Posted November 22, 2020
Just to get some things off my chest about the setting and tactical choices of the game. This will be an ongoing list as I remember them.
The Harbor camp when the player takes the boat to arrive at Dead City. This encampment seems like an afterthought. The location is so close to the water's edge that it would seem that one wave of an incoming tide would wash the whole camp away. Moreover, there are abandoned buildings right next to that location that would provide not only shelter from inclement weather, but tactical advantage against raiders and those zombie creatures. The one usable box in that camp isn't enough when compared to all the other trade locations in the game with at least several 'holding' boxes available. Moreover, the limited amount of trade that one can do with the single character is maddening. His inventory changes so slowly (if at all) that he is almost non existent as a trader after the first trade. I found myself using that single box next to him as a warehouse with hundreds of kilo worth of goods from my assorted raids into the city. If this point of the harbor was a smugglers' landing, one would imagine small skiffs with illicit goods regularly landing and traded goods being removed all the time. But the only boat that is visible is the one water 'taxi' that the player took to get to the island, waiting there for me to go back. IMHO, not a complete support scenario for story telling.
Some of the best exciting action of this game was the arrival at the cross roads being guarded by Ludmilla and company at the start of a bandit raid, and the assault on the mutant stronghold (strange there were no female mutants there). I wish the devs would have done the same with Dead City's locations. Imagine if the Stalker base on the surface was overrun by zombies and the player with other stalkers, needed to retake the surface? Would be another epic battle.
The Harbor camp when the player takes the boat to arrive at Dead City. This encampment seems like an afterthought. The location is so close to the water's edge that it would seem that one wave of an incoming tide would wash the whole camp away. Moreover, there are abandoned buildings right next to that location that would provide not only shelter from inclement weather, but tactical advantage against raiders and those zombie creatures. The one usable box in that camp isn't enough when compared to all the other trade locations in the game with at least several 'holding' boxes available. Moreover, the limited amount of trade that one can do with the single character is maddening. His inventory changes so slowly (if at all) that he is almost non existent as a trader after the first trade. I found myself using that single box next to him as a warehouse with hundreds of kilo worth of goods from my assorted raids into the city. If this point of the harbor was a smugglers' landing, one would imagine small skiffs with illicit goods regularly landing and traded goods being removed all the time. But the only boat that is visible is the one water 'taxi' that the player took to get to the island, waiting there for me to go back. IMHO, not a complete support scenario for story telling.
Some of the best exciting action of this game was the arrival at the cross roads being guarded by Ludmilla and company at the start of a bandit raid, and the assault on the mutant stronghold (strange there were no female mutants there). I wish the devs would have done the same with Dead City's locations. Imagine if the Stalker base on the surface was overrun by zombies and the player with other stalkers, needed to retake the surface? Would be another epic battle.
Post edited November 22, 2020 by Peter Lem