Retrospective: S.T.A.L.K.E.R.: Shadow of Chernobyl
Not that kind of rad.
Stalker: Shadow of Chernobyl - let's drop all the dots - seemed to divide people. For every person I know who would enthuse and OMG about the atmospheric shooter, there would be another for whom the game had been a horrible mistake. This article, I suspect, isn't going to be for that second group of people. They've tasted this peculiar Ukrainian experience, and they won't be going back. For those who know the game, accept its foibles, and still find something worth spending time with, this will be a story they understand rather well. They'll probably be nodding along at the most salient points. Hopefully, however, we'll also have a third species of reader: the one who has yet to give it a try.
With Call of Pripyat, the third Stalker game, set for release later this year, the hour is ripe for both looking back on Shadow of Chernobyl, and for playing it. Call of Pripyat is the sequel to the events of the first game, while the Clear Sky - the flawed second game - acted as a prequel. I am inclined to hope that GSC's third excursion to the fictionalised exclusion zone will, at least in some way, match the accomplishments of the original. Clear Sky's lack of original content, peculiar atmosphere-breaking decisions, and badly-implemented faction warfare, meant that it was a step back from the first title. If you are one of those people who has not played any Stalker at all, then Clear Sky is something you can miss entirely.
That's not to say the original game, Shadow of Chernobyl, was in any way perfect. It was not the most subtle or elegantly designed of games, but its accomplishments were nevertheless numerous and awesome. While there were some bugs, and plenty of rough edges, GSC managed to create a game that was a singularity in the heavily populated landscape of shooters.
Partly this was down to the world it depicted. Stalker's core achievement was to blend the history and method of first-person shooters with both the real world, in the Chernobyl exclusion zone, and with Russian science-fiction. Stalker, as a wider fictional concept, came from the story Roadside Picnic, by influential Soviet science-fiction writers the Strugatsky brothers. It was then later built upon for the film Stalker, by Andrei Tarkovsky. The themes of both the book and the film were of unnatural happenings changing just a small part the world, and in doing so, creating a zone in which the rules of nature were warped. The Ukrainians already had such a zone on hand in Chernobyl, and by merging Soviet fictions of the past with their own real history, they created a rich concoction of urban decay, supernaturalism, and gritty, grubby violence.

Terror through vulnerability was a big part of what made Stalker thrilling.
GSC was able to go into the real-world zone and see first hand what Soviet construction looked like after a couple of decades of decay. The developers were not simply recording textures and taking inspiration from the ruinous architecture of the place, they were soaking up atmosphere - and that comes flooding back out in the game itself.
However, it's clear that the project catalysed something else within the development team, because at its most evocative Stalker goes further still: into spooky tunnels and horrifying claustrophobic catacombs. They seemed to somehow capture the finest points of tunnel-horror in traditional FPS games, and meld them with a larger, more liberated game world above ground. Stalker, a game in which shooting is the main mode of interaction, was nevertheless a game of distinct parts, and multiple aspirations. It wanted to be different, and also to be brilliant when it did the same things as other shooters.
That said, there was also plenty that was mechanistically unusual about the game. While all kinds of elements were incredibly familiar to gamers who have played a slice of FPS games in the past couple of decades - moving crosshairs, stamina, leaning - Shadow of Chernobyl managed to throw in a few things that were unusual: an RPG-style inventory and inexplicit character development across a number of fronts. One was the Stalker suit itself: the device that allowed you to not only absorb more damage, but to brave harsher environmental environments across the zone - a kind of levelling up via gas-masks and rad-suits. Then there were the artifacts themselves: the supernatural upgrades, spawned by the zone, that could be slotted into your stalker to make him tougher, fitter, or more resistant to radiation, heat, or electrical damage.
