@Gamingbolt The developers of Chernobylite have been interviewed.
From what we've read of Chernobylite so far, it seems the story is a pretty big focus in the game- is that an accurate assertion?
Exactly! In our previous game, Get Even, we put a lot of emphasis on narration and the bar has been set up pretty high. Nevertheless, with Chernobylite, we have an ambition to push it even higher.
How much are player decisions going to affect the game and its story? How divergent can we expect the branching paths to be?
It's very difficult to answer this question without going into too many details. In our branching system we don't allow the player to make choices only in specific places planned in the script. In our game each character may die, each task may be a success or a failure. Everything will have their consequences both in the story and in the gameplay.
How does collaborating or competing with other characters in the Exclusion Zone work in the game as a mechanic?
Very often in RPGs we encounter different fractions which we can ally with in various ways and antagonize the other ones at the same time. In Chernobylite each stalker is like a fraction. It's mostly visible in members of your crew - everyone has a different agenda, goals or sympathies. It's bread and butter.