S.T.A.L.K.E.R.: Clear Sky Review
Restraining orders.
Version tested: PC
The first moment that comes to mind when thinking of the original Stalker (we'll dispense with "S.T.A.L.K.E.R." if that's alright) is from my first playthrough. I'm descending into one of the toxic Ukranian underworlds and come across something that makes me stop and laugh. A paint-pot is levitating, bouncing against the ceiling and twitching spasmodically. I'm playing it in a room with fellow journalists, so call them over to have a giggle at Stalker having one of its very special moments.
Everyone has just enough time to gather before it comes hurtling at my head causing a mass panicked jump and me diving at the controls to run back the way I came. It wasn't a bug. It was a poltergeist. To me, it kind of sums up the best of Stalker - its sheer vigour and determination to summon a world completely overwhelming your expectations (and experience) of technical foibles. Stalker overcame its weaknesses. Clear Sky - while interesting in half a dozen ways - ultimately doesn't.
It's a graphically improved prequel that integrates a mass of things that were promised for Stalker with assorted game tweaks that - on paper - sound as if they'd improve the immersion of the game considerably. In practice, it mainly shows that there are no good or bad ideas: only good and bad executions.
The core of the game remains the same. You play an eponymous stalkyguy operating in the Zone around Chernobyl where reality has been rent apart as reality tends to be. Mutants roam the land. Anomalies dot the landscape - often invisible counter-natural singularities which maim or kill anyone who walks into them. However, they also act as portals by which artifacts have arrived - and it's these alien items which have brought the Stalkers to the zone. Various factions populate the area, each acting according to its own desires. For example, the Bandits are only after wealth, but Duty are trying to fight against the increasing insanity of the Zone. It plays much like any realistic-edged FPS does, but with minor RPG elements (you can improve your equipment or equip ability-improving artifacts) and it's in a living open-world. It's basically Oblivion with gu... oh, we've used that one before. And there's still a load of bugs.

The opening swamp's actually the best demo for the faction war sections.
It's understandably familiar. As a prequel, there's a lot of visiting areas you met in the later game and seeing them in a different light. Putting aside the graphical improvements (in short: the graphics have been improved), the biggest changes are an increase in character-customisation and reworking of its A-Life system, which manages the simulacra of life in the Zone. The most obvious effect of this is that there seems to be a far greater sense of a war being fought, which is pretty much because there is a war being fought between one faction and another. Units of each will head off to try and secure or defend mission points, often generating an on-the-fly mission for you to go and try and help. You'll regularly - well, constantly would be nearer the point - have people shouting that they're about to be overwhelmed and need help. Like, quickly and stuff.
The character-customisation is equally welcome. Weapons simply have many more options available - you're able to repair and improve them in multiple ways with the help of specialist characters, spending incrementally more money to improve a gun's accuracy, magazine size or many other aspects, often in ways which preclude a further advance in another area. Or in crude terms: if you make an assault rifle more suitable for sniping, you'll be excluded from the advances which develop it into a close-quarters storming weapon. Similar advances are available for the armour, and some of the higher-tier abilities require you to locate a flash-drive with the plans. Without going fully RPG - which would break Stalker completely, I suspect - this is about as powerful and interesting system you could integrate.

This guy's called Forrester. He lives in a forest.
The other half of the character-customisation system has been downplayed in importance, however - well, not "in importance" but "as a core part of your experience". The original game was criticised for having artifacts far too easily available, often littering the floor near anomalies so you could easily gather and sell them for enormous profits, keeping the good ones for yourself. This time, obtaining an artifact is an actual achievement. First, they're invisible, so you have to locate them via a detector, which tells you their proximity - and, I believe, you have to be looking right at them. Actually, that's not first, it's second, as you have to actually get close enough, which means working your way through (also mostly invisible) anomalies which you detect by lobbing nuts ahead of you and surviving whatever radioactive/chemical/psychic hazards are in the area by having good enough armour or anti-rad drugs or whatever.