Merge this system with a world that was relatively free to explore, and you had a kind of open-world FPS that we really hadn't seen much of before that time. There were elements of RPGs too, with quests scattered across the landscape, and decisions about alignments with various Stalker factions to be made. Most crucial of all, there was the simple moment-to-moment challenge of staying alive in a predatory and aggressive world. If the radiation poisoning didn't get you, then the monstrous packs of dogs probably would. Here was a game that put the focus more on combat than simply on survival, and it was all the more thrilling for that.
The balance between a linear story and an "open" world was interesting in itself. Stalker's levels are interlinked, but not in themselves all that large. It never fully broke out into an open world, but was instead a sort of "wider" world. Rather than Fallout 3's sprawl, Shadow of Chernobyl, spatially, consisted in a series of discrete packages. Many of these feel like single FPS levels on their own. Indeed, the game often treats them in that way, with scripted events dropped into your path on a regular basis. Attacks by the military, an careful ambush, attacks by mutants, battles between the various paramilitary factions: all these came together in a patchwork of events, between which you wandered, finding the safe path in your own way.
This, I think, could be important as a model for open-world gaming, precisely because it doesn't follow the GTA route. Instead of simply allowing you to ramble around in a single, wide-open space, Stalker's explorations are much more directed. The various regions act as single, open-plan but linear FPS levels the first time they are played, but can be returned to later on. This means they're ultimately non-linear: there's a central hub location in which you can patch yourself up, drink, trade, and so on, and this creates reasons to return to previous areas, reasons to root around in the world beyond those provided by the core storyline. The constantly spawning and overlapping AI, meanwhile, means that things in the world continue to provide challenge. More often than not, a fight has started before you're even on the scene, as neutral, friendly and hostile forces encounter each other out in the wilderness, and slug it out under trouble skies.
Of course, there's another aspect at play in any retrospective look at a game like this. Time does funny things to PC games. It's arguable that despite everything that the GSC team and their THQ producers achieved, it was the mod community that finally burnished the weird metal of Shadow of Chernobyl to its current shine. Some of the changes that mod makers have made, such as "injured" state for the player, or the sleep function (in which the game plays little "dream" clips) are actually just unlocks of existing code, apparently dropped at the last minute. Presumably these decisions were made to avoid overwhelming shooter players used to rather less sophistication in their game, but then again perhaps they just didn't seem to sit right with the action game Shadow of Chernobyl ended up being. Whatever the truth, when unlocked by modders they give us a lot more game to be going on with.

Modded visuals mean SoC can be buffed up for even higher spec machines.
The other rather more significant change that modders have made has been to the balance of combat. Many players noted that enemies didn't seem to go down easily enough, taking more than a couple of shots to the head with weaker weapons. Such balance issues have been addressed, and it's now possible to play the game tweaked to rather different expectations of weapon physics.
Most impressive of all is that it's now also possible to play Shadow of Chernobyl with an entirely overhauled texture set, which can be found online. As mods go this is one of the most subtle imaginable. It does not attempt to change the atmosphere or effect of the game world, but simple to enhance it. 900 new textures, an improved sky and weather system, and the introduction of expanded graphics options make this one of the most exquisitely beautiful experiences ever to grace a gaming system. It also includes the sleep and hunger systems, along with a mass of small tweaks. I would argue that this is, finally, the finished and complete version of Stalker - as good as it could possibly have been on release.
Stalker didn't manage to be as multi-pronged as something like Deus Ex, nor as all-encompassing and variable as something like Fallout 3. It will always sit in the second row in any parade of classics, but it is nevertheless a masterpiece. A cold, unearthly thing, which only a certain kind of gamer will ever love. If you have even the slightest interest in This Sort Of Thing, you owe yourself a trip to the zone.
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Comments (58) Latest comment 2 years ago
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Surely it's the other way round?
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i would of love to of heard about how the game progressed from its original unveiling, maybe even a deeper look into why the brought back feautres of the game work
meh article
cover grim fandango!
