But ambitions just kept growing and so did the team upon the release of MISERY, a year ago I would never have thought that this mod would have grown into what it is now. However the mentioned aspects of the original game seemed more flat in CoP which generated huge potential for an atmospheric improvement.
SHoC was (IS) such a great game and CoP introduced several interesting aspects, veteran stalker gamers like myself needed to feel that challenging gameplay once again. Aaroe: Difficulty, sadness, horror and overall ‘misery’ seemed to die out a bit in the Stalker series. Speaking about the kind of Stalker you love, why did you choose the route the mod has taken? Globalism can work wonders and MISERY is in my opinion a prime example of just that, everyone in the team is really hyped about creating the kind of Stalker that we really love and will be playing for a long time.ĭonut: Of course, you have amassed quite the team. What’s interesting is the dev team and its combination, we come from many parts of the world and we coop in such a wonderful pace. Aaroe: Personally I am not that interesting. Donut: Why don’t you start off by telling us about you and the mod.