Arma 3
[SP] STALKER: Bandit Hunter
Payne Smith 27 Oct, 2020 @ 5:23pm
Review
Thought I'd review it in discussion since I got a lot to say.

Two thumbs up, amazing mission. Everyone should play this. Here's what I loved about it:

+ The atmosphere is spot on. You have captured the stalker feeling, and that's what matters most. I played this with Sullen Skies on, for even better lightning.

+ Pacing and game design is solid. Tasks and events are structured well, and they often put you in CQB situations, further approaching the kind of combat in Stalker games.

+ Combat encounters can be rather challenging, especially early on when you don't have an AK. There's a few instances where NPC's try flanking and they're super camoflaged so it works. Gear progression is also solid.

+ Clothing, gear and weapon choices are great, and they enhance the mood. Stalkers look like Stalkers, Bandits look like bandits, and Duty looks like Duty.

+ There's a stash system. Most people overlook this but stashes are an extremely important part of Stalker. Kudos for implementing it.

Now here's a few criticisms:

- Gear progression is easy to break. If you kill the Loners at the Rookie camp, the others won't fire at you, so you can get a free Krink right at the start.

- All missions require combat, even the fetch quest. Now, this is very loyal to Stalker games, but Arma has a few more gameplay options you can maybe implement in the future.

- Anomalies are not placed well. I think you wanted to put them where they are in Shadow of Chernobyl, but anomalies in Cordon in ShoC were only there so the player can get used to them until they faced them in the railroad tunnel. You could use anomalies creatively, like barring easy passages from the railroad or restricting access to the old Church building. That building is broken, players clip through the walls and die.

- No mutants, no artifacts. I'm 100% sure you can implement these. Mutants of Armstalker are released as a separate mod, and I'm sure you can implement artifact hunting judging by the great scripting in this mission.


Such an amazing mission, and I cannot wait for the next ones. Thank you so much for making this. :)
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Nacjo_Farmer  [developer] 1 Nov, 2020 @ 10:31am 
Many thanks for this feedback!
As for the mutants, I planned to add them initially, but I don't know if the ArmStalker package that was released has permission from the ArmStalker authors. If it disappeared from the workshop, even I could not open my mission and several dozen hours of my work would be wasted. I had that one time with mission "Wolfenstein" when "skeleton mod" was removed from workshop and mission stopped working. I also thought of using zombies and explaining it through the plot, but zombies use civilian clothes, whose atmosphere does not suit a stalker, and after trying to change their equipment, they freeze. I also didn't want the mission to require ArmStalker because few people wanted to play it and had to download many gigabytes. Thank you also for feedback on the anomaly. As for the other story options, I initially wanted to be able to choose between bandits and DUTY at the end, but I must admit that I did not do it out of laziness (I spent a lot of hours creating and didn't want more).
Again, thanks a lot for your feedback! :steamhappy:
P.S. Sorry for my bad english.
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