Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much more!
Oh, look at that one alone stalker! I'm going to kill him and steal his stuff.
Am I shooting blanks? No? I see blood. How come he's not dyi-
Oh, look he 360 no scope killed me in on shot.
That basically sums up this mod. Every time you get into combat with anything, it turns into you wasting an absurd amount of ammunition on the enemy no matter if it's a human, pig, boar or even dog. The vast majority of the time it feels like your guns are loaded with faulty ammunition or blanks. It becomes pretty frustrating after the fourth, fifth or sixth time once you realize that this game isn't "challenging" by making the combat so skewed in your enemy's favor. For example, I once shot a bandit, in the back, point blank range with a shotgun. You're probably thinking, "Oh, well, that had to have killed him, right?" Nope. He survived, spun around and shot me in the face, killing me instantly.
If you're looking for a mod that makes Stalker: Call of Pripyat more like Dark Souls, in the sense that it's challenging (but ultimately fair) and rewarding, you're looking in the wrong spot. Misery just unbalances everything and calls it, "challenging."
An excellent attempt to create a real zone of exclusion, but when you set goals that high expectations are even higher. This is not a difficult mod, this is a PUNISHING mod. Let me explain that difference, Dark Souls is difficult, but everything follows the rules the player does, i.e. the difficulty isn't due to cheap factors designed solely to make life hard for you, it's beacuse you are having to outfight and outwit equals in terms of power and ability. In misery that isn't the case, enemy humans soak up more bullets than you, run farther than you carrying more equipment, suffer no environmental hazards, and apparently think 5% of an items value is a fair price. Even early missions meant as tutorials in the vanilla game are nearly impossible without basically sitting around hoping people die on their own so you can loot them, or that 2 boar won't murder you in the first 30 seconds of the game. All this for the sake of "realism" and there are such gaping holes in items and weapons it's a little insulting that the development team made those mistakes, numerous firearms use incorrect models (FAMAS, AEK 921) or are chambered for the wrong ammunition (Mosin Nagant, STG 44). For this mod to fail not only in delivering a satisfying gameplay experience but in the only possible redeeming factor of the game is unacceptable, uninstalled until some MAJOR improvements are seen.
Interesting with its small tweaks, but to me it comes off as a more 'hardcore' Redux. It's quite a change from the original I Work Alone which I tried and didn't like but the amount of small things that annoy me make this to annoying to play my major gripes are.
-Stamina, why do I have to eat a third world countries entire food supply in 3 hours so I'm not exhausted? Do I have some sort of super metabolism?
-Gun sway, did Degtyarev get Parkinson's in this mod? When I first started out as Recon with my AS Val it was nearly impossible to hit anything from a distance from the shaking.
-BROWN AND BLOOM, while this isnt a big concern as I just installed a texture pack but seriously whats up with games/mods these days? This doesn't make it look any thing as 'scary' or 'atmospheric' it looks like someone dropped a nuke on the place, if you look at current day pictures of the Exclusion Zone you could see that lush green flora is flourishing in the area.
-Prices, again another small thing that makes the game unplayable Economy definitely needs some overhauling a can of tuna is 200~ RU and you need to eat 3 cans of that so you don't die of starvation of the course of 3 hours.
Misery 2.0 is a great example of a highly-anticipated mod going wrong in almost every way.
CTDs, instability, total unrealism for its own sake, devs trying to prove something but in the end failing at the most basic elements. Apparently, logic is void in MDT. Lack of critical thinking really shows.
- Overpriced items, rare artefacts, etc. Why? How in your opinion, other Stalkers (NPCs) survive and keep going in this dumb-of-the-dumbest, artificial environment? This is as least realistic as it can get.
- Wrong priorities. Add tons of unneeded crap for players to gather, but there's 0 new quests, locations, or such. This is most disappointing.
- Unstable. Remember: stability > content. You got it all wrong in this case. Too bad.
I could list more and have interesting ideas to make game-world more immersive and enjoyable, as STALKER devs themselves were either lazy, dismotivated, whatever. We'll never know.
Wow. just wow. this by far is one of the worst things I've ever played. Let's break it down a bit.
Yes, I firmly believe that graphics don't matter. Just look at stuff like Minecraft or Dwarf Fortress. The problem here is that it's not just the biggest grey/brown mess I've ever seen while running and looking significantly worse then the stock game, it's that there is no contrast between anything in the game. It all just blurs together resulting in a washed out mess that you can barely see anything in.
