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Seven long years in a development cycle fraught with public and
private difficulties of epic proportions had convinced the industry
that the original S.T.A.L.K.E.R.
was vapourware. Like Starcraft: Ghost and that old hog Duke Nukem
Forever, GSC Gameworld's much-anticipated debut in the first person
shooter genre was often thought lost and on several occasions even
declared dead - not least when file-sharing networks shopped around
a pre-alpha build of the game four years before its eventual release.
Now, a little perspective might useful here: four years is the equivalent
of two typical AAA game development cycles, or the time it took
for one once-troubled team to dream up, say, Gears
of War, make a success of it, dominate the marketplace with
One Engine to Rule Them All and then polish off a sequel that looks
to be - indeed - bigger, better and more bad-ass; and that's just
the time that this ambitious Ukrainian studio spent on S.T.A.L.K.E.R.
after the infamous leak. So the widespread scepticism that
the game mightn't see the light of day was hardly unwarranted. But
in March of last year, Shadow of Chernobyl cast off its unfortunate
legacy and arrived at retail to prove everyone wrong.
Well,
almost everyone.
Actually,
pretty much half of everyone - that is, if you consider everyone
to mean gamers and only then the endangered core of FPS fans who
hadn't yet swapped out their expensive rigs for a next-gen console.
Half of this group absolutely adored Shadow of Chernobyl, including
our own Ross Alexander who "loved every single challenging, compelling,
atmosphere-laden moment" of it, and let me slip out of character
for a second to say: body and soul, I agree with him. But while
we were hardly on our own at the S.T.A.L.K.E.R. love-in, there was
some pretty staunch opposition, because the other half of everyone
- don't think I'd forgotten them - were moved in rather the other
direction. Instead of the revelatory experience that Ross and myself
and so many other players had, there sprung up another, equally
vocal camp who would have been overjoyed to see Shadow of Chernobyl
disposed of as though it were, like the ill-fated reactor meltdown
at the core of its story, radioactive.
It
admittedly had its fair share of faults - and perhaps a couple of
other games' fair share as well. The patented X-Ray engine that
GSC Gameworld built would have been a solid foundation for the game
if it had seen release in a more traditional timeframe, but by the
time of the actual launch it was already archaic. The graphics would
have stunned you if you'd had the computer to run them maxed out,
but in the end, only the developers did; and what little localisation
had been done for the Western release of Shadow of Chernobyl was
uniformly awful. The narrative itself descended into some unfortunate
territory after an incredibly effective start. For instance, setting
the player loose in a vast, desolate landscape devastated by the
poisonous fallout of the accident at the eponymous power plant was
a masterstroke; affiliating that tragedy with a series of Soviet
experiments into the supernatural, however, not so much. It all
seemed a little too Return
to Castle Wolfenstein for such an otherwise-authentic experience
and the story's hiccups only got worse. In quick succession there
was a hive mind, an identity crisis, a monolith and plenty else
besides in GSC Gameworld's little shop of post-USSR horrors, all
of which sounds just dandy but at some point the Shadow of Chernobyl
narrative started to sound like the half-crazed ramblings of a first-gen
sci-fi fan.
Above
all, though, the main complaint was that you couldn't travel far
around its gargantuan environment without bumping up against a few
bugs and, eventually, one or another of them would stop your tentative
progress through the Zone in its tracks. For some reason, a bunch
of people had a problem with that and, without being dismissive,
I think it's fair to say that we all have to learn about staged
game saving somehow. All stilted attempts at humour aside, if you
could learn to live with the game-killing bugs, a few dodgy accents
and the apparent lack of optimisation or any kind of quality assurance,
there lay beneath them a world so oppressive, so unwelcoming and
so alien that it became, by some strange Soviet alchemy, utterly
human and absolutely compulsive.
Shadow
of Chernobyl was something of a love it or hate it affair then,
with precious little middle ground betwixt the two; like Silicon
Knights' Too
Human after it, it was a unique take on a brilliant concept
brought down by poor testing and, believe it or not - although an
age in development tends to suggest the latter - release at retail
before the game was good and ready. You've got to give it to GSC
Gameworld, though; for all their shortsightedness and for all the
mistakes I'm sure they'd admit to making, there aren't many other
first person shooters that have so effectively divided the player
base. The first S.T.A.L.K.E.R. presented such a startlingly original
vision that scores of gamers fell for it, despite its innumerable
faults, and sometimes, perhaps, because of them. To return a moment
to AceGamez reviewer Ross Alexander's reasoning for his very positive
score: "It's just so different from everything else that's out there.
