S.T.A.L.K.E.R. Call of Pripyat Review
Inner Pripyat content.
Version tested: PC
Crawling through a filthy, mutant-infested basement 20 metres below the surface of an irradiated Ukrainian wasteland, clutching a seen-better-days Kalashnikov while my Geiger counter rattles ominously, I stop to wonder why I actually enjoy STALKER so much.
Because, for one thing, it's hideously bleak. Playing more than an hour or so of any of the games in the series is like spending a month in Somerfield. Before long, murdering a total stranger with a hand grenade seems pragmatic rather than craven. He might have a bottle of vodka. Even the most picturesque of sunsets comes tainted with the knowledge that, shiveringly, they mostly come out at night. Mostly.
And that's where something else I don't usually really enjoy comes in: the unremitting terror. It's the noises. The skittering. The lowing. The moans. The snuffling growls which sound like an angry, adenoidal walrus mating at the bottom of a well (another familiar Somerfield experience). They're terrifying.
It's never silent in the world of STALKER. Even during the lulls in action, which are actually much more common than the desperately-fighting-for-your-life bits, there's always the ragged wind and the caws of the wheeling crows providing a unsettling auditory rug, ready to be whisked from underneath your sense of safety by the slightest hint of a grizzle, groan or gunshot.
The sudden snarling of a pseudo-dog, barrelling from cover as I sneak across a pitch-black, anomaly-strewn bluff, is a typically pulse-thrashing moment. 20 seconds later, when the roar of my drum-fed shotgun has abated and the beast lies dead in the clinical glare of my night-vision, I've collected myself enough to rationalise the fact that it's just a dog.

A mutated, highly aggressive dog with the ability to psychically project a pack of terrifying ghost buddies, yes, but a dog nonetheless. In the Zone, this sort of thing is a minor inconvenience, but that doesn't stop me jumping out of my seat.
This tension, crafted so beautifully from the gloomy materials of the game's fractured landscape - its bestial, hypnagogic foes and the tenderly coddled supply of medicine, ammunition and equipment in your backpack - is a part of STALKER so intrinsic that it's become something of a one-word strapline for the series. Atmosphere.
Every dark and foreboding basement, every foetid and festering tunnel, each chattering, Learian, wind-blasted moor is pregnant with the potential for sudden and terrifying action. STALKER's environments seethe with sinister malevolence, despite being largely uninhabited.
The scarcity of foes - when traversing the topside environments, you'll only need your weapon once every few minutes - is completely necessary to this balance. Familiarity breeds contempt, and STALKER's enemies are scattered enough to maintain their mysterious malice, just sneaky and sly enough to make your imagination teem with invisible Bloodsuckers and grim-faced Burer.
Curiously, human on human violence has been toned down considerably for the latest game, Call of Pripyat. The much-vaunted but never perfected system of factions has all but disappeared, reduced to a token discord between the hippy-go-lucky Freedom and their young Republican Duty counterparts.

Even the Bandits have calmed down enormously, chatting away to you and each other for the most part (and dependent upon your actions, of course). It's a strange choice, because often in both Clear Sky and the original Shadow of Chernobyl humans were some of the deadliest foes you would encounter.
There are still plenty of folks with radioactive chips on their shoulders, mind you, and there a few, like the fanatical space-cadet Monolith, who will attack you on sight, but generally the Zone has become an altogether more humanitarian place. If you approach a group of human enemies, even with the telltale red crosshairs and everything, they'll probably just tell you to get lost, warning you to holster your weapon well before they start shooting. Ignore their clemency and you'll soon be choking on a hot lead butty, but it's a definite change of pace.
It works, though. Clear Sky's constant re-zoning and pitched open warfare was too much too deal with and needed reining in, and Call of Pripyat has it pretty much nailed. The A-life system does all it is expected to do, and indeed all it promised as well. Mutants scuffle among themselves and with the regular patrols of STALKERs and bandits who wander around, and dogs or Flesh can often be seen dragging bodies away. Human parties are plentiful, looting corpses and searching for artefacts in the game's large-scale anomalies.
