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6

S.T.A.L.K.E.R. Anomaly

Mod review

Its pretty good, though can be lacking on action. I never feel like I get enough ammo scavenging for what I want to use, and the same goes for spares for parts. Buying repairs and ammo does kind of break the flow. Its too cumbersome to carry around one weapon for every caliber, and other peoples weapons universally seem to be on the verge of blowing up in your hand.

Weapon modifications seem a bit nonsensical. A 3 round burst for the Makarov is nice, except that it has an 8 round magazine. If it had a +4 mag upgrade, it'd be perfect. 12 rounds, 3 round burst. 4 bursts. There is no mag capacity upgrade, at least not for the PB1s. Some weapons need threading for seemingly no reason like the MP5, others can only take one very specific kind of suppressor for seemingly no reason, and the rest just can't at all. If there absolutely had to be another tier of upgrades for stuff further out like threading an SKS, Type 63, or Mosin Nagant, SKS, or SVD for a silencer, why not make it so you have to do the upgrade yourself? And speaking of...

DIY stuff is senselessly gatekept. Repairing and upgrading your own stuff is very engaging and immersive. But to repair you need a weapon repair kit, the entire thing, to replace a single component of a weapon. Its just not worth fixing up one of the weapons you've been seeing a lot of so you have something to use the ammo. And to do upgrades you need kits too. Kits should make it easier, not be the only option when doing it yourself. It'd be nice if you could use the spare parts you'd get from disassembling a cousin or copy of the weapon you're working on for the upgrades. Such as, say you got the magazine for a weapon when you disassembled it too. You could use that as the main component for a magazine extension mod. The furniture to modify and use as a replacement for the existing furniture for lightening. A different caliber barrel from the same family of weapons to do caliber conversions.

I think the mod does do a lot of stonewalling in terms of progression it could do without. I don't mind a slow and grueling climb, what I hate is trying to climb out of the sinkhole that is doing it yourself instead of just coughing up the rubles for a technician to do it. And it always sucks when you start off, a few healthkits and bandages maybe, and all the quests you can get want you to hike halfway across the map where you'll probably run out of medical supplies from the wildlife attacks before you can even get to the quest objective, let alone complete it and get the money. More intelligence to quest objectives could always be nice.

Also, pseudodogs seem to be very quiet. Combined with the fact even on the easiest gameplay settings they can still kill you in half a second once they start attacking when you start off. It never happened to me and made me think "Thats a good story. I'm very immersed."

Overall, it is good, and I do enjoy it, but I'd enjoy it with a bit more even and sensical weapon customization, a bit more of a consistent difficulty curve... and a more consistent way to get toolkits than just doing the same radiant quests to get stash markers. Even just a "Go kill this guy of the enemy faction who is nearby and see if his stash which becomes the quest marker has a toolkit and if not repeat" kind of quest, which each tier of toolkit garnering more difficult enemies, but with higher tier loot too.