Frst of all, it IS nonlinear. And I mean it. One dialogue, one decision - and you're in totally different branch of the story. Sometimes it's killing of one NPC, sometimes you're limited in time. E.g. when you have learned about new location, you can go for a shopping, get some rest and so on. But don't be surprised that somebody have already taken care of business.
Several endings, different locations and joinable NPCs, and all this is connected by vast number of "if-to" triggers. The bad thing is, single iteration of the story is very short - one weekend at best (and 5 hours if you prefer "kill'em all" style). But it has extreme replayability, that's for sure.
You must choose carefully what to wear. US soldiers and police tend to be suspicious when they see the man in soviet uniform or civilian with machinegun. Different clothes provide different bonuses/penalties to "hide" skill dependig on location - civilian's siut in the city and camo in woods, etc. You can't hide in the daylight or under the lamp, but lamps can be broken
As there are no PK's, perk's tree is rebalanced with addition of new perks. Strength is very important now - all items have weight, and encumbered character gets a penalty to his AP during the combat (it's very frustrating when you have collected the loot, left the location and then got a scripted encounter with 0 AP...). All characters have fixed amount of health, and all weapons have increased damage. So a couple of rifle shots or one SMG burst always mean certain death, regardless of character's level. Luckily, this is true for your enemies, too.
One thing that annoys me is the "condition" of weapons. It was frustrating in Sentinels, but now it is ridiculous. One SMG can turn to trash during the single combat, and no repair tools can fix it. And even if you have managed to sustain it in suitable condition, you're already out of ammo and don't have a base with unlimited supplies. "Familiarity" is now distributed among weapon types. E. g. you can be familiar with knife and STAN-gun at one time.
Oh, and the story is solid and interesting. Don't want to give any spoilers, but it's great.
Several endings, different locations and joinable NPCs, and all this is connected by vast number of "if-to" triggers. The bad thing is, single iteration of the story is very short - one weekend at best (and 5 hours if you prefer "kill'em all" style). But it has extreme replayability, that's for sure.
You must choose carefully what to wear. US soldiers and police tend to be suspicious when they see the man in soviet uniform or civilian with machinegun. Different clothes provide different bonuses/penalties to "hide" skill dependig on location - civilian's siut in the city and camo in woods, etc. You can't hide in the daylight or under the lamp, but lamps can be broken
As there are no PK's, perk's tree is rebalanced with addition of new perks. Strength is very important now - all items have weight, and encumbered character gets a penalty to his AP during the combat (it's very frustrating when you have collected the loot, left the location and then got a scripted encounter with 0 AP...). All characters have fixed amount of health, and all weapons have increased damage. So a couple of rifle shots or one SMG burst always mean certain death, regardless of character's level. Luckily, this is true for your enemies, too.
One thing that annoys me is the "condition" of weapons. It was frustrating in Sentinels, but now it is ridiculous. One SMG can turn to trash during the single combat, and no repair tools can fix it. And even if you have managed to sustain it in suitable condition, you're already out of ammo and don't have a base with unlimited supplies. "Familiarity" is now distributed among weapon types. E. g. you can be familiar with knife and STAN-gun at one time.
Oh, and the story is solid and interesting. Don't want to give any spoilers, but it's great.