Can you say "train wreck?" Good! I knew you could! While 2.0 adds many features, they are all shoddily implemented and are mostly there for nothing more then complexity for the sake of complexity. And of course there is also the economy where everything is ridiculously overpriced. Also I like how most game developers interpret "realistic" as the character should act like a 400 pound guy jogging at 15,000 feet while having the durability of wet toilet paper.
The Only survival horror aspect of this is surviving how horrible it is.
PROS:its the prettiest mod out thare better then complete 2:massive amount of new items from food to weapons theres tons of new stuff CONS: EVERYTHING IS TO DAMN EXPENSIVE 100000 to repair a gun im gonna get rid of in a hour is disgusting 2:healing and repairing weapons is confusing and convoluted and some repair items have the same stats and might as well not exist 3:to much items at times im talking more just healing and repair items i feel like im playing eve with all these stats and again more items do the same thing making it cluttered in your inventory 4:healing takes to much time using a medpack blacks you out for 10 seconds using a bandage makes you stop for about 5 and you die in about 2 shots i understand its supposed be realistic but stalker isnt a game meant for realism you gun down 10 dudes at a time multiple times in this game good luck getting threw those fights without save scumming conclusion play misery 1 it keeps the weapons and the theme and does not have as many probs
The mod has some interesting ideas, like adjusting the character to suit certain playstyles for instance, but it does everything else poorly. It turns STALKER's immersive, beautiful world into a sea of overcontrasted browns and greys, the interface looks like someone was given Photoshop and a grunge brush pack and told to go hog wild, and a number of the weapons aren't implemented too well. The game itself is arbitrarily difficult by making ammunition extremely expensive and uncommon rather than significantly altering enemies and/or their behaviour. I can't speak for the later parts of the game, because honestly, I got maybe ten minutes in before uninstalling. I'm sure some people will like it but this is definitely not for me. I'm back on Swartz Mod now and while I do feel I'm not really being given the level of challenge I'd like, at least the scenery is nice and ammo isn't unobtanium (though 9x39 is still rare early on, which is good).
Really all I can say in favour of this is that there was clearly considerable effort put into it and some novel ideas, I just feel they were squandered.
where to start?
Unrealistic weapon damage.
You are a soldier ingame BUT u cant even hadle 30 kilo in ure baggs wanna kidding me?
enemy need 2-3 headshoots from close to die.
You need to take 1 bullet from a pistol that flys to you from 500 yards and u die.
(lol i eaven have armor->useless)
Overall this is a strong mod with vibes of the old S:SOC mods like LURK and Oblivion Lost. But even with the increased difficulty there are some serious inconsistencies. But on the review as a whole.
OK, before i go any further i have played the series thru on Master before so the games difficulty is known to me. When the game is installed you choose 1 of 3 classes. As a previous player i prefer the long shot game, So I played the USS Sniper. The starting equipment was lack luster. Others have called out a sniper being sent on a mission w/o a scope is kinda weird, but i give that up to the game using this as a balancing feature. No biggie there. But what gets me is the inconsistency in damage and well overall AI issues. First thing, while the features mentions zombies being tougher, this proves to be wonky and unpredictable. Like early in my game a zombies more than often could shrug a 7.64x54R round like it was nothing. I'm sorry a 185grain FMJ round would take a good 1/3rd of his skull with the bullet as it passes through his skull. But no more than 3 minutes later a 5.45mm x 39mm round kills a zombie in one go. Don't even ask on pistol rounds.
While the hit damage done to enemies is overall OK (Minus Zombies), the damage done to the PC is kinda ridiculous on Normal (First time thru on a mod i wanted to get a feel on the rules at play). An enemy at easily 100m plus peppers me with buckshot and even with Military Armor (Which even IRL the lowest level vest will stop buckshot at close range) i lose maybe 2/3rds of my life and become stunned for a moment. I appreciate the stun effect but that much damage from something my vest should have stop is kinda wonky. Also some enemies seem to be snipers with handguns and get lucky one shots from near max range. And zombies stumbling shooting from the hip seem to get near 1 shots at max range. While somewhat realistic, a lot of these changes seem to be made in the name of artificial difficulty.