S.T.A.L.K.E.R. Shadow of Chernobyl

Ready, steady, glow.

Originally announced in 2001, and having missed its proposed 2003 release date by a considerable margin, you can hardly blame folks for suspecting that this long-awaited Iron Curtain shooter was little more than vapourware.

Even after Kristan was flown to Kiev and granted fifteen minutes on the thing, or after publisher THQ attempted to similarly irradiate our dear Mr Garratt in the name of publicity, those doubts still lingered. OK, maybe it existed as some sort of advanced tech demo, but the chances of it appearing as a commercial game still seemed slender to a lot of jaded PC fans.

And you can hardly blame them. The FPS genre has seen plenty of titles get lost in the sinkhole of development, largely because the PC scene has sadly become hung up on the shiny baubles of graphical excess, and so each new title must be able to boast something faster and sexier than its peers. Each time the visual bar gets raised, plans get revised or scrapped and programmers everywhere scurry back to their nests to try and get one-up on the competition.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 1

Body armour is scarce, so avoiding the business end of enemy weapons is recommended.

Meanwhile, the average humble PC gamer sits at home, wondering if they'll ever be able to enjoy these groundbreaking experiences without forking over a fortune to upgrade the innards of their rig.

Well, I can put your mind at rest on two scores. Firstly, S.T.A.L.K.E.R does exist - we finally have stand-alone preview code that can be played at length without PR overlords hovering over our shoulder, or developers guiding us to the bits that actually work. Secondly, while those with turbo-nutter PCs will certainly revel in the visual splendour GSC has conjured up, the game works just fine when installed on a less powerful machine. You'll miss out on some of the more snazzy flourishes but if you beefed up your computer to cope with Half-Life 2 or Doom 3, as I suspect most PC players eventually did, then you'll certainly be able to play S.T.A.L.K.E.R. Even on an ATI Radeon 9800 Pro it coped with the high detail setting with no problem.

What you will need is a muscular amount of RAM. The original tech specs for the title suggested 1GB of the stuff, but the preview code arrives with a note suggesting at least twice that amount. That's because the game pre-loads each of the sprawling play areas, so while loading times are sluggish (though this may yet be optimised further) once you're in the game, the frequent loading pauses which plagued Gordon Freeman's second outing are a thing of the past.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 2

This fallen statue of Richard Stilgoe shows the overwhelming detail that has gone into the game.

And what of the game itself? We've heard plenty about the A-Life system, which governs the behaviour of the thousand-strong population of mutants and mercenaries, and the game's visuals, which are as lush as a bleak, grey radioactive landscape can be, so I'm not going to waste time repeating the obvious. There's a whole bunker full of past coverage on those topics just one click away should you desire it.

No, I'm going to tell you how the damn thing plays. How these lofty elements are coalescing to produce something you can actually interact with, and be an active part of. Is it actually going to be any good? Thankfully, the answer seems to be a resounding "yes". In fact, lets make that a "YES", with capital letters and everything. With only a month and change before release, it's looking really good.

The opening movie, a sizable chunk of which made up the game's last trailer, casts you as a rather generic amnesiac tough guy, stranded in The Zone and looking for answers to your shadowy past. The year is 2012, and a second disaster at Chernobyl has created a 30km wide hellhole of radioactive anomalies, mutated wildlife and lawless scavengers. The Stalkers are freelance explorers who pick their way through the ruins, and bring out artefacts to be sold in the outside world and, with apparently nothing better to do, you set about learning their trade. From there, it's pretty much up to you.

Control is your standard WASD set-up. Interaction is via a context-sensitive prod of the F key, while instant medkits and ammo swaps are assigned to hotkeys for easy access during battle. It's all completely familiar and functional, so you're able to divert your energy towards exploring your new environment rather than constantly checking the keyboard. The only control quirk that caused minor annoyance was a rather counter-intuitive crouch command. You hit Ctrl to squat, but have to press Shift as well if you want to crouch further down. There's no prone position, and you have to keep the keys held down if you want to move while crouching. As you can imagine, this makes moving and aiming while crouched a bit of a fumble, and makes the stealthy approach a less attractive option.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 3

Electrified water is one FPS cliché we were hoping would be left in the past.

"Oblivion with guns" was the tantalising soundbite that squirted from Patrick Garratt's word-teat following his trip to the reactor, and it's easy to see why. Vast, open landscapes await you, with story missions and side quests approachable in any order you fancy. Well, almost. One of the first things you realise is that, as always, the lofty ideal of non-linear gaming doesn't quite match the reality. There's a story to be told, and stories need structure. While you can piddle about, admiring the scenery and gathering items for as long as you like, the game does subtly herd you in certain directions whenever the narrative needs to be advanced. It's never crude or intrusive though and as you get to choose when this herding will take place, it's hard to resent the presence of a little formal structure.