On the surface, both of these seem splendid additions. The first means that there's plenty of stuff to spend your cash on and the latter means that artifacts become meaningful, strange and spooky. It did seem odd that anyone was trying to rob one another in the first game's Zone when there was this fancy stuff lying everywhere.
The problem is simply a string of design and balancing issues. In practice, after I received my first artifact in the training sequence, I didn't get a second for at least ten hours of play. That's "get", not "find", by the way. In some cases I was in the right spot - or, at least as close as I was when I managed to get hold of one - but completely failed to make the thing appear. In most cases, however, the area I was lead to was toxic above what I could survive for long enough to locate the tricky blighter without burning medkits. So I mostly just ignored it and carried on.
The obvious solution would be to get hold of some better armour, which would involve actually being able to afford any. Getting money is simply too hard, unless you're ignoring the forward thrust of the plot completely. If you simply play the game and do some occasional helping out, you find yourself falling into a poverty trap. To try and save up for a decent protective suit, you find yourself scrimping on buying things like medkits, which only exacerbates the somewhat punishing death system even further.
To stress this is a primarily a design issue rather than a me-being-rubbish issue, there's a point when you're starting to get on your feet - in my case, having saved up three quarters of the money for an "okay" suit - where it simply and unavoidably strips your character of all your equipment, artifacts and money. Which, for a game that's trying to make you buy into character development, love of your customised weapons and all that, is a bit like letting you gain your mount in World of Warcraft and then dragging it off to the knacker's. (Is there a way to get it back? Maybe. God, you'd hope so. But it's certainly not signposted and I certainly didn't find it.)
On a similar note, take the Bandits guarding crossings. You can shoot through or stand still, waiting for them to walk up to you. If you do the latter, they start a conversation about taking some stuff and proceed to purloin every single thing you have, bar your pistol. Once the conversation kicks off, there's no way out of it and no warning. Where most games that do something like this would include an "Actually, no, let's fight" option or let you haggle a toll, Clear Sky just goes for the equivalent of turning you into a level 1 character. Obviously enough, you're not going to carry on - you're going to just reload. They must have known the player was just going to press reload. In which case, why did the designers choose that as an option? Immersion - as that's what Bandits do - but "reload" is as big an immersion breaker. (And when I shot the guy with my pistol immediately after being robbed, he didn't have the stuff. So not that realistic, eh?)

At least the guys with the guitars are back. They're awesome.
GSC certainly likes reloading. The enemy AI that throws grenades is nice to see, but it'd be even nicer if you could see it more regularly - there's little of the vocal warnings you may expect from what's an instant-death weapon thanks to Clear Sky's more characteristically realistic damage model. And remember you're bleeding to death, as you were turning down bandages to try and save for a decent suit. And what about that bit when you leave the swamps for the first time and they just lob a machinegun ahead of you which leads to a trial-and-error working out of the "correct" route down the hill? What were they thinking?
Well, I suspect they were thinking about trying to create as harsh an image of the Zone as possible - it's the only explanation for something like the Bandits. Stalker's always been a survival-horror game where some of the worst creatures of horror are humans, and you have to scrimp and save to survive. But Clear Sky takes it too far - when your resources are as limited as they regularly are, you fall back on the one resource you always have plenty of: the quick-save. That said, when other horror aspects like the underground missions have been minimised and the comedic aspect of the people you meet have been pumped up, you wonder if they were just confused.

What's the Elvish word for friend?
There's been a lot of negativity, hasn't there? There's still a lot of what made Stalker so appealing here. It shows how having these sorts of character-improvement and living world elements can improve a shooter's appeal. Why do you think we're so angry when they take away all our stuff? Between the improved weapon modification and the more living Zone, a certain strand of Stalker fan will find much here to applaud, and those who've never actually played the earlier game at all will still be enchanted by the unique atmosphere of the place... but would be recommended going there first, perhaps with the Oblivion Lost mod attached.
A little tough? Maybe it's appropriate. Life is tough in the Zone.
7 / 10
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Comments (82) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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(now to read the review and write something constructive....)
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Meh...
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Fuck it, order placed.
