S.T.A.L.K.E.R.: Clear Sky Preview
Walkin' and Stalkin'.
War is like Christmas for some developers. It has ready-made stories, clear-cut opponents, and there's normally even a party at the end. War's also got the classy sheen of history, but it's history reduced to the bouncy bits: a chance to look sober while savouring the massive explosions. Not many human tragedies let you do that.
Nuclear disasters have massive explosions, too, but so far the real life examples haven't been such a good fit for videogames. Science-fiction may love a post-apocalyptic world, but it doesn't want reality stepping in to humanise the cliché. Nobody logs onto Xbox Live of an evening for a quick round of Three Mile Island, and so far there's only been one game of note dealing with a historical meltdown.
Well, duck and cover: it's getting a sequel. 2007's S.T.A.L.K.E.R.: Shadow of Chernobyl was always a wilfully difficult beast - at a time when most FPSes found it hard standing out, GSC Game World's title had trouble fitting in. Taking cues from Arkady and Boris Strugatsky's classic novel Roadside Picnic, Shadow cast the player as a scavenger in the exclusion zone around the ruined power plant - a fictionalised world home only to madmen, paranoid factions, and radioactive treasures. Appropriately, there was something mutant about the game itself, as it attempted to splice sandbox exploration with a linear plot, and evolve RPG upgrade elements out of an FPS's body.
The result was a game that was impossible to forget, but equally hard to classify. Ultimately, Shadow could never quite decide whether it was a story or a place. Those expecting the forthcoming prequel to clarify things can give up now. If anything, S.T.A.L.K.E.R.'s about to get even more confusing: the developers are adding yet another big idea to the mix.

Clear Sky will feature new varieties of anomaly: some can now work as teleports.
Sitting down to watch S.T.A.L.K.E.R.: Clear Sky being played reveals that new idea is to play up the role of the factions. Present in the first game, and part of the much-vaunted ALife artificial intelligence system, originally designed to create a believable ecology of NPCs who would travel through the zone independently of the player, the factions stuck out as promising ideas awaiting the correct implementation. This time, they're centre-stage, and the aim, at least for the majority of the game, seems to be choosing between them before getting involved in their battle for supremacy.
Simplistically, this means that each faction has its own base somewhere in the exclusion zone, which acts as a hub for missions and side-quests. But on a wider level, the faction mechanic plays out almost like a ground-level RTS, as different groups fight for control points, giving them a greater grip on resources, territories and scientific information.

The weather effects benefit from DirectX 10 gloss. We'd definitely suggest packing a parka - preferably lined with lead.
In gameplay terms, this currently would seem to cement the original game's eccentricities rather than curing them: Shadow was always more competent at making you stumble across activities than it was handing out well-structured missions, and as our preview of Clear Sky progresses, almost every story-focused goal that gets started ends up creatively derailed by another distraction, with the fight for territory top of the list. It's hard to tell how much of this is down to the state of the demo build (it could even be that our demoer is avoiding the main plot due to the untranslated Russian text of the current version) but the effect is as disorientating - and refreshing - as it was first time around.
Clear Sky has twelve areas - six are entirely new, and six are familiar, but significantly reworked. A visit to Escape, a woodland area with hills and bunkers which cropped up in Shadow, shows just what that means. The lay of the land, if not the landscape itself, is very different this time around - a Stalker-held area rather than the military stronghold of the first game.
Looking for missions at the nearest base, it's not long before we're caught up in a control point firefight playing out over a section of highway. As we temporarily put narrative concerns to one side for the first - but certainly not last - time today, we get a chance to see how S.T.A.L.K.E.R.'s weapons have been tweaked. A common complaint of the original game was that it was easy to get money, but there wasn't much to spend it on. Now each of the game's determinedly unexotic arsenal of hulking shotguns and weighty pistols can have up to sixteen possible levels of upgrade added. Modifications are performed by faction mechanics, and each addition comes at a cost - for example, adding sniper scopes to a gun might mean you won't be able to improve its rate of fire further down the line.
