Few gameplay impressions from someone who's played the original trilogy and Anomaly (EFP > GAMMA):
- Coupon system to upgrade weapons is bizarre. It doesn't make sense and only serves to incentivize you to participate in more side missions instead of just killing and looting. I like side missions, however, a material collecting and salvaging system would've been nice. Cherry on top would be a crafting system for meds and supplies (No, I'm not expecting a vanilla Fallout 4 experience). Thought coupons were a separate thing and the main currency was rubles.
- Repairing weapons is expensive as shit. It's not worth repairing anything with under 50% durability (At least for rifles) unless you find a really good weapon. Shotguns are much cheaper than rifles though.
- Gunplay doesn't feel tactical or as "punchy" as Tarkov, but it's not bad.
- Bullet spongy enemies are real. I watched an enemy NPC step on my grenade and after being lifted off his feet, the fool just brushed himself off and proceeded to try and kill me.
- A-Life 2.0 system doesn't seem to exist. Most of my encounters with enemies, humanoids or otherwise, are scripted. Enemies and friendly NPCs will pop out of thin air often (E.g., I cleared a point of interest and was attacked by a Blood Sucker. I turned around and a group of friendly stalkers appeared to assist. Twenty seconds pass and another Blood Sucker spawns. After I kill it, another small group of friendly stalkers appear from nowhere and the previous group had already vanished. I couldn't even find them down the road. Poof, gone). Mutant AI is also heavily scripted with the way they behave. For example, after completing a side mission and climbing a water tower, two Flesh mutants spawned on the ground below me immediately as I reached the top of the tower. When I zoomed in to aim at one of them, they both ran behind obstacles to retreat from my line of sight. This happens with every mutant other than Blood Suckers. Even if your character stepped up a log and is only a foot off the ground, mutants (Rabid dogs, Flesh pigs and Tushkano rodents thus far) will move to any place that is out of your line of sight. Poltergeists will also behave the same way and are now extra annoying to deal with than in previous games or Anomaly. I'm curious how cancerous Snorks will be in this game. Bloodsuckers are actually annoying and they spawn too often.
- Vaulting mechanic for rooftops or nearly out-of-reach ledges would've been nice.
- Melee is useless outside of breaking locks or barriers and containers. Skif is the most out-of-shape Vodka sipping mofo I've ever seen. A few knife swings and he's panting his ass off like he just ran a marathon. Melee range for the knife is also questionable and makes me wonder if the hitbox is janky.
- Throw animation and resting state reset time need to be sped up. Throwing a bolt through a field with multiple anomalies means that I need to toss them bolts faster than any man can jerk it.
- The sound of crows will still make you alert and that's good. I've yet to experience an emission though (~8.5 hours in). Crows don't seem to make additional sounds when an emission is imminent.
- If you sprint in the middle of a reload, the animation will stop instead of your character just slowing down and continuing to reload. No sprint reloads is fine but yeah... that's stupid. Works fine now.
- PDA pull-up animation is slow. Exiting the PDA is also slow.
- Stash locations are still cool. Looking forward to seeing more.
- Having to skip a conversation just to walk away from an NPC is annoying.
- No prone position.
Overall, good enough game other than "A-Life 2.0" being a big disappointment considering how good the original AI system is in the previous games and Anomaly. Performance could be better but nothing game breaking so far (PC). Looking forward to what the modding community will do in the future.
Edit: Bandits are still dipshits. Kill 'em all. Thanks.