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...Unless they don't mention the fact they are first (honestly, we don't give a flying fuck) and say something useful and/or interesting.
Anyway, I really like the sound of the Stalker games, but I don't do PC gaming. Any word on whether this is coming to consoles?
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Maybe a later game, I wouldn't expect these to be ported though. If you're getting a new pc in the next couple of years (or recently got one) you can always play this using a 360 pad if you so wish (with a modicum of effort), definitely worth a go.
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Definitely buying this in any case, seeing how Stalker is my favourite game of the last few years by a mile.
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@TriggerHappyTel/Katsumo to: I emailed Oleg at GSC after being completely blown away by the first game, to ask if there would be an expansion pack - this was long before Clear Sky was announced - and he said there would first be an expansion then a console version, though admittedly that's quite some time ago now.
They've become certified Xbox360 developers in the meantime, so chances are good for a port.
Wonder if that guy at thefloatingpoint.org is going to overhaul the shaders on Clear Sky like he did on STALKER? Fantastic job, that was.....
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Very unlikely I would have thought. If it's any consolation, the original at least isn't nearly as much of a system hog as you might fear if you do have a modest PC knocking about - I ran it on a 3500 and a 1950XT with dynamic lighting at acceptable speeds.
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I wonder if it features Ghost and Fang in any capacity in the plot or fighting.
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That's almost the most worrying part of the review - how could they minimise the underground missions? Surely they were one of the aspects of the original almost everyone agreed upon were brilliant?
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2. Arg. I was hoping they'd get this right the second time around. Guess we'll have to wait for people to mod it again.
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Stalker is a flawed game redeemed by having bags of atmosphere, but I've been concerned for a while that some of this may be lost ever since I saw preview videos where drum & bass tunes kick in during battle (?!?!?).
If underground levels have been vastly reduced then it may have lost something for me - that slow descent into X10 where you are waiting for something to leap out at you, left me a nervous wreck by the time I reached the bottom (but in a good way ;~)
Oh well, if Clear Sky breaks my heart then I at least have the Oblivion Lost mod to look forward to for my 3rd playthrough of the original.
I really hope it does not go to console as I fear it will not be well received.
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Stalker is about the only game for which I really would like to have a current PC instead of a 4 year old notebook. Concept just sounds awesome. So prolly this is the same.
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I think I'll wait and see on this one. UncleLou, you'll have to let us know what you make of it, you teutonic pc gaming god, you.
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where it simply and unavoidably strips your character of all your equipment, artifacts and money.
Who the hell thought that'd be a good idea? Seems like they took the criticism of it being too easy to make money in Stalker and went way, way overboard.
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I'll buy the game now or in a few months and continue finishing the original with the OL mod, the CS flaws will most definitley be fixed by the modders or GSC them selves.
edit: CS not SC
In the end I'm a bit worried about the lack of talent and/or decision making at GSC. Still I intend to support them with my money. As my inner fanboi would say: Prolly bestest 7/10 evar!!!!111
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Oh wait...
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That way you can say something more creative and appear to be first and eventually all you will see is good and interesting posts!
Win - win all round if you ask me
I really wanted to like the original STALKER, but i could never really get into it, im guessing that this will be no different, but at least they managed to overhaul the graphics AND get it released in a resonable timeframe so that they don't look dated.
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Rampant jealously in its most pure form.
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It all seems a bit, well.. pointless :S
Maybe i'm just getting too old to keep up with the crazy kids these days.. ho hum
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He keeps telling me its the best game of the last few years, but I hated the beginning. Now it's dirt cheap, if it's been patched properly it might be worth trying again...
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OMG! That sounds like me and one of my ex's!
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No. Though a lot of people seem to htink this was down to the way THQ handled patch releases rather than GSC. I blame both.
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What does seem weird to me, is when other people get really angry about it. I mean, not just posting "stop being pointless", but actually breaking out the big guns and telling people to f*ck off and so.
Seriously, anyone who gets even remotely bothered about someone else writing "first" has a screw loose. Its not even an offense worth ignoring the poster over, let alone actually venting your spleen.
