![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Swabbie
![]() Join Date: Dec 2010
Posts: 14
Downloads: 134
Uploads: 0
|
![]()
Played SoC recently and it definitely has its moments. If you want a more vanilla mod experience go with the SoC starter pack. Has the Zone Reclamation Project (bugfixing mod) and plenty of graphics enhancements. Or just grab the ZRP and forget the graphics mods.
I should warn you now though to prepare for a disappointing ending. I don't know if any of the big mods like Autumn Aurora rectify this issue or not, but it is obvious that GSC ran out of time or money or motivation when designing CNPP. In the vanilla game it sucks. Quote:
![]() |
|
![]() |
![]() |
![]() |
#2 | |
Navy Seal
![]() |
![]() Quote:
There's definitely mods that deal with it a bit, mostly by opening up later parts of the game to more free-roaming, but most still leave those linear final levels, because you sort of have to go through them to finish the story. |
|
![]() |
![]() |
![]() |
#3 |
Starte das Auto
|
![]()
The "undergound lab" parts of SoC are definitely the most stressful: the claustrophobic fear factor is very high. At least outside you can run for cover in just about any direction.
I've yet to discover just how different is CoP, since I've been busy with my sh4 u-boat expansion, but I'm going to have to apply some consideration to these mods you guys have helpfully provided. |
![]() |
![]() |
![]() |
#4 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
|
![]()
There's also the Lost Alpha mod which is more of a standalone game. Maps are nice but overall it has more cons than pros.
|
![]() |
![]() |
![]() |
#5 |
Starte das Auto
|
![]()
Thanks; noted...
|
![]() |
![]() |
![]() |
#6 |
Navy Seal
![]() |
![]()
There's actually a few new story mods out there! I haven't played a lot, and I think many of them are not translated from Russian (the biggest Stalker fanbase is still Russian speakers), but they do exist.
And yeah, the labs/bunkers is something stalker games usually do extremely well and are genuinely scary. I think the cool thing about them is that they're confusing and tricky to navigate, and instead of having obvious parts loaded with tons of dumb enemies to shoot, they're mostly dark and empty, and only have a small number of enemies that are EXTREMELY deadly and hard to kill in that confined environment (snorks, burers, controllers, poltergeist). The dread I always feel walking into an empty dark bunker in Stalker is always palpable - and the best part is that many bunkers in the game are actually empty or not very dangerous. But the game scared me so much with the ones that weren't empty that it actually made me develop a phobia of bunkers ![]() |
![]() |
![]() |
![]() |
#7 |
Starte das Auto
|
![]()
Indeed: if you knew there was going to be a bogey waiting in every darkened room, where would be the suspense?
There was a particular section (may have been lab "X18") where somebody suddenly shuts you in, and the ONLY way I could engineer an escape was to start again but this time dumping the NBC-suited body of a worker in the hatchway, so that it was effectively jammed open. I don't know whether this was the intention but it seemed impossible to escape otherwise. The sounds add greatly to the atmosphere too, suggesting all kinds of freakish creatures prowling nearby (some of whom you meet, of course). I think by far the worst of these are the Snorks, but the giant mutant rats are pretty good value too! |
![]() |
![]() |
![]() |
|
|