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Weekly Report #142

[h3]Hello Stalkers![/h3]
In the next installment of our series, in which we present to you the profiles of our companions, we will take a look at the crazy - but somewhat less explosive than Mikhail - Sashko character.



We first meet Sashko in a mission, during which we are presented with a choice: upgrade our PDA or blow up Duga's radar. The entire meeting was planned by Tarakan, but carried out by Sashko, who was Tarakan’s protege at that time. Such a division made sense to us from the storytelling perspective, because we really wanted Tarakan to be this mysterious fella who doesn't come out of the shadows right away. Plus, it would be hard for a senior scientist to climb onto the radar and mine it, wouldn't it?

In our minds, Sashko was supposed to be a young, strong and capable "Cossack" - this is how in some parts of Poland we refer to people who are fearless, crazy and rarely think about the consequences of their actions. We also treated Sahsko's “Cossackness” literally in terms of the hairstyle or general appearance, inspired by real, historical Cossacks.



Sashko is a complete opposite of the protagonist in almost every way. To get to the power plant Igor constructs a strange machine, prepares a plan, hires mercenaries to help and politely obeys all their orders. Igor is a diplomat in many ways. Sashko, on the other hand, is running away from his past, at least part of it. He has his own moral compass that guides him, but more often than not, Sashko acts impulsively. Generally committed to constant play and risk, even though on a mission to find his brother, he chronically suffers from a lack of meaningful life goals. Many players identify with him because the vision of being completely free in an empty and deserted city full of danger seems very exciting.

With regards to the appearance of Sashko, we can distinguish three elements: the sporty look of the parkour (hence the light mask in which you can breathe freely), Cossack-patriotic elements (hairstyle, embroidered coat of arms of Ukraine on the T-shirt) and... ropes that contrary to appearances, were very important to us. Even before entering Early Access, we had a lot of metroidvania elements in the game (only the lockpicks and the Chernobylite burner remained, but more on that in one of the next reports). One of them was the system of ropes that the player was supposed to use for climbing and traversing, and which Sashko hung around the zone, making it his playground. The mechanics never made it into the final game, but the rope and its proper colors are still visible at Sashko's belt.



Before we conclude, we have very important information for you! If you like our game and the atmosphere of Chernobyl in general, be sure to check out this new project from our friends from polish studio Vimagineo :)

“Chernobyl Again” is an adventure game created for VR headsets that takes place in the 3D-scanned Chernobyl Exclusion Zone.



If you want more info about it, check it out by yourself on this link.

[h3]That's it for today![/h3]
Take care, Stalkers!

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