Drink some milk, count to ten, breath in through your nose and out through your mouth. Job done.
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lets hope they are not so angry to get that in the wrong order
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Aye, never had serious crash issues or anything with 1.004, of course there are still some odd things left in the first Stalker (repeating quests, a bit too much respawns after short time, too easy to get rich, etc.) but those don't stand in the way of the whole experience which was just incredible. People giving up after half an hour because they could only shoot with a lousy pistol don't know what they've missed (the underground horrors, brain scorcher, dogs flying at your throat, hell, even that arena was fun).
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/shakes fist
Still, I loved the first, so I'll get it. I was hoping the review scores would be high for the developers sake more than anything. I want to see them do well and produce more ambitious games - hopefully sales will be helped by the fact that it's a sequel to a bit of a cult classic.
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Did I read correctly that it's nice to see AI that throws grenades?? What year did Halflife come out again?
I'll give this one a miss I think.
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Think I'll be avoiding this one too, unless there is an engine bug fix for "Hang every 15 minutes"?
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Completely the opposite of my experience. Loved the AI - it could be exploited, like pretty much any can, but for an AI that navigates a pretty much open gameworld, it was excellent. Certainly one of the most fun AI to play against of any shooter, alongside Half-Life 1, Operation Flashpoint and FEAR for me. All you need to do to test the AI is do the very first mission, the carpark one, alone and on one of the higher difficulty levels.
Also ran great on my at the time less than stellar system.
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LOL! Amazing design!
EDIT: Oh and are the guns as shocking terrible as they were in the first game?
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kangarootoo:
Maybe you havent seen a board where every first post is "Firsties!" and the second post is something like "Firsties!! edit: DAMN! NOOO!" and there are about 100 posts at the end that say "Lasties!". The people who said fuck off- these mental defectives just don't like spam. Crazy.
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A part of this thread is obviously from a parallel universe, where people word their dubious subjective opinions as facts, and Stalker had bad AI, ran badly, and had terrible weapons.
Absolutely loved them - never saw the need for any of the weapon mods. The first few weapons are weak, yeah, but that quickly changes.
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Played it on hardest, I'm now in the start (first underground map) of Oblivion lost 2.2 mod, had to restart from 2.1 to 2.2. The beginning is indeed boring especially the 3rd time around, but wthe very fist time I felt it was a decent tutorial area to learn how animals and soldiers noticed me and having a safe plase to just getting to know the world. The mod is no problem to play on hardest because of the "real damage" model i.e fewer well placed bullets to kill.
edit: Typos and anomalous sentenses
My hope for Clear Sky was that this middlepart would be streched out with more side quests with helping factions or just dominating the zone, but it seemes like GSC have lost their way in what they really want ,yet again, by vaguely "improving everything" and even adding more flaws like the "stip all inventory" bugs(?).
Still I remain positive with the modding community ready to... well, fix it :/. (the OL 2.2 mod is the final since Clear sky is out these days).
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So who knows, maybe this staker will be good also. Besides, the point where you are getting robbed...Even at the beginning I was always keeping at least two different stashes of spare ammo and guns, just in case I'd need them or lose the ones I have. Hopefully you can do it in clear sky also, thus reducing the problem of losing everything.
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being able to throw a grenade was about the most intelligent thing the combine AI in HL2 was capable of doing.
I didn't say 2
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Indeed, by which I mean they were weak, inaccurate and fell apart. Annoying!
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I actually built a new PC (for the 1st time in a couple of years) hoping this would be good, but considering how much the last game ticked me off (with everyone calling it an 8 or a 9/10), a 7 is not compelling.
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EXCELLENT.
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Try getting a bit further, nobody judged HLē's general gun feeling by its awful first pistol and spray-rifle either.
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I like the review to a point but some of the detail on missions and also the structure of the map (the first one was tiled together in quite a linear fashion I felt) would be nice. Are all the locations from the first available as well as new ones..
