S.T.A.L.K.E.R.: Call of The Zone (Part 1)
Original stream date: 08/28/2024
Something I maybe should've mentioned but kinda forgot to, the creator of this mod passed away a few years ago. Seems a bit important in retrospect but I kind of have a habit of just forgetting things in the moment.
Anyway, this is pretty much a result of me wanting to do a run of Call of Chernobyl. While kind of planning for that, I remembered that this existed and decided to do this instead since this is arguably more stable and I'd heard the tasks are more interesting.
. . .
I think if I had any gripes so far, the main one is probably the dynamic faction relations. I'd imagine it works very similar to Anomaly (probably the same system tbh), but it seems really goofy that I am already super-friends with Duty when I really haven't done anything with them. I am 90% sure by the end of whatever run this is, I will end up being at war with Freedom at some point due to this system.
Also, apparently the Clear Sky & Merc neutral relation is from Call of Chernobyl, and is carried over into other mods (I don't think it comes up much in Anomaly since the two factions rarely ever cross paths in any meaningful way).
I still don't like it. I feel like the large majority of Mercs, as a faction, just wouldn't get along with anyone due to the sheer amount of distrust every faction has towards Mercs and it doesn't really make sense why Clear Sky would be one of the exceptions to this.
Like the ideal setup, I feel, would be to have Mercs be enemies with everyone else, but give them their own unique set of missions that they have to go and do (maybe a series of tasks for unknown clients), as opposed to how other faction tasks work, but eh.
I'm also kind of not a huge fan of how dark it can get in terms of shadows, I remember Call of Chernobyl having this problem but it seems way more pronounced in this mod.