The tactical combat engine borrows a lot from Firaxis' revival of XCOM and offers as much depth alongside a presentation that ensures all critical information is clearly communicated at all times. In these moments of high chaos, when the rug is pulled out from under you, this is where the game really shines. Inevitably something will go wrong-you'll miss that 75% chance shot you were counting on or fail to do quite enough damage before the enemy gets its turn and calls out for reinforcements-and suddenly the whole area is on alert and you're scrambling to improvise a new plan. But pulling off a series of clean hits isn't always possible. It's about analyzing each scenario in the exploration phase and identifying which enemies you can eliminate, one by one, without alerting others. Bormin has his back to a tree, Dux is on the roof of a nearby building, and Selma is crouched behind a rock at the end of the unsuspecting enemy's patrol route. You hit F to split up your party and guide them individually into position. You've noticed one enemy's patrol route takes him away from the others. The tension is ratcheted up during this pre-combat exploration phase, as you're tip-toeing into hostile territory, identifying how many enemies await you, what types they are, what levels they are, whether they're patrolling, where those patrol routes take them, where their vision cones intersect, and so on. You're still moving around in real time, just slower and more discreetly. When you spot an enemy you can enter stealth mode by switching off your flashlight, thus slightly reducing your visibility but also greatly reducing the distance at which the enemy will spot you. When you first enter an area you're in exploration mode and free to walk around in real time. They're not especially large-bigger than an XCOM map, but hardly sprawling-and typically centered on an identifiable feature: a scrapyard, a school, a subway station, a fast food restaurant, and so on. The Zone is divided into a couple dozen maps networked across southwest Sweden. If you've done your scouting properly, you'll know what's coming and know which stalkers to swap in and out before you tap that spacebar. Up against dogs? You'll want at least one stalker, probably two, with crowd control abilities to prevent their melee rush. Up against robots? You'll want at least one stalker, probably two, with an effective EMP attack. Should you spend literally all your weapon parts on the close-quarters effectiveness of Bormin's scattergun, or are you better served improving the ranged potency of Dux's crossbow? You can only afford one right now and, since there's no capacity for grinding, it may be some time before you can afford the other. The limited number of weapons and sheer expense of upgrades means you're forced to make tough choices. But Dux and Bormin, the two starting playable stalkers, are different they're mutated animals, a duck and a boar, respectively.Īt first glance, there's a lot you can do to customize each stalker and gear them up to specialize in certain fields, letting you mix and match your active squad based on the task at hand. ![]() Everyone, even those safe in the Ark, has been touched by mutation. ![]() Stalkers are sent from the Ark, one of the few remaining hubs of human civilization, into the Zone to scavenge for scrap and fend off the bandits, ghouls, feral dogs and worse that now occupy the ruined towns and suburbs. Road to Eden depicts a post-apocalyptic Scandinavia where resources are scarce and knowledge of what the world used to be is even harder to come by.
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