Also how much of the first did I miss if I just stormed though and pwned everyone first time? I remember the zombie bit being the best, but i think I may have missed the poltergeist oir maybe I forgot.. Aslo some milatry base that I stormed through but think I could have done on stealth if i was cleverer - not sure? Also it ended really abruptly and I seemed to have to just peg at the end to just survive..
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GTA, Diablo are the most succesfull offline open world series and they didn't have quick save too. But much better saving systems that increased the open world experience.
I think that that is the first fundamental design fault that GSC made..
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"Console mentality"? There's no such thing. PC-gaming handicap can console him/herself believing in his/her mental superiority, but playing PC games doesn't make one less handicapped, than playing console games.
If you enjoy getting stuck in some gloomy anus of game's world, frantically wondering what the hell did you miss and where the bloody hell it was (because now, to finish the game, you must backtracking aroud, licking evry single corner of every location - fool's errand, one can say - unless you give up and read the solution), play Super Metroid (SNES game, pretty much ancestor of Thief, Deus Ex and so on). Implying that console games generally lack challenge, reveals lack of knowlege.
S.T.A.L.K.E.R. surely is PC-game-like PC game (no wonder, considering it was developed exclusively for PC), but it's also underdone in PC-game-like manner. Reading about all content supposed to be there, I was (heck, I still am) hyped up, expecting no less than Fallout, Deus Ex and Gothic in one package. Early screenshots impressed me even more. In fact I'm familiar with post-Soviet (middle)Eastern European landscapes (and I must admit - H-L2 designers, despite being Americans, did incredibly good job), Strugatskys' books and Tarkovsky's movies, and all those elements "in my head" still fit perfectly to each other. Then the game was released and appeared to be mainly FPS. Still good to hear/read it's at least playable and not short of proper atmosphere. For me S.T.A.L.K.E.R. remains only good reason to bulid new PC. I've yet to play, but I've seen it running with details set on medium-to-low; looks and sounds great in my opinion (human bevaviour could be more polished though, and I don't mean AI).
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strange nothing mentioned about the much heralded factions system?
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Snooz wrote:
@bad_english
Cool
Questions:
1.Are the areas larger than the original?
2.Are there bottleneck-places you have to go to enter the neighbouring area?
3.Do you need sleep?
4.Does food still heal you?
5.Are there vehicles?
6.Are there random blowouts?
1. I have not yet finished the game ... There are very interesting and atmospheric places. And quite large
2. Yes. Tne ZOne have a lot of "bottleneck-places" in different parts. We also have companions, who quickly brought to the correct part ZONE for money.
3. No
4. Yes. A little
5. No
6. I have very rarely. But many plyng peoples complain it.
Maybe in your release some bugs already fixed
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You didn't play very far, did you?
But I can fully understand where you're coming from. The first couple of hours, your weapons are admittedly absolute rubbish, but I actually liked that. It gave the whole thing a sense of progression and achievement without resorting to experience points and stat bumping.
I expect CS will be a grower and really shine with the first patch and some mods. Should be good.
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Multiplayer was good though, might give this one a try as it is cheapish on play.com
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I believe many of us have quite different expectations to what guns do in reality. Yes in Counter Strike etc you will hit where you aim, but in AmericasArmy, operation flash point and stalker, single shots and burst are the best ways to fire. Not that I have fired many guns in my life, but hitting anything form more than 20m starts getting tricky enough with single shot rifles.
And crossing that railroad was really where the game begun.... first time i crossed it it was night and i could see gunfights between stalkers, bandits and some mutant animals.
Multiplayer in my opinion was a major disappointment no matter how hard I really wanted to like it.
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The reviewer is... how to say? A total asshole that had only played with an atari in the 80īs...
Havenīt any one noticed that he started the review whith a story of a flying bucked in the underground that suddenly was thrown to his head!!! And later on the review he states that the sensation of survival horror was pulled down...I feel so sorry but for me horror is when unsuspected things happens...
and that the game is hard as hell because of the possibility of losing all your equipment at once if you decide to stand in front of a camp of bandits; also for the lack of money, armor, healing kits and artifacts... well that can be a good definition of survivalism... Oh, wait, first I said HORROR and later on SURVIVAL, that word reminds me of something... wait that is Survival Horror!!!
