Fear the Wolves has a vast background behind it, which deserves some reference to understand its genesis. In 2007, GSC Game World launched a title on the market that was destined to make school and become its curse: S.T.A.L.K.E.R .: Shadow of Chernobyl . This was a first person shooter whose levels were large explorable areas, which exploited the territories around the nuclear power plant that broke out on April 26, 1986 and became the symbol of nuclear danger. Despite the success, or perhaps just because of it, GSC Game World has shattered, blocking the work on the official follow-up of S.T.A.L.K.E.R. (taken only recently) and disappearing from the scene for a few years.

Meanwhile the dismissed members of GSC, almost all Ukrainians, have formed other teams, explicitly trying to stay afloat using the same scenario as S.T.A.L.K.E.R. and, on the contrary, boasting of wanting to realize spiritual follow-ups, rereading everything in a more modern way. Among these the only new studio that was able to launch something finished (or almost) on the market was Vostok Games with Survarium a free-to-play online shooter with great ambitions, but currently a bit 'in trouble (the early access is fine, but sooner or later these games must also conclude). Fear the Wolves is the new project of the Ukrainian studio, realized on behalf of Focus Home Interactive, which aims to transform Chernobyl and its surroundings into the theater of a new battle royale, the genre made to become mainstream by PUBG in 2017 and commercially glorified by Fortnite in 2018.

        
    
        

    
        

A gameplay already seen … but not too much

    
    

Looking at Fear the Wolves it is really difficult to distinguish the gameplay from that of the other battle royales. It reminds you of the fact that a hundred players have to launch with parachutes in a wide territory and then go looking for equipment in abandoned buildings, with the playing field that is reduced more and more compelling them sooner or later to face others and eventually wins the last one left alive? Nothing new on the Ukrainian front, in fact.

    

The most marked differences compared to the competition are the first person however already seen in other battle royale, and the presence of unique features on the map, like some CPU-driven enemies, which we will discuss later, and radioactive anomalies that, like STALKER he taught, they are practically coffers for powerful artifacts. We do not know if the latter will work in the same way as seen in the title of GSC and in Survarium, which has already widely taken up the idea (using but for other modes), ie if they will be equipped to get bonuses, but surely there will be and they will represent at least one novelty for a genre that, with the passing of the months, appears increasingly stale in its apathetic repetition equal to itself. The same aging effect should be produced by the aforementioned monsters who will turn around for the maps and who can kill less accurate players. The Chernobyl area is full of mutant creatures who can not wait to party with humans: among these are the wolves, which play a very important role in the gaming economy (hence the title).

        
            

        
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<p> We will then find them to guard the best equipment, and by meeting them the player will have to choose whether to run away – optimal option in case he is disarmed or ill supplied – or if you try to kill them to find out what they protect. Consider that they are not simple opponents to break down, indeed they are very dangerous and if you are not skilled enough they can get to kill us or hurt us badly. The other players thank you. </p>
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Graphics and weather

    
    

Another prominent feature, related to the graphic of Fear the Wolves is the weather dynamic atmospheric : during the games will alternate day and night with the conditions of visibility that can be altered by rain and fog, greatly changing the games. For example, the fog will make the life of snipers harder and the creatures scattered around the map more dangerous, which can attack us when it is too late to run away. In short, at least from this point of view Vostok Games seems to be trying to give a vaguely original reading of the battle royale, introducing new mechanics that can make the games more interesting, not reducing them to the usual story.

    

        

            

                

AN ANCHOR

                

  • It is a battle royale, but with a personality
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  • Seems to have more ideas than the competition
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  • Scenario always fascinating
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DOUBTS

                

  • The genus is what it is
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  • Competition is ruthless
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