Certain confrontations, such as a sprawling conflict between Stalkers and the Army, or a bandit raid on a Stalker camp, are scripted insomuch as you have to take part in them to save key characters whose information is vital to progress. There are also certain sections that must be traversed to find specific items. While there's freedom to choose when you tackle the missions, the concept of a completely open-ended Choose Your Own Adventure should probably be debunked now to avoid disappointment.

Each area is, however, completely free-roaming - and the hefty RAM requirements really make the difference here. You're able to spy a campfire burning in the distance, hike for kilometres to reach it, discover it's in the middle of a ruined farm complex, clamber inside one of the buildings, scramble onto the roof and look all the way back to where you started out - and the game doesn't even break a sweat. It's a seamless, natural environment and one that begs for exploration, even without the promise of hot, hot gun action. Although the game refers to each map area as a level, you're always free to go back and forth between them. Indeed, sometimes you'll have to, as you make your way back to certain characters to trade items or collect rewards. The only restriction is that passage between levels can only take place at specified entry points - tunnels, checkpoints and the like. You can't just wander over the boundary anywhere you fancy.

The implications of the A-Life artificial intelligence system are apparent right from the start. The various beasts roaming the wasteland - mostly scabby dog things and bloated mutant hogs to start with - behave in eerily realistic ways. They hunt in packs, attack each other and can even be scared off rather than engaged in combat. The same applies to your fellow Stalkers, who have their own routines and jobs to do. Every character even has a unique name and, while it doesn't really add much to the gameplay to know that both friendly and hostile NPCs will cross from one map to another to exploit power vacuums, it does make for an easier-to-swallow alternative to tired old respawn points. What it does mean is that not only does combat benefit from intelligent foes, but you can use the gameworld to your advantage.

For example, the first area you start in - essentially a large training zone - is bisected by a shattered railway bridge. The way through the bridge is guarded by bandits, who will demand 500 roubles each time you wish to pass through. After paying up once, I decided my money could be better spent elsewhere, and decided to just make a run for it on the return journey. Sure enough, they opened fire, but I was able to out-run them. After that, they didn't seem open to bribery. So the next time I needed to cross their turf, I waited until dark. Lurking a short distance away from their barricade, I flashed my torch and fired off a few warning shots. As they came to investigate, I cheekily doubled back around them and sauntered through their den unscathed - even stopping to swipe their stash of vodka on the way.

Later still, having noticed a group of fellow Stalkers nearby on the map, I goaded the bandits into chasing me and led them into a massive firefight. The bandits duly killed by my unknowing accomplices (with minimal help from myself) I was able to swap my feeble pistol for an arsenal of automatic weapons stolen from the corpses. Unscripted moments such as this, which happen because of your direct actions in the simulated world, tickle the pleasure nodes on two levels. It's fun because it involves big guns going bang, and it's exciting because it feels a little bit random and chaotic, an honest-to-goodness event unfettered by the confines of What The Game Wants.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 4

Behave yourself in the Stalker camps, and you'll find information and side missions aplenty.

This sort of gameplay isn't anything new, as Deus Ex fans will noisily point out, but it's still far from the norm. In a genre where corridors and ultraviolence are still the preferred options, S.T.A.L.K.E.R looks like being one of the few games to deliver something a little more thoughtful.

Even so, it's probably wise to quell some of those wilder FPS/RPG crossbreed fantasies. While S.T.A.L.K.E.R certainly borrows elements from the role-playing textbook, it never strays too far from its shooty roots. There's no character progression, no way of improving your stats, for instance. The weight of the items you carry affects your stamina, and if you load up your backpack with guns and ammo, you'll find your stamina bar runs low even when not sprinting. "You are too tired to walk" is your cue to dump some of your baggage, this game's equivalent to "You are over-encumbered". Yet there's no way to increase the amount you can carry, or to speed up your recovery. Weapons degrade with use, but you can't repair them yourself. It's hardly a deal breaker, but those expecting a revolutionary genre hybrid would seem to be barking up the wrong tree.

