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Trope was cut/disambiguated due to cleanup


* CanadaEh: Olivier is a Canadian mercenary with Russian roots and the only Westerner in Igor's crew. He speaks perfect Russian though, so you wouldn't know his nationality if he didn't tell you.
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''Chernobylite'' is a SurvivalSandbox with RPGElements, developed by the Polish developer The Farm 51, who had earlier created ''VideoGame/GetEven''. The game was based off of their earlier experience creating a VR model of Pripyat; it was [[https://www.kickstarter.com/projects/thefarm51/chernobylite-survival-horror-in-3d-scanned-chernob/description funded]] on Website/{{Kickstarter}} on May 11th, 2019, and released into UsefulNotes/{{Steam}} Early Access on October 16th, 2019, with a full release for PC on July 28, 2021, and for consoles on September 7, 2021.

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''Chernobylite'' is a SurvivalSandbox with RPGElements, developed by the Polish developer The Farm 51, who had earlier created ''VideoGame/GetEven''.''VideoGame/GetEven2017''. The game was based off of their earlier experience creating a VR model of Pripyat; it was [[https://www.kickstarter.com/projects/thefarm51/chernobylite-survival-horror-in-3d-scanned-chernob/description funded]] on Website/{{Kickstarter}} on May 11th, 2019, and released into UsefulNotes/{{Steam}} Early Access on October 16th, 2019, with a full release for PC on July 28, 2021, and for consoles on September 7, 2021.
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* AStormIsComing: The Black Stalker's appears in a storm of green lightning. When the zone starts having green lightning storms, that's the game telling you he's onto you and about to arrive in a few minutes.
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** In the Pripyat Residential Area you can find a [[Film/{{Annihilation}} dead soldier grown into the wall of an empty swimming pool]].

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** In the Pripyat Residential Area Area, you can find [[Film/Annihilation2018 a [[Film/{{Annihilation}} dead soldier grown into the wall of an empty swimming pool]].
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* CycleOfHurting: Dealing any amount of damage to an enemy staggers them briefly. Keeping up the pressure with constant hits makes it virtually impossible for lone enemies to retaliate. It doesn't matter all that much against basic mercs due to their low health, but can be a lifesaver when up against Heavy Armored Soldiers. Notably, Igor himself is immune to this.
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** One way to play this trope somewhat straight relies on the fact that each weapon in your inventory is loaded individually. Some players exploit this to circumvent the revolver's slow reload by carrying multiple loaded revolvers and quickly drawing another one instead of reloading the one in their hands.

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** One way to play this trope somewhat straight relies on the fact that each weapon in your inventory is loaded individually. Some players exploit this to circumvent the revolver's slow reload by carrying multiple loaded revolvers and quickly drawing another one instead of reloading the one in their hands. This also works with the other guns, shotguns in particular, but is most often used on revolvers due to their relative abundance in the Zone.
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** One way to play this trope somewhat straight relies on the fact that each weapon in your inventory is loaded individually. Some players exploit this to circumvent the revolver's slow reload by carrying multiple loaded revolvers and quickly drawing another one instead of reloading the one in their hands.

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* TakeYourTime: Played with. You generally don't need to rush through missions and can take your time enjoying the scenery, but if you dawdle for too long, the Black Stalker tracks you down and forces you into a BossBattle. A reasonable amount of hustle is therefore recommended to avoid wasting resources battling an otherwise avoidable, very dangerous enemy.

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* TakeYourTime: TakeYourTime:
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Played with.with in normal gameplay. You generally don't need to rush through missions and can take your time enjoying the scenery, but if you dawdle for too long, the Black Stalker tracks you down and forces you into a BossBattle. A reasonable amount of hustle is therefore recommended to avoid wasting resources battling an otherwise avoidable, very dangerous enemy.enemy.
** Discouraged in terms of mission selection. Nothing outright forces you to tackle main missions or companion quests, but you're given at least one of each every day. If you let them pile up for too long, they might well block all the region slots on the mission selection screen, making it near impossible to acquire resources from sending companions out into the Zone. This is especially dangerous if you aren't self-sufficient in terms of food and your reserves are running low.
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* NoGearLevel: Igor gets captured at one point and has to escape an old prison complex with nothing but stealth takedowns and the occasional [[MagGyvering MacGyver'd]] trap until he can reclaim his equipment near the exit. Strangely, his captors never bother to remove his body armor.