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There were lots of problems inside the studio (I honestly don't know how could they even managed to overcome it all) - some people may remember shooter Xenus : Boiling Point by Deep Shadows. Deep Shadows are the people from GSC who got tired of endless development and decided to make their own game on the same engine and using many of original Stalker's ideas. So we got awfully buggy and laggy Xenus (somehow name "Xenus" didn's appeal to western publisher, so it's a Boiling Point here) with enormous copy-paste landscape, extremely dumb AI, tons of glitches and so on. But it had decent shooting element, and its interface is very close to that of a final STALKER. Even some ammo icons are the same.
Since 2002 STALKER have lost its open world without level segmentation, transport, about a dozen of monsters, the same amount of locations, most components of famous A-Life AI system and so many other things. And perfomance problems of the final version (one should have seen system requirements on DVD box - game barely started on such PCs!), lack of multi-cored CPUs support, some bugs (though not nearly as much as in Russian release of Clear Sky, which was basically a beta-test for western release).
The final STALKER simply couldn't be the game GSC promised us to make back in 2002! It was an impossible task even for most experienced teams in the world let alone some fresh new Ukrainian guys. During final couple of years it became some kind of a joke with "STALKER-ZHDALKER" rhyme (verb ZHDAT means "to wait" which describes the case very well) and many others.
Shadow Of Chernonyl turned out to be a good shooter, very atmospheric (locations, broken cars, weapons, buildings, even grass - all's the same as one can see in any post-USSR town), very scary, very good-looking... But it wasn't Oblivion Lost, so many of dedicated followers hated GSC and hated STALKER for that. Another thing is GSC renamed the game into S.T.A.L.K.E.R. to avoid paying royalties to Strugatsky brothers and never named "Roadside picnic" in Credits which was an ugly move in my POV.
But at least they have tried to make a dream. Most of developers nowadays don't even bother...
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Lack of original content? It had a great upgrade system. Money were finally useful. The new artifact system, which added a lot to both the atmosphere and gameplay. Tweaked monsters. New maps. Better graphics, that created an even better atmosphere. The faction system wasn't that great, but it was better than nothing.
It fell apart towards the end, but it was a good game. Just because it's not a masterpiece doesn't mean it should be avoided. It's still a very unique game and entertaining game. I read a lot of opinions on various forums coming from people that tried Clear Sky first and wondered if the "primitive" SoC is worth it.
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It will always sit in the second row in any parade of classics, but it is nevertheless a masterpiece.
For me personally, it sits in a row next to Thief, System Shock and the original Half-Life, well before Fallout 3 et al.
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Having said that, mods can be a risky business. I downloaded and installed the 2009 final mod of which the article speaks, fired up the game and started afresh...it immediately looked very pretty but then I found I couldn't talk to the dealer and couldn't get out of his shop. I must try it again, though.
PS I wish Far Cry 2 was moddable like this game is. I'm playing through again and wishing there was more wildlife, that the LED for detecting diamonds was red, that I could instantly see how many diamonds I'd found in an area, that I only had to take out checkpoints not aligned to my mission, etc etc.
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Also no mention of the enemies that could land a dozen hand grenades between your feet from 1500 yards away?
"Oh shi-" QUICKLOAD.
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For the record, i found it a snore fest and didnt play long into it at all.
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STALKER Shadow of Chernobyl has the ability to do it but in outdours. In Clear Sky you can not go to bed, so it is even creepier to wandering nearly dawn at Red Forest or non very "for lover´s picnic areas".
And I love the freedom of the game, above all.
@Bezzin: I guess S.SoC in Xbox 360 would look more like the game WITH Complete 2009 Mod (more than 20 mods mix). So do not loose faith so fast, Mr. ! :
I got Xbox 360 since it was released. But 2 years ago I bought a PC for games like this one (and upcoming). I never regret my decision.
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I'm playing with the aforementioned Stalker Complete mod on & it does indeed look lovely.
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It was getting dark, and I was getting low on ammo. There's the howling of mutated dogs around, but up in front is a disused trainyard. I fight my way through a bandit gang to get there, using the last of my five-fifty six ammo, dropping the last one with a 9mm pistol, and stumble into the place just as darkness falls. Inside are four other Stalkers, sat around a fire, with one on guard. Outside it starts raining.
