • Burers deserve a special mention. They are the Demonic Spiders of Call of Pripyat. When they were removed from Shadow of Chernobyl, the developers were existence merciful. No longer. Imagine the telekinetic abilities of a Poltergeist with the mind-blast abilities of a Controller. Then give information technology the capability to paralyze you lot and rip the gun out of your hands and pummel you to death. Not that it does yous much skillful anyhow, because they can use their telekinesis to deflect bullets. And using the onetime anti-Controller tactic of throwing a grenade at their feet won't piece of work either. They are fast, they could run abroad. Only they won't. Instead, they will use their telekinesis to raise your grenade up to the point where it explodes harmlessly, simply to crush whatsoever hope you had of killing them. The all-time solution is to run correct upward to it and stab information technology with your pocketknife until information technology dies, hopefully. And the best part of it all? You rarely run into only one of them, they come up in pairs.
    • That is, unless you meet them out in the open fields. If you're exterior of their MGS-mode field of view, they will not attack and you tin snipe them from a hopefully safe distance, thereby making their telekinetic power useless. Just if you lot happen to be in an enclosed, tightly-packed edifice and you're unfortunate enough to stumble upon them (which, by the way, is going to be inevitable in three particular sidequests in Call of Pripyat), knifing them is the only manner to defeat them for skillful.
  • Zombie mumbling when not in combat sometimes is pretty clear, like "Presently, I will be back home... Just need to discover the manner..." There is still something of a person in there, locked in some kind of nightmarish waking dream. Perhaps I will send you dwelling, blood brother-stalker.
  • There's a reason why some of the more than horrifying mutants aren't actually natives of the Zone themselves. Those abandoned hugger-mugger labs that are at that place? Apparently, a few ambitious Mad Scientists who were nowadays dorsum so probable captured a few animals and may or may not had willing man beings to be their guinea pigs for their experiments. The scientists must take gone their way to creating some existent Body Horror on their subjects that eventually resulted in some of the abominations that you lot see in the Zone present. And this is supported by the $.25 of info that you will eventually pick up when y'all stumble into those labs. It'south probably all For Science!
  • There is something telling virtually the sheer level of dread this game inspires that by mid-game in the first installment, snorks, the things that can jump out of the darkness at you and have seventy% of your wellness with a single slash (which leaves you bleeding, significant you have literally seconds to patch yourself upwards 'OR' shoot the damned thing) are basically considered an 'annoyance'. There are things far worse around.
  • Mind closely to some of the random ambient sounds that can play while traveling through the Zone. You can hear gunfire in the distance mixed up with bloodcurling screams, sounds of mutants attacking something or somebody, stalkers giving out their last weep of aid, afar barking from mutant dogs and more. Now realize that everytime you lot hear these sounds, no stalker ever pays any attention to them, not even the rookies. This really shows how the Zone is a cold identify that only the best can endure and accept the mental capacity to remain unbroken.
    • Also, these sounds never stop, even at nighttime. Y'all really need nerves of steel to manage to slumber through that.
    • The ambience gunfire mixed with screams of stalkers getting shot or getting mawled by mutants is absolutely horrifying, peculiarly considering some of these screams really do play when a stalker in the area was killed by something.