It may be flawed in little ways and lacking in the gloss you'd expect
from the likes of Doom 3
and Call
of Duty, but that's just part of its beauty." The grim foreboding
of the atmosphere, electric with terrifying possibility; the leftover
Russian dialogue; the tedious inventory management system and the
hour-long treks to long forgotten quadrants of the remarkably true-to-life
exclusion zone. And who could forget the apparently purposeless
buildings, the inexplicable obstacles you encountered as Shadow
of Chernobyl's amnesiac protagonist was pulled inexorably to the
perilous power plant? The world, the combat, the presentation -
every aspect of the game seemed composed of unappealing parts, but
together the experience gripped tight and did not relent. Unpolished
and unforgiving it certainly was, but compulsive for all that.
Nonetheless,
S.T.A.L.K.E.R. take one was riddled with so many bugs and elementary
oversights that when it finally arrived on store shelves, critics
were wise to recommend the game with a word of warning and an optimistic
eye to the future. The vast majority of Shadow of Chernobyl's faults
were indeed patched away - and you can be sure that GSC Gameworld
will fix up Clear Sky in much the same way - but by that point the
barn door was closed and the horse had long since bolted. Internal
testing is hardly a substitute for the vast spread of feedback that
developers get after launch, but poor QA can kill a game stone dead;
if your product is more trouble than it's worth to play in the first
place then who's going to bother sending bug reports? Luckily, Shadow
of Chernobyl shifted more than two million units worldwide and considering
that this year's prequel is more of a standalone expansion than
a second instalment in the series, you'd be well within your rights
to expect that GSC Gameworld could more easily streamline the bug-stomping
process. Unluckily, you'd be mistaken. Mark my words: if you go
down to the Zone today, whatever you do, don't go expecting a big
surprise. Keep your expectations in check and Clear Sky can be the
equal of its divisive predecessor, but go in with superlatives on
the tip of your tongue and you will be disappointed. Day one, it's
just as buggy, if not more so. The story - which has a veteran Stalker
by the name of Scar venturing to the heart of the Zone to investigate
a series of mysterious emissions - is just as ridiculous and worsened
by some slipshod localisation. Although it's still scattered, there's
a great deal more English voice-work this time around, with no option
to switch back to the original Russian that lent the narrative more
credibility than it was perhaps due last time. The rig you'll need
to see Clear Sky at its best is still a few years away from being
acceptably priced and, despite an overhauling, the graphics are
much the same as they were last time but with an all-new, all system-stalling
array of bonus volumetric wotsits.
The
most overwhelming disappointment isn't any of the above, however;
it's that in futzing with the delicate balance of activities that
a Stalker undertakes during a typical trip through the Zone, GSC
Gameworld very nearly breaks the vital filament that made Shadow
of Chernobyl such a standout: its atmosphere. There are a multitude
of culprits here but foremost amongst them are the fleshed-out faction
wars. As story missions carry Scar further from area to area, he
encounters six different factions that are at war with one another
over territory and ideology. From religious zealots to military
types, all the usual suspects are accounted for and, as the environment
opens up, you can ally with any of them, helping to take over valuable
locations across the map and fend off the enemy as and when they
attack your camps and bases.
On the bright side, the faction wars extend the best-before date
of Clear Sky immeasurably; at around twenty hours, its campaign
is hardly trifling but you can easily spend a few hours in each
delineated region of the Zone. From the broken-down hovels of the
labyrinthine swamps where you begin to the fireside camps and radioactive
rubbish dumps in the Garbage - and at nearly every location thereafter
- there's the opportunity to put your familiar arsenal to good use,
and if you're game enough to follow the instructions delivered to
your PDA then you can in many ways tip the balance of power across
the post-nuclear landscape. Your PDA also comes equipped with a
handy little chart to help you keep track of any allegiances and
a map with colour-coded markers denoting the movements of any parties
in the surrounding area - even horrific packs of dogs and other
mutated creatures bent on tearing you from limb to limb are deftly
described as 'mutants' or 'bloodsuckers' for your convenience. All
of this rather takes the terror out of Clear Sky; the unknowable
horror that could lurk around every corner of the Zone before is
now clearly signposted and ultimately reduced to handy little dots
on your GPS mini-map. The other atmosphere-sapping aspect is the
higher encounter rate; whereas in the original game you could feasibly
spend hours sneaking around the Zone without bumping into a single
other soul, bravely overcoming the climate of fear to hunt for a
few stat-boosting artefacts or check out some of the loot stashes
you've heard about, here there's a monster seemingly around every
corner. Clear Sky positively teems with life and if Freedom and
Duty aren't harassing you to come help shoot one another then you're
being hounded by vicious pseudo-dogs; you'll know because that's
when the asynchronous action music loops in, destroying any kind
of accidental build-up of tension.