These giant anomalies are pretty much the only place you'll find the valuable, stat-boosting artefacts, which retain their invisibility from Clear Sky and so require detectors to be found. They've evolved from the collections of smaller hazards that they were, too - becoming huge rents in the earth or giant, twisted organic structures glittering with acid or flame. Exploring them with a detector in one hand and a pistol in the other is a tense experience, simultaneously made vulnerable by lack of firepower and proximity to danger.
In preparation for this dangerous harvest, you'll probably want to take advantage of one of Call of Pripyat's new toys, the medication system. Meds are pre-emptive items which increase resistances, load-capacity or healing rate, even allowing you to survive the lethal radioactive emissions which periodically sweep the Zone. The small boosts to resistance you'll gain from them will probably only see any use at the beginning before you're kitted out with a decent suit, but they're a nice addition.
The weapon and suit repair and upgrade system has been polished nicely, with technicians requiring sets of tools to perform the modifications which increase rates of fire, accuracy or armour ratings. Repairs and modifications are pricey too, but making money is nowhere near as hard as it has been in the last two games, with artefacts now fetching extremely high prices. To balance that, weapons and armour that are heavily degraded can't be sold until repaired.
The RPG elements gel extremely well, the branching and exclusive paths of upgrades allowing you to modify kit according to your play style. Decent equipment is available much earlier, too - there's no more wandering around for hours with a sawed-off and a trenchcoat. By the end of the game you'll likely be rocking a pretty serious armoured exoskeleton and assault rifle combo, with sniper-weapons and piles of healing equipment in your pack.
The progression is empowering, and although enemies like the mutated dwarf Burers and Chimera will test you, difficulty seems to have been lowered a little on the default 'Stalker' setting. Veteran and Master are still very tough, however, with enemies occasionally reverting to pinpoint grenading techniques, although nowhere near the extent of Clear Sky.

Call of Pripyat is a huge improvement on both originals in translation terms, too, despite some quite jarring incidental chatter from NPCs who are more frathouse than grizzled soldier. Voice acting is solid as well, with some Russian retained outside of direct conversations.
Sadly the storyline is fairly insubstantial, the main premise never really blossoming into the mystery that the original had in spades. Nothing is really resolved, but there's no cliffhanger ending either - instead the denouement is punctuated by a précis of the consequences of your actions during the game.
Should you not be ready to leave the Zone once the storyline wraps up there's a free-roam mode too, where there are apparently new nuggets of quest and kit to be discovered, although I didn't manage to discover them. Having played the game pretty thoroughly, doing a lot of the exploring and gathering which the game encourages you to do so well, I felt I'd seen pretty much everything anyway.
This feels like a smaller game, area-wise, than the original, although this may be due to the fact that it's not split into as many distinct parts. There's still a huge area to roam, including a new take on the city of Pripyat itself, desolate swamplands and the trademark, claustrophobic underground labs.
The X-Ray engine still just about stands up to inspection, too, although some textures and mapping disappoint once in a while. Animations are openly ropey on occasion too, especially when NPCs try to do anything too complex like turn in a circle on the spot or drink something. I didn't play this on a DX11-capable machine, but the lighting and specular effects which DX11 seems to affect most are probably the game's graphical highlight anyway.

It's not really a game about prettiness though. Somehow the slightly rudimentary visual touches are part of the charm. Architecture and sense of place are just as accurately observed as you'd hope, though - giving a fantastic sense of abandonment and decay.
If you already know all this, you're probably a STALKER fan. You've been there since the start with Shadow of Chernobyl, alternating between exuberant praise of GSC Gameworld's bravery and vision, and paroxysmal despair at the lack of bug-testing, and so the one big question you have left is the one most prominently bequeathed by Call of Pripyat's storied predecessors. Is it broken?
Amazingly the answer, this time, is no. That's not to say it's completely flawless - I experienced a couple of crashes to the desktop, and co-ordinating anything with the slightly clumsy AI actions can still be a grind. But essentially the experience is bug-free.
STALKER. Unbroken, without being modded. If you're a fan, this is basically what you've been waiting for - a fully functioning STALKER which combines the best aspects of Shadow of Chernobyl and Clear Sky and polishes them to a slightly creaky charm.