Interaction with NPCs also seems to be fairly standard stuff, with rigid conversation trees and somewhat basic attitude parameters. If you're nice to someone (which almost always seems to involve responding to a cry for help, or handing a medpack to a wounded Stalker) then they'll show green on your radar, as a friend. If someone is neutral towards you (showing yellow on the map and your crosshair) and you approach with guns drawn, they'll respond in kind. Holster your piece, and they're more open to a bit of chat. You do find you get the same responses to the same questions though, with only mission specific characters offering more in-depth interaction options. I saved one Stalker from a pack of mutant dogs, and earned his undying gratitude, only to be told to "bugger off" when I tried to talk to him minutes later, so it seems that their moods may be as hilariously random as Oblivion's fickle inhabitants.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 5

Taking the last Haribo - still a social faux pas, even in a radioactive wasteland.

All of this doesn't really impact on the game's immediate appeal, especially if you approach it as a shooter rather than an adventure, but it does raise a question mark over the long-term appeal of the numerous optional missions. In a true RPG, you'll grind through as many side quests as possible because each encounter, each skill you use, makes you stronger and better equipped for what lies ahead. If the only reason for undertaking S.T.A.L.K.E.R's often lengthy secondary objectives is to earn more cash, many players may eventually choose to focus on the story missions.

This concern is heightened by the sparse nature of the early maps, which are undeniably large and luscious, but don't really offer much in the way of actual things to find. Again, much like Oblivion, the game takes a good few hours to unfurl in all its glory. Once you get past the early stages, the maps open out to offer a lot more opportunities for improvised exploration and character interaction.

All this RPG banter is, of course, secondary to how the game performs at its primary function - that of first-person shooter. With thirty or so real world firearms on offer, along with weapon jams and different ammo types, the emphasis is on precision and tactics rather than run-and-gun pyrotechnics. The very first mission you're offered - to clear a small farm of bandits - acts as a solid introduction to what's expected. Teamed up with a squad of AI Stalkers (or, rather, tagging along in their wake) any attempt to steam into the action, guns blazing, is likely to result in rapid death. Equipped with just a pistol, skulking and sniping are the order of the day, and it's a lesson that holds true even as you progress to more powerful weapons.

'S.T.A.L.K.E.R. Shadow of Chernobyl' Screenshot 6

As you can see, realistically portraying the after-effects of radiation poisoning is high on the agenda.

A mission to steal government documents from a dilapidated military base provides another showcase. The sort of prolonged pitched battle that would be the centrepiece of most shooters, here it's merely an optional objective. And getting the documents is only half the task - you still have to deliver them to a middleman on the other side of the map. While you may come to question the ultimate purpose of such missions, it's clear that S.T.A.L.K.E.R is going to offer a lot of action for your money. At the very least, it's looking sure to be an addictive and varied shooter set in a compellingly realised environment.

Start thinking of it as a kinky radioactive threesome between Far Cry and Deus Ex, with a smidgeon of Oblivion's RPG trimmings, and you'll have a pretty good idea of what's coming your way in March. In the meantime, why not point your face at our competition and see if you can win yourself a key to the soon-come multiplayer beta test?

Comments (67) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Jac #1 5 years ago

  • UncleLou #2 5 years ago

    Is it actually going to be any good? Thankfully, the answer seems to be a resounding "yes". In fact, lets make that a "YES", with capital letters and everything. With only a month and change before release, it's looking really good.


    \o/

    Good preview, pretty much the first one I've read that gave me a clear idea what to expect from the final game. Some remaining RPG stats would have been nice, though.
    Edited by 1 at 05/02/07 @ 14:27
  • ralphwolfenstein #3 5 years ago

    According to IGN's preview of (I assume) the same build, you can equip various artifacts in 5 belt slots which affect your character's stats - e.g. boost health at the expense of accuracy etc. and there are a load of different types of body armour with variable attributes, so some RPG elements are still there by the looks of things
  • HarryB #4 5 years ago

    sounds good, liking that ir uns on a 9800 pro, ill give it a bash since im more a 360 gamer and this aint coming to it in the near future, it seems.
  • Pike #5 5 years ago

    Well, I've been going on about this being vapourware, but I must say I'm more than happy not only to be proven wrong but that it seemss to be turning out to be a spiffy little game as well.:)
  • Tejstar #6 5 years ago

    Great preview - very much looking forward to this now. Not too sure about the weight management system though...
  • Laserbream #7 5 years ago

    Consider me re-sold on this game! I lost faith when it started looking a little Nigerian but the worm has turned and I'm ready to open my wallet to these Russians. My credit card number is 6759........
  • Shabtai #8 5 years ago

    Hmm..maybe there's hope afterall for this game.

    One question , the preview mentions vast and big areas. We know there are no veichles in the game. Does the travelling part from one point to the other becomes boring and tiresome?
  • Tomo #9 5 years ago

    Toldyouso.