You
can turn the ghastly battle theme off, thank God, and even tune
out most of the faction war nonsense, but at your peril - there
are set-pieces later in the game that are considerably more difficult
without the choice pieces of kit that factions tend to welcome you
into their gang with. Ultimately, though, there's nothing to be
done about the overpopulated environments or the endless ruckus
that the carbon-copy armies kick up, and all the noise amounts to
a decidedly less atmospheric world. Sure, there's more to do now,
and the world feels more alive - it should, after all; don't forget
that these are the areas outlying the Chernobyl reactor before it
melts down the second time - but the experiential price of
that narrative contrivance is staggering: the Zone just isn't very
interesting any more. It's no longer low budget foreign horror movie
scary so much as Saw the Sixth, and the vast increase in encounters
underscores the deficiencies in the difficulty curve and the competency
of Clear Sky's AI that could otherwise have snuck by with a slap
on the wrist.
We're
at a point now, plainly, where the level of artificial intelligence
needed for a first person shooter far outstrips the skills of even
experienced humans; the contention now is in teaching the bad guys
and squad members how to be authentically imperfect. As in Call
of Duty 4: Modern Combat and Battlefield:
Bad Company, let off a shot in the Zone and every enemy in your
line of sight will rattle a round off at your armour-plated gut;
to make matters worse you'll find the grenade throws of Clear Sky's
cannon fodder astonishingly accurate - even after the latest patch.
They're not above outright stupidity, either; some of Scar's marks
take cover right between his crosshairs, or line up to learn one
last, lethal lesson. The push in AI now is towards a level of intelligence
more closely resembling our own, a more fallible subroutine; and
on that count, move along, there's nothing much to see here.
Except
that you won't be moving along - not soon, anyway - because even
on the lower difficulties, Clear Sky routinely sets you against
impossible odds and impossible enemies. You can unload entire armour-piercing
clips into later enemies - six automatic-shotgun rounds at close
range, say - and still have to hide and heal in order to be ready
for round two. This isn't to say Shadow of Chernobyl was easy -
far from it - but in that instance the difficulty was better moderated.
The AI wasn't so downright perfect and there wasn't such a focus
on one-man armying through a wall of bad guys; surviving was what
counted and if you were smart then you could manage that without
mummifying yourself in bandages and sucking at health kits for dear
life, all whilst mashing the quick save key. You had to be ready,
that was the point, but you weren't expected to fight to the death
ten times just trying to get to the nearest merchant.
If
you own a PC to be proud of then Clear Sky has the potential to
take your breath away. With death and destruction all around you,
the sun finally breaking after a hard night's hunt is exceptionally
satisfying. The Zone ripples and Scar with it as emissions approach
and for a fraction of a second the world is viscous, pliable. Whether
you've got God-rays on or not, brilliantly understated art design
tempers the post-apocalyptic horrors with a fragile beauty that
undermines your expectations. Putting aside the unconvincing battle
theme and some truly awful English language audio, the sound impresses
too, although much of it is borrowed wholesale from Shadow of Chernobyl
- even the title music. There are occasional performance issues,
from drastic frame-rate drops in heavily populated areas to the
occasional crash, but technically Clear Sky scales pretty well;
you should get a reasonably consistent 60 fps from a mid-range system
on medium settings and anything from two to twenty with the volumetric
sliders cranked up. In any case, the game is still prettier than
almost anything you'll see on a next-gen console and many of the
most offensive bugs have already been patched - although you should
be advised that the latest, as of this writing, will corrupt your
save files.
This
might seem like a laundry list of problems and if you're among the
metacritic masses who've already skipped ahead to look at the score
then you must be wondering when exactly I'm going to get to the
things that Clear Sky does right. Especially for you, then, let's
just say that everything else about this game is pure S.T.A.L.K.E.R.
That's somewhere between Fallout and The
Elder Scrolls with a spurt of Silent
Hill; bleak, ruthless and punishing. It's an obstinate game,
riddled with silly mistakes that'll be updated into oblivion eventually
and filled to bursting with apparently backwards design decisions
that force you to do things like hide in shacks littered with bodies
that you didn't put there for five minutes at a time while emissions
turn the world funny colours. It's in those moments that Clear Sky
is at its best. It's when the day/night cycle kicks in while you're
amid a minefield of anomalies in the Red Forest and you realise
that that the next hour of playtime will be by an impotent beam
of torchlight; the monsters are still waiting for you and now they
can see you coming. Whether the developers stumbled onto this beautifully
twisted thing by accident or by design is immaterial; they did.
Sadly, Clear Sky is a visibly compromised product beside its predecessor
and it cannot scale those same heights - yet there is no shortage
of reassuringly standout moments. At the very least, Clear Sky is
proof that lightning can strike twice; the startling vision that
so nearly came together in the first S.T.A.L.K.E.R. is GSC Gameworld's
for the taking back. Now let's see if they can run with it for the
inevitable full sequel.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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