Only the slight sensation of datedness prevents this from scoring higher, and no doubt once the mods start flowing the value for money will get even better. But there's plenty here to keep the faithful feeling extremely optimistic about the prospect of a proper sequel. And there's still nothing out there quite like STALKER.
8 / 10
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Comments (54) Latest comment 9 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Bug free Stalker out of the box? Sold.
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STALKER was a stonking game, really let down by being so unstable. If the quality of this is really that good, I implore anyone with a decent setup and even a remote interest in FPS RPGs, with a horror slant to get it.
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For future reference: Turns out no, there's no installation limiting DRM. A CD check seems to be about it.
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The faction system, the perfect aim (firearms) etc should have been fixed. Now it just sounds like a mutant animal hunting game. I loved, I mean absolutely *loved* the atmosphere in the 2nd for about 75% of the game (the permanent sense of danger with 3 shells left) but after that, with a game that was falling apart around my ears -- quest waypoints you couldn't trigger, faction system that nearly worked great -- and with even the finale that was buggy (big bad dude just stands under a bridge back turned to me while I zap him with the BFG) I needed a real come-back to be tempted to buy the 3rd installement.
Oh yeah, and having a bad guy about 1/2 way in suddenly drop a completely tricked out gun that would negate the need for any careful weapon and resource management for the rest of the game also contributed to killing the tension.
Finally, and I know it's a sin to say so, that didn't read like an 8 but like a 7. It's the 3rd of a series that has received a couple of tweaks and has been dumbed down. Nobody wanted this to work more than me because I support any studio that's emerged from the disaster zone of the ex-USSR (and satellite states) with their own take on the world (e.g. Witcher).
P.S. - "cool story, bro" random factoid, was on holidays in Pula, Croatia and saw "Croteam -->" spray-painted on the path pointing to a derelict building. Geek joy was had for a few seconds.
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If the DRM isn't a pain in the butt...
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sorry, just came to mind when reading SirScratchalot's comment. it does say speak your brain... damn you brain!!!!
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\o/
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It has not been "dumbed down", they just shifted the focus. I for one am glad the faction system isn't really in, it was getting a) a bit old and b) felt a little artificial to me. The better than ever RPG elements, be it the whole upgrade system or the quests, more than make up for that.
Biggest problem I have with the game is that the (German!) voice-acting is bad. Real bad.
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LOL, my first comment is now down to -4.
Wooh ! Back up to -2.
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Be sure to keep us apprised of any further developments, alright?
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Found this Call of Pripyat benchmark tool:
[link url=http://downloads.guru3d.co m/S.T.A.L.K.E.R-Call-of-Pripyat-benchmark-download-2433.html
]http://do wnloads.guru3d.com/S.T.A.L.K.E....[/link]
And for those who are waiting for the STEAM version and want to replay the first Stalker try the 'complete mod':
[link url=http://artistpavel.blogspot.com/2009/04/stalke r-complete-2009.html
]http://ar tistpavel.blogspot.com/2009/04/...[/link]
CS complete will be out soon too apparently
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Granted, I am a 'Stalker fanboi' as you put it, but I read the first page and thought 'hell yes!'
Sold.
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Clear sky was good until the end which was simply unfinished. Plus the faction system was useless for me, I never got involved with it after the beginning swamp area.
Having said that, I played both games quite late after they were patched and modded.
I like eastern european stuff so I might get this in a few months.
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Last time i tried i got to the bit in the underground where one of your ex Stalker mates is supposedly dead in a cell (bit hazy but i think its after you find the big machine that sends on the brain waves?) , but the item he dropped wasn't there (despite the map showing it) so i could go no further with the main quest. So annoyed!
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Might just skip to this one.
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I'd make a backup first but I installed Stalker Complete 2009 no problems on my Steam install from the same sale. That said I haven't really had chance to play it yet so I'll be finishing that one before I consider this.
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Personally, the thing that elevated STALKER above all of the other shooters out there was *specifically* the human element. Monsters are just monsters and they're typically dumb with pretty simplistic motivations. Humans are way scarier.
The (attempted) faction mechanism made the experience mesh in a very special way : you were struggling to survive the harsh environment but you also had to manage a higher-level environment (the other humans) if you were going to survive the environment.