    Sounds awesome and I'm now extremely excited! Straight to the top of my want list. FFXII and Okami may be brushed aside.
  • groovychainsaw #10 5 years ago

    wow - if it turns out to be a cross between far cry cry, deux ex and oblivion, consider me sold - this would be the best game this year! However, I will dampen down my speculation until i see a few final reviews. Although it does sound promising...
  • mkreku #11 5 years ago

    I AM SO GETTING THIS!!

    "Start thinking of it as a kinky radioactive threesome between Far Cry and Deus Ex, with a smidgeon of Oblivion's RPG trimmings, and you'll have a pretty good idea of what's coming your way in March."

    I think I just came in my pants.. :|
  • vane101 #12 5 years ago

    Sounds like a winner. It's a shame, with some rpg type things like skill trees for weapon repair or camp contruction, it could have pushed the FPS to new ground.
  • lost_soul #13 5 years ago

    It all sounds rather good.

    I expect it'll be buggy as hell though (I think it was the guys on 1up yours that were complaining that they weren't able to get the preview build to run on their hardware).
  • UncleLou #14 5 years ago

    I think I read that they were taken out, unfortunately. Not 100% sure though.
  • jellyhead #15 5 years ago

    Much better than i feared it would be after all this time in development. I'm quite looking forward to it now. Nice article.
  • polymorph #16 5 years ago

    Hey quick question, you say 2gig of ram is now advised, have you tried it on a machine with "only" 1 gig? Is it just more loading times, or does it chug a bit as well?
    Cheers,

    Neil
  • Corvus #17 5 years ago

    The comparison to Deus Ex is enough to get me interested in this game again. The PC is suddenly looking like an attractive prospect for gaming this year, what with Supreme Commander, Spore (supposedly) and Crysis coming out this year. Looks like it's time for another wallet-busting upgrade :-(
  • ZuluHero #18 5 years ago

    oh - my interest in this has suddenly returned! nice preview :)
  • bunglebonce #19 5 years ago

    I ca't believe that Stalker took the last Haribo!
  • ecureuil #20 5 years ago

    ....

    I need a new PC. :(
  • polymorph #21 5 years ago

    @ecureuil

    Why do you have the revised specs? where can i find them?
    Cheers pal.
  • PearOfAnguish #22 5 years ago

    PC GAMING IS DEAD.



    Oh.
  • zErOb_cOOl #23 5 years ago

    Haribo faux pas comment 'for the chuckle'.
  • Svecke #24 5 years ago

    I need to buy more RAM before I get this, apparently. But 512 really is too little these days. Also, I don't really like the sound of weapons requiring maintenance WHICH YOU CAN'T PROVIDE YOURSELF! :p WTF? I need to go to the "shopkeep" everytime my weapon turns manky? Why not give the player the option to take care of his or hers own weapons....?
  • The-Bodybuilder #25 5 years ago

    >"I lost faith when it started looking a little Nigerian"

    I'm not little.
  • generica #26 5 years ago

    'Is it actually going to be any good? Thankfully, the answer seems to be a resounding "yes". In fact, lets make that a "YES", with capital letters and everything. With only a month and change before release, it's looking really good.'

    THANK FUCK.

    /goes back to reading
  • stoopidgreg #27 5 years ago

    "There's no character progression, no way of improving your stats, for instance. "

    er, wrong?? on IGN's preview they said you could collect the artifacts and attach them to your belt (i think 5 slots in total?). these artifacts will augment attributes such as how many bullets you can withstand, how much radiation, how fast you can go, resistance to fire, etc - although they all seem to have negative side effects too. for instance, you might get 10% more health but have 10% less resistance to radiation.

    how did you miss this? it seems to me that very game mechanic is indeed a "way of improving your stats"

    [edit] just noticed ralphwolfenstein mentioned this
    Edited by 1 at 05/02/07 @ 17:04
  • generica #28 5 years ago

    This is one of the few games I have been looking forward to and I'm so pleased with this article, near confirmation of a fantastic game. Life isn't supposed to work this way, it should be crushingly dissapointing.
    Edited by 1 at 05/02/07 @ 17:19
  • spongebob #29 5 years ago

    Do you know if there will be a demo? I'm really interested in the game, but I am not buying it before I've read reviews and, if possible, played the demo.
  • Der_tolle_Emil #30 5 years ago

    I actually would like to see a demo too. I never played FarCry, I never played Deus Ex and I never played Oblivion. So that kinky threesome does not do a lot to me at the moment.
  • DanWhitehead #31 5 years ago

    er, wrong?? on IGN's preview they said you could collect the artifacts and attach them to your belt (i think 5 slots in total?). these artifacts will augment attributes such as how many bullets you can withstand, how much radiation, how fast you can go, resistance to fire, etc - although they all seem to have negative side effects too. for instance, you might get 10% more health but have 10% less resistance to radiation.

    how did you miss this? it seems to me that very game mechanic is indeed a "way of improving your stats"

    You can boost your stats in a given area - though only by small amounts - by equipping a limited number of artifacts, but that's not the same as levelling up your character. It's a temporary and finite effect.