    Shadow of Chernobyl

  • The underground labs: You lot just fought your way across an extremely dangerous area of the Zone, swarming with bandits, diverse mutants (including bloodsuckers and snorks), and boatloads of anomalies, non to mention the radiation. You killed the brigand leader, and made your way to an abandoned factory, to detect a boom-type door hidden in a tunnel underneath it. You lot enter the lab, and it'due south about 90% pitch black the whole time. There's a dead body literally five feet from the archway, and a skeleton in the corner. Y'all loot the torso, keeping in mind you're guaranteed to be on the edge of your 60kg acquit capacity already, hear a dissonance, and turn effectually. The skeleton seems to have moved nearly a pes towards yous. Getting goosebumps on the back of your neck, you turn dorsum towards the staircase to see a floating crate in the air. Cue the crate neat yous in the face, taking out one-half of your health bar. Bandaging up, you proceed onwards to notice snorks, which are the remains of a war machine team sent into the lab. You accept them out, pushing the innate desire to shudder at their ragged, strained, barely audible breathing into the back of your mind. After navigating a hallway total of burner anomalies, you detect the corpse of a scientist who used to piece of work in the lab who has a passcode on him. Proceed in mind the whole time you're being pelted with anything that isn't nailed downwardly (literally), and the merely way to stop it is to kill all of the poltergeists in the lab, which are fast moving and most-impossible to hit, much less kill, specially considering that the only light y'all're guaranteed to have is your flashlight. Then yous encounter a pseudogiant, which isn't that large of a problem since you lot took an AK-74 with grenade launcher earlier in the lab. Or at least you would accept, if you lot could carry whatsoever more than. After using up what little ammo you may have left on the beast that you could hardly encounter, you discover another passcode. Later on finally making your manner to the room with the documents y'all demand, you find indescribable experiments, evidently on the psyche of the human being heed, going past the wires hooked upward to their brains, and the Poltergeists, also as a special poltergeist that shoots flames at yous. But the fun doesn't cease there, you then have to fight your style dorsum out of the lab, through a mix of a Spetsnaz strike team, and bandits who showed upwardly wondering what all the commotion was well-nigh. Accept fun trying to get out of at that place as fast as you lot can while being unable to motion at whatsoever rate faster than a hobble due to wounds and a bulging haversack. Oh, and this is your introduction to the labs.
    • While the later 2 labs are less scarier as they're more linear and not as intense, they still have a dreadful ambiance which is still terrifying.
    • On the 2nd floor of the first lab you're tasked in finding some other passcode to open the last door, which keeps randomly banding loudly for no discernible reason whatsoever. And then, you search effectually and notice the passcode, open up the door, and fix for any's behind with your shotgun... only for there to be nothing there whatsoever.
  • Ane of the most disturbing scenes in the game is spotting the Monolith guards at the beginning of the red forest, spinning their head maniacally around a fire. Information technology only gets worse when the player finds an entire battalion of equally disturbed soldiers in the middle of a destroyed theater at the heart of a deserted and radiation-filled city, doing the same around a huge sculpture of "something".
  • In the endgame of SoC, you're fighting through the CNPP, slogging through dozens of Monolith'due south elite. It's night, cramped, massively irradiated, and very brusque on supplies. This would exist bad plenty, but then you get-go hearing a vocalisation speaking to you in Russian. That voice? It's the Wish Granter.
  • Pay attention to all of the background that you're given on the Zone in SoC. Not but does Strelok meet a brutal fate in the bad endings, but the good ending is the only one where the Zone is stopped from expanding. If C-Consciousness is nonetheless around, the Zone continues to expand.
    • All the bad endings are outright horrifying. From getting crushed live past the collapsing ceiling due to thinking it was raining gold from asking to be rich, to exist turned into statue to stand up for eternity when asking for immortality, to beingness absorbed by Wish Granter when asking to dominion the earth, to being mindraped and tossed into an empty void from request humanity to exist destroyed/controlled, to finally asking for Zone to disappear. Hope Spot for a moment... until Strelok opens his eyes and shows he has gone blind.
  • The C-consciousness, especially when yous find out that the people kept in the pods are the researchers behind the experiment and they willingly sealed themselves inside those tubes in order to take the experiment to its logical determination.
  • The Encephalon Scorcher. A series of huge, rusty, damaged antennae outside an erstwhile armed forces bunker turned deliberately into a psychic weapon. Sidorovich describes it every bit something that "boils your brain", and anyone who ventures anywhere near it immediately becomes a drooling brain damaged zombie. When y'all are sent to disable it, you are given a flimsy helmet to protect you from it's effects. What if that helmet gets damaged when you're continuing correct next to information technology?
    • When you get inside, after probably hours of fighting monolith soldiers and avoiding radiation, you lot're greeted with a mostly empty bunker with merely yous, a few bloodsuckers, spooky ambience, and nothing more. Chilling...
  • The ''Bloodsucker Village", a hamlet located in the northern surface area of the Ground forces Warehouses that is absolutely infested with Bloodsuckers and ane of the quests yous may receive from some Freedom soldiers is to go over there and clear it out. Upward to the challenge?
    • Max, a Freedom soldier, tells the role player that at some betoken, a Freedomer sniper was wandering around nearby the Bloodsucker Village until he saw something in there that "knocked a few screws loose in his caput". The player is tasked with killing that sniper and returning his flash bulldoze, only never learns what exactly that sniper saw that made him go crazy. Afterward y'all clear the village of Bloodsuckers for the first time, y'all observe out why: sometimes a Controller roams the area.