What I said the reviewer was not at all the correct person to evaluate this kind of game. Mainly, the criticism of the review is only about how damm hard can it be. That could be true if the game was Super Mario or Gears of War, but we are talking about a simulation of the zone and if anyone has seen the original movie he will now of what I am talking about (if you liked Stalker and havenīt seen it and like european cinema with philosophic content look for it and wonīt regret it) mainly the idea of the game is that you are in a contaminated zone where weird things happens... you shouldnīt complain because you cannot find the artifacts (the zone is not disneyland whinner!!!)
Ending (all of you who didnīt pass to the next post I love you) keep in mind that except for the thing of losing all your equipment (thank you for spill a great moment for all of us!!! Thank you Experienced-Reviewer-Spoiler!!!) it seems that every aspect of the review was exactly what I was expecting for Clear Sky...
(I have cancelled all my social life for the weekend)
If y lilked the first Stalker you know you canīt miss the prequel....
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The newly added features (artifact detectors, and the need for them, fast travel, factional warfare and upgrades) all go twoards improving gameplay. Making enemies and anomalies more deadly goes much the same way (also, you can now shoot through trees, and probably other light cover, providing your calibre's high enough).
Money isn't an issue - by the time the plotline took my money (yes, i loaded and spent it!) I had in excess of 60,000 rubles, which upgraded my TR301 nicely into a sniper variant, as well as getting me a set of partially upgraded Military armor (with enough change for a fully upgraded Spas shotty, my sidearm, for blowing away all those pesky mutants).
Admittedly, the atrifacts are currently rather buggy - they just dont spawn as they ought to, leaving you trampling through deadly anomalies and malignant areas (which fry your brains, balls or burn you in various ways) while the so-so souvenir of the zone is pulled into our plane of existance. The guns, too, seem in need to a few tweaks - early on, an upgraded pistol will mean you can easily clear the first few levels just by using hard cover and leaning out for headshots.
The main issue for me are the NPCs - it's true, if you have a friendly (or not) faction in the area, they assault your PDA with calls for help or assistance in raiding their foe's outposts. Even clearing the enitre map of hostile groups doesn't help since the respawn rate is on the far side of unrealisic! (mutants in the area west of Garbage - I forget what it's called, and renegades in Swamps). Not to mention the AI which perhaps should be recalled for factory defects, or renamed AS - for Artificial Stupidity. Not only do vendours sometimes get spooked by enemies that aren't there and wander off, leaving you to twiddle your thumbs and make small talk with the "normal" NPCs while you wait for them to regain their "misplaced" gip on reality, or walk/fast travel to an alternative base. The enemy AI, again proves "interesting" and impressive in some aspects, and shockingly retarded in others. No sightings of the promised "bring fire" from them, either.
All in all, the game is a prequel, and follows in the shadow of... Shadow of Chernobyl, which made a big enough impact to make any followup look either as the work of Christ, or major disappointment. Happily, I'd say that Clear Sky falls somewhere between the two for me. It stood no chance of being Godsend, as it was just too much a "prequel" the engine and graphics are essentially the same, as are half the levels (and most of the guns and enemies)! The improved gameplay ascpects, however prevent it being a disappointment and the updated graphics mean that no one in their right mind will say "it should've just been an expansion".
Oh, on a side note, the properties of the artifacts have been changed - they may bear the appearance and name of those you are used to, but just make sure you read the stats (soul is my current favourite)!
As for the review itself, I'd say 7/10. It's an early version and you made as much of it as you could have. And in contrast to what you suggest, it seems that you are at fault, to some degreeat least, for not being industrious enough. That being said, the game is far from perfect, and feels like it's been released at least a month too early.
As a side note, the Russian collector's edition is brilliant: a glowing artifact, butane lighter, bandana, patches of various factions, story book,dog tags, etc. Whereas the european collector's edition is just disappointing... a tin, a poster and a map...
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I'm running unpatched CS on Vista 64-bit and it seems fine (though dynamic lighting at dawn and dusk taxes the machine)