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* NoGearLevel: Igor gets captured at one point and has to escape an old prison complex with nothing but stealth takedowns and the occasional [[MagGyvering [[MacGyvering MacGyver'd]] trap until he can reclaim his equipment near the exit. Strangely, his captors never bother to remove his body armor.
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* WeUsedToBeFriends: [[spoiler:If you decide to keep Olivier in your crew after finding out that he's been TheMole from the beginning, Igor makes it abundantly clear that their friendship is over and from here on out they're strictly business partners.]]
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* MauveShirt: Anton, one of the two mercs that accompany Igor in the prologue mission, gets just enough dialogue to make it seem like he'll become a major side character. Then the group gets ambushed by the Black Stalker and Anton is casually executed to showcase just what you're up against.
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* GunAccessories: All weapons can accept upgrades to their magazine, grip, barrel, sights and more (or the closest equivalent if the weapon in question doesn't actually contain a certain part). These accessories can significantly alter how a gun behaves, like turning the standard AK assault rifle into a suppressed DMR or a light machine gun.

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* GunAccessories: All weapons can accept upgrades to their magazine, grip, barrel, sights and more (or the closest equivalent if the weapon in question doesn't actually contain a certain part). These accessories can significantly alter how a gun behaves, part, like turning the standard AK assault rifle into crossbow obviously lacking a suppressed DMR or a light machine gun.barrel).
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* UsefulNotes/{{Chernobyl}}: The setting of the game, [[ExactlyWhatItSaysOnTheTin obviously]]. Large parts of the lovingly detailed Chernobyl Exclusion Zone are yours to explore, with the final goal being the stricken power plant itself.
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** If you just need to pass a day for some reason, like farming companion rep through the VR Inception machine, you can do so from the mission screen without going on a mission yourself.
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* BreakableWeapons: Averted, which actually makes a lot of sense despite not being given an explanation. All firearms in the Zone are tried and proven Soviet-era workhorses like the Nagant revolver or the ever-popular [=AK-47=] that are famous for their ruggedness and reliability in almost any environment. Taking them for a spin for a few hours each day won't bother them much, and Igor's probably giving them proper maintenance offscreen once he's back at base.


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* DesignItYourselfEquipment: All weapons except for the [[{{BFG}} plasma thrower]] can be modified, often in pretty significant ways. There's the usual fare like bigger magazines or different sights, but you can also change the function of a gun, most notably the assault rifle, which can be rebuilt into a designated marksman rifle or a light machine gun ([[ShownTheirWork which is par for the course for the legendarily rugged and versatile [=AK-47=] platform).]]

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* HollywoodLockpicking: To open a locked door, you need a set of lockpicks. That's it. If you have lockpicks in your inventory, just interact with the door and it's open. Apparently Igor's a bit of a secret master burglar.


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* LockpickingMinigame: Notably averted. To open a locked door, all you need is a set of lockpicks. That's it. If you have lockpicks in your inventory, just interact with the door and it's open. Apparently Igor's a bit of a secret master burglar.

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* ClimaxBoss: [[spoiler: You and your team take down Colonel Kozlov, the field commander of [=NAR=], just before your final heist on the Chernobyl Nuclear Power Plant.]]

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* ClimaxBoss: [[spoiler: You and your team take down Colonel General Kozlov, the field commander of [=NAR=], just before your final heist on the Chernobyl Nuclear Power Plant.]]



* DisasterScavengers: The Chernobyl meltdown is widely considered one of the worst (man-made) environmental disasters in human history, and you're right in the middle of the wasteland it left behind. The only faction there with an actual supply line is the NAR and their armed goons. Everyone else has to make do with scrounging for supplies among the detritus left behind by the Soviet liquidators decades ago, or steal what they need from NAR.

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* DisasterScavengers: The Chernobyl meltdown is widely considered one of the worst (man-made) environmental disasters in human history, and you're right in the middle of the wasteland it left behind. The only faction there with an actual supply line is the NAR and their armed goons. Everyone else has to make do with scrounging for supplies among the detritus left behind by the Soviet liquidators decades ago, or steal what they need from NAR. A significant part of your total playtime will be devoted to picking up everything remotely useful you can find in the game world.


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* HollywoodLockpicking: To open a locked door, you need a set of lockpicks. That's it. If you have lockpicks in your inventory, just interact with the door and it's open. Apparently Igor's a bit of a secret master burglar.
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* BrainwashingForTheGreaterGood: For a very loose definition of "greater good". You can build a device called VR Inception that lets you improve your companions' opinion of you by breaking into their minds while they sleep. This is done via a {{Roguelike}} minigame of sorts that pits you against 15 waves of randomly picked enemies, with a BossBattle every five stages. If you make it to the end, you can add one favorable decision event to one companion per run. While the machine does offer a get-out-of-jail-free card of sorts in case you really messed up a relationship, it's an arduous process clearly not meant to be used frequently.

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