The control-point battles are also a chance to see ALife flourishing: skirmishes seem to break out organically, and even when the fight's over, there's every chance the loser will eventually come back with reinforcements. To aid this, Clear Sky is tentatively squad-based: AI team mates can be given basic commands, but will also be capable of finding cover and looking after themselves. At the moment, they may be too capable: as our developer takes his hand of the mouse to explain the cover system, his team quickly finish off the opposition without him. Players can still choose to go it alone if they miss the lone wolf feel of Shadow, but Clear Sky will reward you for keeping company, and GSC Game World's past form with AI suggests squads will be fun to have around.

Although specific effects are DirectX 10-reliant, the game scales to DX 8 and 9 machines.
Moving on to a brand new area reveals further opportunities for distraction. Marsh is a stretch of waterlogged sandbanks dotted with sniper towers. Trees sprout from the ground in hesitant clumps, and the odd rusting hulk of a building lingers in the distance, but this is primarily a wild area, filled with mutant boars and bandits. The map is vast, and we've objectives to complete here, but almost immediately, we're off-track and investigating anomalies - areas with unpredictable physics, which now play out like clusters of cosmic landmines hiding artefacts, the game's loot. With upgradeable artefact-detectors available, and an almost mini-game-like maze mechanic to reach the loot, anomalies seem likely to provide another entertaining time-sink.
It's almost a relief to find that S.T.A.L.K.E.R. remains as idiosyncratic as ever. Far from a more commercial sequel, at the moment, Clear Sky seems like a real curiosity. A single-player MMO or a radioactive Animal Crossing, it excels at providing activities for you to do, but may still struggle when it has to focus on a narrative. The team's overall solution doesn't really convince, either: the plan is for the game to be loosely divided into halves, the first section being open-ended and explorative, and presumably holding the majority of the faction activity, before giving way to a more controlled and linear second part where the story takes over. It's a risk - Assassin's Creed stumbled in its later moments with exactly the same move - but it may be the only way to get the balance of story and environment that the developers are after.

AI team mates are smart, but they haven't worked out how to dress to flatter their body shape.
What's easier to see is that Clear Sky is a lot more beautiful than its predecessor, with a wealth of DirectX 10 effects such as volumetric smoke and dynamic shadows. More importantly, however, Clear Sky also inherits Shadow's melancholic art direction: a landscape of folkish campfires, tumbledown water towers, and crippled powerlines.
Those were the touches that made the abrupt and baffling world of Chernobyl so interesting the first time around, and after a few minutes of watching our developer wander the shantytowns of the Zone, it seems we've never been away. There's still a lot that Clear Sky can fail to capitalise on, and the potential for confusion is greater than ever, but GSC Game World has clearly stayed true to its homely mutant - if anything, it looks like it's continuing to evolve.
S.T.A.L.K.E.R.: Clear Sky is due out on PC on 29th August.
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Comments (40) Latest comment 4 years ago
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The first one was the best game I've played in many, many years, and this looks like it might continue this. Non-focus-group tested games FTW.
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Unfortunately my Direct10 Graphics card is the weakest thing on my comp so may need an upgrade.
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argh
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Would like to see this run nicely at DX10 so I can go portable with it!
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I've been wanting to upgrade for quite a long time but have avoided it because I will need a new motherboard (meaning a new CPU and probably new RAM as well). But this is looking so good and I absolutely loved the first one. I can honestly say I've never played a game like S.T.A.L.K.E.R. and thats one of the highest praises I can give it.
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With all of the equipment buyable at the merchants (instead of the measly selection of the vanilla game) and the ability to purchase repairs for arms and armor, it will feel like a different game - but you'll be bored sooner, because you'll run out of stuff to buy relatively fast (10-20 hrs, probably).
I found the second playthrough more enjoyable... I hope Clear Sky will be more like that.
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And hopefully by the end of August the new ATi/nVidia cards will all be out, and for long enough that the prices have dropped to normal levels.
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Personally though, I think this would make a great MMO.
One thing though... Could you at least put one woman in it this time? It always seemed fairly weird that the entire Zone was populated completely by men.
Any chance of vehicles coming back? There were some pretty good mods that re-added vehicle support to the original. Any official word in vehicles "properly" being in it this time?
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Maybe you will get your wish (and mine) in the not too distant future. GSC has just got xbox360 developer status
IGN: GSC has recently got 360 developer status, so can we expect an announcement of a console S.T.A.L.K.E.R any point in the near future?
