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When I first heard about S.T.A.L.K.E.R.: Shadow of Chernobyl I hadn't
even begun working. I was still living back in Edinburgh in my parents'
house, fresh out of uni and lazing in my bed, enjoying the football
World Cup in Japan and South Korea. Early news of the game sounded
really promising; the setting of a dark horror FPS in the ravaged
lands of Chernobyl sounded truly exceptional and the general consensus
was that as soon as the game came out it'd be a huge hit. But that
was just the problem - it never came out. Issue after issue of PC
magazines came out with new titbits on the game here and there but
then months and months, and eventually years and years passed. The
phenomenal graphics we'd initially seen began to lose their groundbreaking
impact as all the new games started to catch up. S.T.A.L.K.E.R.,
it seemed, had taken so long to come out that its star had maybe
burnt out too soon. Finally, no less than five years after seeing
the first screenshots, I had a copy of S.T.A.L.K.E.R. to try out
for myself and I was mightily excited, despite the wait.
S.T.A.L.K.E.R.
takes place in Chernobyl, the scene of the awful real-world events
of 1986 when an explosion at a nuclear power station rendered the
area uninhabitable. In the game this area is habitable and it's
where gangs of mercenaries called S.T.A.L.K.E.R.s ply their trade.
In the game world, named The Zone, you take the role of a S.T.A.L.K.E.R.
out to make your way in the harsh terrain of Chernobyl, slowly working
your way up the ranks among the others. You begin the game as a
mere grunt, with no military experience, very little equipment and
complete ignorance of your surroundings. As you take your first
steps outside under the dark radioactive sky, with wild dogs yowling
ominously nearby and masked gunmen staring wistfully into the distance,
the atmosphere really is very striking.
Your
first point of contact is a swarthy, sarcastic Russian who runs
a small encampment where you begin the game. He sends you out on
your first mission, a rescue at a nearby farm. He implores you to
accept some assistance, as some bandits have kidnapped his contact
and they're likely to put up some serious opposition. So you head
into the village and find some battle-worn men crowded around a
campfire, weapons at the ready, listening to one of their fold strumming
listlessly on an acoustic guitar, a simpering, lonely melody accompanying
the endless rustle of leaves blowing in the wind all around you.
You ask them for help and they leap to their feet and lead you out
into The Zone. They tell you to stay close, as there're evil beasts
afoot tonight. You hear the beasts roar and scream, spotting huge,
muscle-bound shapes dashing through the undergrowth on either side
of the dusty road as you run along, trying to keep pace with your
fellow S.T.A.L.K.E.R.s.
The
farmhouse buildings loom into view, hulking and malevolent, as your
Geiger counter starts to crackle, the unwelcome sound of nearby
radiation. As you close in on the nearest building, a figure clad
entirely in black bursts from a doorway and his pistol cracks off
into the night. You dive for cover behind a nearby tree, loading
your revolver and peer around the corner to fire back. Meanwhile
your companions bound ahead, firing their machine guns at everything
in sight. My God! There are literally tons of them, bandits appearing
like ants from everywhere, taking pot-shots from their hiding places.
You pluck up the courage and join your friends, firing blankly into
darkened doorways, your pulse racing. Will you make it through this
one? You just don't know…. but my oh my, are you having fun or what?!
S.T.A.L.K.E.R.
begins at a cracking pace, as I'm sure you can tell by now. You're
literally propelled into a living, breathing world where you're
constantly under the threat of armed mercenaries, hideous mutated
beasts and having your brain fried by radiation. To progress through
the game you pick up missions from contacts throughout the game
world of The Zone. It's much like Oblivion
in that the more people you meet, the more missions you find yourself
about to partake in. The missions also take various different forms;
my aforementioned rescue mission is just one of many. You may be
asked to recover an artefact from a bandit stronghold, explore a
strange radioactive anomaly in a darkened forest, escort an important
military dignitary across a barren zombie-infested wasteland, hunt
down a rival S.T.A.L.K.E.R., spy on a rival gang, defend a village
from an onslaught of mutated monsters and many, many more. The gameplay
takes the form of a non-linear story, so you can pick and choose
how you would like to progress. Plus there are no less than eight
different endings to the game, so there's a lot of replay value.
