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STALKER: Heart of Chornobyl copethread

Refunded after 110 mins.

Not happy about needing framegen+FSR performance for 1440 ultrawide on a 7900 XT+9700x.

Was wondering why pressing 6 did nothing the entire prologue before I had an EPIC STORY MOMENT where you get given the bolt.

I think it was an exceptionally dumb decision not to have easily accessible healing available before you reach the first town.

I turned on GOD GAMER mode and ran it hitless up till there. #pureskill

A-Life 2.0 is complete cap, what got me to ragequit was barely fighting through a bandit squad, then pack of dogs spawning directly behind me before my first CTD.

pika-cousin-suffering /10, back to gamma

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  • Its genuinely quite shit

    • Game doesn't run on a 4080 super and doesn't even look good enough to warrant the performance it looks like any copy paste unreal 5 dreck. Frame pacing is all over the place so even high and capped framerates feel awful
    • UI may as well be from far cry completely misses the aspect of what made the original games interface so good
    • stealth is broken enemies see you from miles away through foliage then aimbot your brain and has that stupid 360 degree ubisoft enemy can see you ring that i hate
    • mutants eat bullets makes bloodsuckers frustrating rather than scary
    • game has forced on mouse accell and smoothing with no option to disable without messing in the configs
    • no muzzle flash lighting or shadows cast from the torch which were very big features of the original game
    • buttons don't register sometimes and need to be pressed twice weather this is to open or close inventory/pda or even worse to fucking quicksave where many times i realised it didn't save at all cos i have to press it twice
    • difficulty modes copy modern game difficulty make you weaker and enemies bullet sponges and has nothing similar to the original trilogies master difficulty
    • first encounter with a poltergeist went terribly unlike in shoc where you meet one in that bunker and it ynow levitates the object then throws it to give you time to identify and move.... This one the physics object moves AFTER IT HITS YOU so you only see it reacting BOUNCING OFF YOUR BODY and they are impossible to avoid like completely aimbot buckets
    • english va is somehow worse than in the originals
    • its made by nazis
    • a-life 2.0 is reported currently as broken so its just a random enemy spawner ring around the player which is another significant staple of the original games
    • stupid animations for inventory and PDA that really don't need to exist and just get in the way
    • Even breaking open crates for stuff feels bad the model just disappears into a few particle effects rather than ynow actually falls apart into physics objects like the fucking original games managed to do
    • fuzzy ass image like every fuzzy ass UE5 game

    Positives:

    • guns sound nice and have good animations

    If ur getting the game pirate the gog version but its not worth it just play the originals. The design language adopted for this game was to make it more like a ubisoft game than take what made the originals so impactful.

    I got the list above from the prologue i didn't need to play anything else

    • RDR2 needs to be punished for its crimes in convincing devs that forced animations for basic actions was a good idea, even if it was mildly cool in that game cause it did almost everything like that.

      (it probably doesn't originate there either but its the most famous current example)

      • I disagree and wish more games did it. I am annoyed at how quick the animations are for eating and healing in this game.

        I was hoping it would be closer to Tarkov honestly. The extremely long healing/eating/drinking/reloading animations really go a long way in an FPS to establish "this is a human with a body that is very fragile" which also establishes stakes very well.

        In Tarkov it leads to a lot of interesting decision making that doesn't really come up in any other shooters. Instead of kill everything - loot. It becomes start gunfight - get shot - try to get a safe spot because this healing animation is going to take 20 seconds - kill enemy - realize you were shot in the stomach and are dying of thirst - check containers/pockets for something, (anything please god anything) to drink - decide if its safe to drink - finish healing - realize you didn't repack you mags - die to the next person who comes up on the pile of bodies because you're out of ammo.

        I get that I am probably in the minority but I love that shit.

        • That does actually sound interesting since it will be adding dimensions to one of the more interesting parts of the gameplay.

          Having animations for checking the map or doing busywork only is just a dev jerkoff session gone wrong though IMO.

    • Extreme sadness-abysmal

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