Any other game, you trade, you wander off. But that doesn't feel quite... right, for Stalker. So you sit down by the fire as they joke in Russian, eat, drink, and play some acoustic guitar. As the rain pours down outside and there's the occasional flash of lightning.
Any game that can make me sit there for a half hour, quite happily doing nothing but letting events go on around me is, for me, something special.
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As a matter of fact, I like STALKER world and environments a lot more than Fallout 3
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Still, you know that there are only a handful of games that you look back on with real fondness, games that stand out and provide that sence of wonder-Stalker was one for me alongside Halo and GTA3. Thats how highly I rate it.
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As far as I'm concened STALKER beat the living snot out of the grossly over hyped, over rated, utterly boring Fallout 3. Sorry to gripe but I was amazed at how quickly I grew bored & disillusioned with Fallout 3's cumbersome clunkiness & villians who looked like they stepped out of a childrens bedtime story book with re- bar up their butts while they moved. A case of the Emporor's new clothes for sure with that one! Rant over.Thx.
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No, its not a polished game and its not going win any awards or get into anyone's top 10 list but some moments were quite incredible.
And I'd put SOC's atmosphere up there with the Silent Hill series.
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1 Should I buy the steam release? Is it compatible with all the mods?
2 Should I use any mods on first playthrough?
And btw why is this basic newbie info not included in the article?
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]http://ww w.gamestracker.com/buy-stalker-...[/link]
I would just play it with the complete mod first, unless you know you want to play it through twice. Nearly everything is an improvement on vanilla Stalker.
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FOR ME STALKER IS THE BEST GAME WITH HL2.... THE ATMOSPHERE AND ENVIROMENT...AND THE END IS BEST...WITH GREAT MEANING ...IS MORE THAN GAME
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@humanchu
Yes, you can mod the steam version (I did , mine is working now). I would recommend the Complete mod in the article which compiles the best of the mods. It's a big download but quite a simple install. Already I'm happier with the combat.
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This is what I did as well for my Steam bought copy, and I'm so glad I did. I was a few hours into the game then found out about the mod, downloaded it and installed, started a new game and was blown away all over again! The only thing that I don't like about the complete mod pack (and this is my issue, not the mod's) is that the night setting is now too dark for me to play in - it's too goddamn scary!!
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And smelly is constantly lying through his teeth (he's painfully inconsistent) about what he allegedly has played and hasn't played that any comment about any game from him is entirely pointless in the first place.
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and so i'm off to being stalked (and completely modded, as per instructions).
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Considering pretty much everything in that PC that is still working is of old technology (for example... a socket 939 chip, AGP graphics card, IDE drives, etc.) what do you guys recommend I but for a decent quality game of STALKER? Obviously I don't want to spend loads of money just to flick the object detail from "Medium" to "High" or something like that... but components that will let me have a decent 30-60fps at reasonably high settings.
Help me EG commentors!
EDIT: Also... are IDE to SATA converters a good idea? I'd like to keep my harddrives.
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I started SoC again a few weeks a go. It's great. I'm going to re-play CS too when i'm done. And eventually Call of Pripyat.
I just wish i had a good enough GPU to run these with all those fancy lighting effect enabled.
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I bought a Titan Nero system for £350 from Overclockers that can run the game super smooth with everything maxed.
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I just went the cheap-ish route and bought a Motherboard combo and GeForce GTS 250 from Novatech for under £200. Thanks for the response though. Hopefully the motherboard combo (2gb and E5300 CPU) coupled with a GTS 250 will do the job. The only games I want to play on PC are STALKER and OFP2 (and maybe ArmA2) so I figured I shouldn't really spend too much.
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Crysis' Very High settings are only selectable when running DX10 on Vista. It is possible to get them running in XP/DX9 by tweaking the config files though, a quick Google should get you the tweaks.
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