    Articulate Heaven

  • People seem to overlook the fact that the whole Clear Sky faction disappears suddenly after the events of Clear Sky. The Monolith Faction seems to become proportionally more powerful at the same time, a Monolith faction entirely made out of brainwashed stalkers.
  • The ending itself. When Scar managed to defeat Strelok, a massive emission occurs in the middle of nowhere, engulfing the entire Chernobyl Nuclear Power Plant including anyone who gets caught within the vicinity. After that, a cutscene shows upwards (arguably Scar's indicate of view while incapacitated) with Strelok in a crowded corridor within the NPP, twitching and groaning while distorted blackness and white images flash within the video screens. This shows that anyone who survived the emission would experience a Fate Worse than Death: Being brainwashed into Monolith troops or worse, go the unwitting subjects of the C-Consciousness. And I Must Scream, indeed.
    • Hell, even Lebedev'southward last words before being seemingly killed off-screen by the emission is cipher but chilling...

    Call of Pripyat

  • Vano is i of the more friendly characters, always grinning and cheerful. In one quest, you need to assistance him have out some Monolith in a bookstore. Equally he stands outside the shop, he is likely to be attacked by wild animals, then to foreclose the quest from failing before you even start, the developers made him invulnerable and had him ignore enemies while he waits for you lot. How could this get terrifying, you ask? Wait. Look and cry while you still have eyes and a soul.
  • The Jupiter manufacturing plant circuitous. It is an insanely large abandoned factory circuitous with fully modeled interior of about of the buildings. The majority of the rooms have no lighting, and sure rooms in the complex have subconscious anomalies in them. Due to the oft murky weather condition and the color pallet used in the game, it makes the entire place looks significantly more menacing than information technology seems.
  • X-eight Laboratory has one room in particular where you lot can hear what sounds like a trivial daughter crying (in an abandoned Soviet-era lab in the middle of Pripyat). After wandering around the room for a while, you finally nail the source of the noise down to a rusty old door. On the other side is a Burer.
    • Worse. That lab has a hush-hush room with three Burers. Depending on whether y'all're playing a mod that 'fixes' them and patches the game or not, these same Burers may be virtually invincible; even by Burer standards, equally they are tough piffling bastards. They can encounter through the walls. That means as you wander around the lab, random bits of scenery volition assault you with no credible reason.
  • The unabridged trek through the hush-hush tunnels from Jupiter into Pripyat. 4 squad members + the thespian versus: a 3-mile hike through poisonous substance gas-filled abandoned power plant tunnels, filled with hamsters, snorks, anomalies and zombies. And that's before you lot're attacked past wave after wave of heavily armed fanatical Monolith troopers, including snipers from walkways dozens of feet up. Did we mention information technology's pitch black nigh the entire fourth dimension?
  • In Pripyat at that place's a Kindergarten school in the southeastern part of town with a smiling deport statue nigh the playground. Its eyes will always follow the thespian no matter the position. There's also a Monolith radio jammer subconscious in the building and based on where you are, you might get PSY effects while looking at the conduct's face; for a moment yous're inclined to believe the conduct is possessed with some sort of heed-bending powers.
    • Seriously, these goddamn bear statues are horrifying. Compared to the balance of the game, something about them just looks extremely off. Notice how the mouth seems to have blood on information technology too. What could this possibly imply, specially in the Zone, where reality is effectively constantly breaking downwards everyday?

