Obviously, I went for the drama-baiting combo of lying and inviting them to my ragtag crew. Interestingly, you don't have to stick with your choices. You see, Chernobylite is a substance that can open wormholes in time and space. It can teleport you from one place to another, or even let you revisit old memories via a dreamscape of floating rocks and non-Euclidean geometries. Each time you die, you wake up in this dreamscape where you can see how the key decisions you made are connected, and go back and change those decisions using Chernobylite shards as payment to whatever interdimensional god-force is running the show. It's pretty ballsy for a game to lay bare the workings of its choice system like this, but given the breadth of Chernobylite's web of choices and possible outcomes, the devs have every right to want to show it off. Your choices will affect enemy activity in the area, how many allies you have in the Zone, and at one point even the topography of the game-you can, for instance, destroy the infamous Duga radar at the behest of a man believing himself to be in a good-vs-evil conflict with a Rat King.Ä«etween missions you hang out in your base, where you can cook, build improvements, explore other peoples' memories based on clues you find, or even just go straight to the Heist mission at the end of the game (where you'll almost certainly die if you've not assembled a crew and equipment, but it's there if you want it). When you're ready, you pick a mission set in one of six regions around the Zone-whether to progress the main story or search for clues. At the same time, you can send out your companions to scout future missions or gather resources. These maps aren't huge, but they look wonderful. The Farm 51 actually went to the Exclusion Zone and used 3D scanning to recreate its terrain, textures and buildings. It gives the areas an intense verisimilitude that I can't stop snapping-grass and shrubbery reclaiming blocky clusters of Soviet apartments, smashed stained glass windows depicting doomed communist utopias, smoggy sunlight oozing through sickly canopies. As someone mildly obsessed with the crumbling vestiges of the Soviet empire, I find these environments mesmerising.Ä«eautiful and haunting though these areas are, they are a little lacking in substance. The only things you find are resources and clues relating to your story, there is no wildlife (even though the Exclusion Zone is renowned for it) and enemy AI rigidly sticks to their patrol routes or stands in one place-never sitting at desks or fighting radioactive monsters or taking a wazz. Friendly trader stalkers, meanwhile, simply stand around waiting for you to come to them. Except for the final Black Stalker boss game.The developers could certainly have picked up a few tricks from Stalker: Shadow of Chernobyl and its sequels about how to make the Zone feel more dynamic. With 3 companions I only had to fight once. Pretty sure its do able with 2 but then some more fighting is needed. In fact instead of 5 companions only 3 are actually needed. Update: I've finished the Heisst without Olga. Could that be related? I could enter the 'fractal' world and saw who (s)he is. Wrt Black Stalker investigation I've 4 out 5. Does anyone know what clues, documents, decisions lead to Olga joining me othe Heist? I REALLY can't figure out what I've missed wrt Olga. Wrt to the prison: I let the NAR capture me and I found a clue there. Reverted that decision - village is back!<. I did let him take the credits for the supplies -> village burnt down later cause of this. Apparently I did not do a mission for her or did not read a certain clue/document. Problem when starting the Heist is that Olga leaves - all others join me. Looking at the Heist board I've accomplished 3 out 4 investigations. Till day 26 or so I've received missions from the companions. Started Chernobylite with the latest Mega Patch.
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