To
host so much gameplay you need to have a massive map, which is what
S.T.A.L.K.E.R. has in shedloads. The sheer size of The Zone in this
game is quite something - perhaps not quite as big as Oblivion but
not too far off. Some missions require you to traverse several different
regions of the map, so you will find yourself exploring pretty much
everywhere as you progress. The way that you navigate around between
missions is via a PDA that lists all of the missions you're currently
engaged in and the relevant locations you need to visit to complete
them. Unfortunately this map is actually very unwieldy and often
won't show you where you need to go, despite clicking numerous times
on a mission objective, so you may need to be willing to forego
the occasional mission simply because the map can't show you where
you should be going. This is a real shame, as the missions in this
game are so much fun that it's a real sod to have to neglect even
one of them. Similarly, just entering an area sometimes triggers
a mission related to that zone in the game but you're not told that
a new mission has become available. This makes it very easy to miss
out on missions unless you're checking your PDA every time you go
somewhere, to see that nothing new has sprung into your lap.
As
you move through the game you gradually start to pick up more and
more impressive kit. You begin with a mere pistol but within a few
hours of gameplay you're armed to the teeth with machine guns and
later you can pick off your enemies from afar with a sniper rifle.
You can only hold so much kit, but Stash points are cleverly placed
around the map, where you can store all your excess kit. Because
there are so many Stash points and you don't always visit the same
places that often it does become hard to remember what you placed
where and whether it's worth going out of your way to check. The
developers have missed a real trick here, as if they had joined
all of the Stash points together so you could have a complete pool
of everything you'd hidden across the entire game world, it would've
made things a helluva lot easier. The more you play S.T.A.L.K.E.R.,
the more you find small things like this that whilst they don't
ruin the gameplay, would've added the polish needed to make this
game a true classic.
Everything
you collect can be sold to various vendors across the entire of
The Zone and there's so much more than simply weapons to find; food,
energy drinks, health packs, ancient artefacts, body armour, chemical
protection suits, and you can also search everyone you kill. Even
better than that, there are lots of bodies littered around The Zone
from previous firefights that you may not have been involved in.
Similarly, when you kill someone, their body stays where it fell
indefinitely, which I absolutely love; you always want to come back
and admire your handiwork when you've mauled a whole bunch of people
and so few games let you do this. I salute you S.T.A.L.K.E.R, this
is a phenomenally satisfying addition indeed.
The
combat is also fantastic, although by no means groundbreaking. It
plays very similarly to Half-Life
2, which is no bad thing as I'm sure you'd all agree. You can
either fire from the shoulder in the traditional FPS view or if
you think you're that good you can also zoom into the Call
of Duty style mode where you stare down the barrel of your gun.
Tearing down your opponents, watching them crumple realistically
to your gunfire is extremely gratifying. S.T.A.L.K.E.R. also features
a brilliant AI system - enemies actually work together to take you
down. At one point I was in a warehouse under suppressing fire from
a bunch of bandits; by a mere stroke of luck I looked to my right
and saw two bandits taking advantage of my passive predicament by
sneaking down the side of the building to put an inordinate amount
of lead in my back. The AI also changes in an almost organic fashion;
I had to replay several sections as I can often be a bit crap, as
we all can, and I'd pass by a group of bandits who at one time would
offer me a mission and the next would gun me down as soon as look
at me. The game has been designed so that you feel like you're playing
in a world that exists regardless of your endeavours to forge through
the story - and it really does feel like that.
Graphically,
despite having been in development for so long, this game really
does excel in every department. The lighting effects are exceptional
and the environment is truly a haunting and fascinating experience.
The development team actually modelled much of the terrain on the
actual Chernobyl, which makes its visual style even more compelling.
Expect to see lots of abandoned, dilapidated buildings, their paintwork
peeling away and floorboards buckled with age, vast open fields
under a black and tumultuous sky, shadowy forests with leaves billowing
up into your eyes in the wind. It really has to be seen to be believed
and it plays in a totally unique and wholly immersing way. The sound
is also of the highest calibre, with pitch perfect weapon effects
and some great but hugely cheesy English with thick Russian accent
voice acting. Lots of attention to detail has been given here, all
to freak you out, from the spine-chilling scream of a rabid wolf
in the dark to the chilling whistle of the wind through the trees.
This game will scare the pants off you, mark my words. It also features
deathmatch multiplayer for up to eight players online, but this
pales in comparison to the single player experience and I wouldn't
necessarily recommend it; there are too many greater multiplayer
experiences out there.
I
loved every single challenging, compelling, atmosphere-laden moment
of S.T.A.L.K.E.R.: Shadow of Chernobyl. 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 or Call of Duty but that's just part of its beauty; it's an
unwieldy game at times but it's so brave in that it tries to rethink
the FPS genre by blending the lightning quick gameplay of Half-Life
2 with the RPG elements of a game like Oblivion, while the Chernobyl
setting is also an absolute masterstroke, providing an utterly compelling
setting for a truly brilliant game.
Reviewed by Ross Alexander for AceGamez (All Rights Reserved).
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