    Mods

  • There are mods for Shadow of Chernobyl that patch up the bugs, unlock extra monsters and creepo the realism Up to Eleven, such as the AMK mod. Want to apply a sniper rifle? Learn to apply the sights' rangefinder and call back the bullet velocity. Want to shoot that suspiciously glowing chimera? Information technology hits you with electrical arcs. Remember these pretty caput-mounted flashlights? Now the enemies turn them off and start walking back-to-dorsum if they know they're being targeted. Love using your trusty Hollywood Silencer? Now the enemies can hear you well, and merely have some trouble figuring out where you are. Want to use cheap night-vision goggles? Try to aim at enemies cross-eyed because of the simple lens. See that slow, rotting, unarmed zombie shambling towards you? He takes a dozen headshots to stop and a knife stab to kill. Y'all just saw a Burer? You lot have less than a second to hide or impale him. Take the feeling of the air tingling? Prepare for fifteen minutes of nervous bolt-throwing, considering the anomalies modify their location every day.
  • Phone call of Pripyat gets the S.M.R.T.East.R Mod. Does enough of things that the other game's mods do, simply comes likewise with the nifty petty improver of throwing in Monolith troopers exterior of Pripyat. Call back the old Water Treatment Plant where you had to have on a dozen mercs? Now in that location are twice as many Monolith forces there. The old factory in Jupiter? Used to have only a few bullheaded dogs, pseudodogs and hamsters? Crawling with Monolith now. Going in that location without a metric ton of armament, a proficient armor, upgraded weapons and a hefty dose of luck is suicidal. Y'all may turn the difficulty down just to brand that section playable.
  • The Misery mod for Telephone call of Pripyat is so ridiculously Nintendo Difficult that it practically redefines the trope. Everything, everything that could have been exploited for an advantage has been ruthlessly suppressed. Relied on artifacts to stave off radiation? Tough luck. Now they all are hotter than a rod of depleted reactor fuel, counterbalance a ton, and unless you brought lead-lined containers you'll be glowing in minutes. Considering you fifty-fifty survive the treasure chase, that is. If you lot one time could, say, wade into an anomaly with your trusty detector and bolts and leave with your treasure slightly worse for the wear, now venturing without the proper gear will kill you in seconds. And even if y'all have the proper gear don't expect to concluding long. On top of the anomalies beingness little pockets of hell on earth, the usual share of competing stalkers and ever hungry mutants will make that an ordeal even for the Crazy-Prepared. If fleshes and boars were pests your Protecta or SPAS shotgun could easily bargain with, now they'll need annihilation between 4 shots and a full mag/pulsate each. Even a single cat can ruin your day. Simply imagine how mortiferous the remainder of the monster bandage is. The whole Zone is such a cruel and pitiless place now that yous shouldn't expect to make money hunting for artifacts anymore - your principal source of income will exist other stalkers yous hunt downwardly and kill for their gear. And but when you thought things couldn't become whatever worse, now the modernistic even makes stalkers completely unpredictable in their beliefs. Oh, you just stumbled upon what appears to be a group of regular Loners? Cue the sudden brutal twist of fate when you chop-chop detect out to your horror that these are actually bandits and/or mercenaries in disguise and they volition immediately plough their guns on you. Oh, and the mod too removes the compass-map that you were and then used to in the vanilla version likewise as other mods for this game; now yous have to resort to opening upwardly your PDA to check your map to discover out where y'all actually are. That'due south not all; if you lot're used to making stupid amounts of money in the vanilla version of the game? This modern takes an emphatic exception to that; now weapon/armor repairs and the purchasing of items suddenly became three times more expensive in the game just to ensure that you won't be feeling rich anymore. Thought Fallout: New Vegas on Hardcore mode was the epitome of Nintendo Hard? This mod makes that game on that particular mode look like Postal 2 on Liebermann mode. The serial was already notorious plenty to exist considered the Night Souls of the First-Person Shooter genre but this mod actually makes information technology feel exactly like you're playing Dark Souls, except under a first-person perspective and with guns, yet with a less variety of mutants and no booby-traps (the simply "traps" being anomalies, patches of radiation, and a minefield in 1 area of the game).

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Source: https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/STALKER

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