Oleg Yavorsky: We are experimenting with all the console stuff right now, we want to make our future releases not only PC but on multiple platforms, and at the moment we are just getting familiar with the technology because we don't have the experience just yet.
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That's a lie actually, just can't stop playing LOTRO
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If they've tweaked some of it, then I will probably be tempted to try this one. I love apocalyptic sci-fi, me.
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As for Clear Sky, this really concerns me:
"(it could even be that our demoer is avoiding the main plot due to the untranslated Russian text of the current version) but the effect is as disorientating"
Shadows was slightly buggy, but the more pervasive issue was that translation was an afterthought, and consequently much of the content wasn't even remotely intuitive. You could struggle past that, but it was the wrong kind of struggle - not challenging gameplay, but just an underlying, grating incompetence.
bloodkult: "Just bring it out already!"
Defintely the WRONG message to send to this publisher. If anyone needs to be encouraged to take their time, it's these guys. I know Shadows was notorious for it's long development cycle, but it still arrived somewhat soft-boiled, which was a real shame.
It would be nice to see a console version of this - it would be signficantly comprimised, but it would force the devs into a different level of discipline, I think. No one would tolerate a console release with the lack of polish that we saw in the first game. On the other hand, if they are admitting to a lack of experience w/ console development, I don't foresee anything in the near future.
S.T.A.L.K.E.R. was sort of the killing blow for PC gaming for me - it represented all the things I was losing patience with: massive system requirements, patch and driver concerns, bugs, inconsistent and counter-intuitive gameplay... but it also brought the depth and challenge that are nearly exclusive to PC play. If they get this just right, I might be in for one more round of graphics cards et al, and hopefully I won't end up feeling like a S.U.C.K.E.R. again.
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Two words: Fallout 3.
Er, a word and a number.
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I'm not saying I want game-breaking bugs, but the "eccentricities" bemoaned by the reviewer and slight lack of accessibility gave it a feel of its own that helped pull it even further from the identikit shooters of the last few years.
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I've tried MP and hoped it would be like the SP-game with slow and exiting gunfights only to discover a 90's quake-style MP with "headshot"-kind of rough voiceover and run and gun gameplay.
Most of us fanbois would agree as stated over and over again, this is a flawed masterpiece. The best moments rank up there in my top 3 gaming moments (not that I remember exactly how the others are) but at it's best it was jawdroppingly exiting, rewarding and encouraging you to carry on. Being confused was actually a bit fun when you suddenly discovered what some equipment could be used to and this also made the game quite different from what you are used to.
The major bug of NPCs popping up 7seconds after you showed up at a place was indeed a horrible flaw which I would understand that people would grow tired of.
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Get your sleeping bag out and go for a sleep. Basically hang around some of the camps and wild areas with NPC's coming and going.
Regardless - I'll buy it anyway but when I played the original I was disappointed I couldn't do the above.
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Still hasn't pipped Deus Ex, mind
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You're certainly not alone. But I must admit I kind of disliked it at first (unusual aiming, English-rather-than-genuine-russian, clunky UI etc) but it grew on me like no other game ever did. STALKER was my #1 game of 2007 and the only fps that tops it is HL2 (which is hardly debatable)
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Not knowing everything and not finding information in the manual was kind of an interesting challenge although you always wondered if this actually was a feature or a bug.
What's so "clunky" about the aiming I don't get, I felt the aiming was pretty all right, I played on the hardest level with no cross-hair (just because I'm a cheap bastard who want my games to last long). Using "ironsight" was obvious and you never hit perfectly everytime like in CounterStrike. This also made the fire fights last longer with debree flying and nice riccocheting bullets plus the AI of the opponents never rushed you as if the actually wanted to stay alive and pull back rather than stand ground or rush out from cover.
But then again, I'm surely a true fanboi of this game and easily forgave and forgot the times where the AI didn't shoot me or backed into me down spiralling stairs.
I'd rather have an amazing broken game like stalker than for example F.E.A.R which I bought at the same time which was fun for 15mins before I had seen most of what it had to offer....I also really wanted to like that game too. Maybe it's a bad comparison.
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Very interested in the upgradable aspects of weapons etc, as that was one aspect that kept me playing through Resi 4.
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