So sure, it didn't work, but removing it kinda takes away some of what made it work for me.
Anyway, UncleLou says it still manages to be a great experience. I'll pbly give it a shot in a year or so.
Thanks for the discussion.
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Edit: Lots of fascinating quests, tweaked shooting, tough and unpredictable AI, and MASSIVE worlds to play in. It's what Stalker should have been from the start. Love it, love it to bits and I can't wait until Smrtphneuser adds the other maps in to his SMRTER mod. Bravo GSC.
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They're still damn good shots (never really bothered me in the other games), or do you mean their infrared vision? Not had any of the "tall grass" situations yet like in the beginning of CS, where you don't see shit and the AI sees everything.
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For me, although I really enjoyed the swamp area (loved it in fact, I virtually played it as it's own game on occasion), the real mistake with the faction wars was having far too many people involved. I thought The Zone worked better when it was more desolate. Imagine if the faction wars had had less people, but a slower pace. Every man killed a major blow; each camp / target a desperate battle for ground and resources.
Horses for courses of course. On a side note, how the hell did you get marked down for that last comment?
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It seems to be titles like STALKER and The Witcher that can carry this off, and - dare I say it - it's something Europeans ought to be proud of.
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Damn that was annoying - loved the game, but repetition of some of lines really pissed me off. Hated going into the bar - used to just mute the sound. Also, it was touched on in the review, but have they given everyone american voices? Hope not....
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[link url=http://www.bit-tech.net/gaming/pc/2 010/02/04/stalker-call-of-pripyat-review/1
]http://ww w.bit-tech.net/gaming/pc/2010/0...[/link]
If it goes on sale on steam, or winds up in the bargain bin, I'll probably spring for it. It looks like a great game in so many ways, but it's absurd they're still making the same presentation mistakes 3 years later.
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Also, I hope my fellow Stalker fans have been keeping an eye on Metro 2333, which comes out on March 19. It's a survival horror FPS by a new Ukranian studio called 4A games, which is made up of former GSC employees. What is it with Eastern Europeans and awesome PC games at the moment?
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So much for an unbiased gaming media!!!!!
Quite simply, I don't trust pc ONLY game reviews from the major sites. They only seem to be in their element with multiformat titles form the large publishers, like Blizzard, Bioware, Bethesda or valve! It's easy with these large companies - just give 95% whatever. But these smaller PC only games from European publishers get shafted so the media can say 'see - we don't always give 90%+!'!!
When a pc only title from a smaller European publisher comes out, google it and check from page 2 onwards of the results, choosing the lesser known gaming sites. this is where you will still get decent, fair reviews.
For example, there's a great game out there from a small Hungarian developer called 'King Arthur The Roleplaying Wargame'. It's a cross between Total War and Heroes of Might and Magic - with a dash of 'play your own adventure' quests. But if you only check the major sites, you won't know about it, because they haven't covered it. The smaller gaming sites all have, and it's getting scores in the 80's!
So if you only have the major sites like Eurogamer and IGN in your favourites,make sure you add one or two smaller gaming sites, like Inc gaming and Hooked Gamers. It's the only way you will get a FAIR idea of how good a PC only game is.
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Just got started on Clear Sky, but so far it doesn't grab me like the original did. Hopefully it improves, as the original took a few hours to really get going.
Once i'm done with that, this is mine!
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Never played their previous expansion, Clear Sky. Is it worth checking it out after playing CoP?
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I just got this 3rd instalment for 4£, the very first NPC I meet greets me with a half-assed hollywood-russian "Hey Bro"...this does not bode well. Part of what made this game feel different was the lack of understanding all people, not very important, but this broke the illusion of immersion instantly.
My old GPU also maxed out on 108C during playing this game, no more need for my USB coffee heater.Kudos.
I still feel I got this Vampire-like advantage in-game since I can sneak into camp sites and look around for 1minute before the NPC spawn and all hell breaks loose. Great element of surprise if you use it as a game feature. One NPC spawned at a crashed helicopter AFTER I had finished searching it, he didn't want to speak to me either, probably felt violated in so many ways.
To me it seems like this game is business as usual.