    My point was that, unlike an RPG, carrying out all the side quests doesn't make your character better or stronger to better tackle the story missions, ergo the incentive to carry out those optional quests is diminished.
  • Introspectre #32 5 years ago

    wul this cum out on 360 thx
  • KillerMonkey #33 5 years ago

    Thank god! I was afraid they were gonna fuck it up! :)

    Oh, yes! I am overjoyed!
  • stoopidgreg #34 5 years ago

    but the people previewing the game (i.e. IGN) haven't played far into it, so they might have just found a few artifacts. perhaps, and i'm just pulling this out of the air, the further you get in the game, the more powerful artifacts you can get - like 50% more health...

    anyway, i can't wait for the game to come out. i've been following it since it was first announced and it couldn't be released a moment too soon IMO. although, i've read reports of frequent crashing which is a bit worrying with only a month to go...
  • smelly #35 5 years ago

  • Leonaedas #36 5 years ago

    Yes, you can equip artifacts onto your belt (5, currently) that give you certain RPG-esque stat benefits.

    Yes, you can wear various armour types that also convey stat benefits.

    As with any game, the more RAM, the better!

    RPG/side missions - although completing these won't boost any stats, they will inevitably give you certain rewards, be they faction advancements, better equipment, more cash for trading, etc...
  • Bleh #37 5 years ago

    I have the same worries like stoopidgreg. Read also that about the crashes and some annoying bugs. Yet in this preview I haven't read a word about it.

  • smelly #38 5 years ago

    @Bleh : It's not finished.. You'd EXPECT there to be crashes and bugs. If there wasnt any, then it'd be on the shelves now!
  • DanWhitehead #39 5 years ago

    I didn't mention any bugs because I didn't find any. At least, none that were worth mentioning. The code came with a list of known issues, and I didn't encounter anything that wasn't already listed as being dealt with.

    Besides, there are always glitches and crashes when playing pre-release code, especially on the PC, and I've always considered bringing up bugs in a preview to be bad form. If it didn't have bugs, it wouldn't be beta code. If the bugs are still present when it's reviewed then that's the time to make an issue out of it.
  • EzyRyder #40 5 years ago

    I dont think anyone can post figures of PC gaming going smaller. I really doubt it. I think PC gaming is growing just not at the rate console gaming does.
  • ph101 #41 5 years ago

    Well a great preview, finally giving us some real info on how it plays. Looks great too. Can't help but think its a missed opportunity with this whole simulated world thing to not have some RPG stats element but looking very decent nevertheless...
  • YourMessageHere #42 5 years ago

  • MrWonderstuff #43 5 years ago

    The preview was interesting insofar as the hardware requirements.

    This is what Gamespy said:

    "There's also the question of how the game will perform on a technical level. We tried running our preview build on high-end machine with a dual-core CPU and GeForce 8800, and would routinely take 5 minutes to load a level before unceremoniously crashing. We eventually ended up running the game at a low-res 800x600 setting on a older XPS Dell 500, getting maybe 20 frames a second and crashing every 15 minutes or so (which kept us from progressing too far into the game)."

    Which worried me.

    What settings were you running the beta at?
  • DanWhitehead #44 5 years ago

    I got it running on a Pentium 4, 2Gb RAM, with an ATI Radeon 9800 Pro, 1024x768 resolution using the game's default "high detail" setting - which is one down from the maximum sexypants graphical setting. Once I updated the ATI drivers, it ran just fine and only crashed a few times.
  • MrWonderstuff #45 5 years ago

    Cheers mate, much appreciated.
  • dcangel #46 5 years ago

    Nice article - finally we have some idea of what the game is going to play like.

    This is sounding extremely promising. Might just be time for that upgrade I've been toying with the idea of.
  • f00b_inc #47 5 years ago

    Yes, nice preview - I'm looking forwards to this one now!
  • stoopidgreg #48 5 years ago

    "@Bleh : It's not finished.. You'd EXPECT there to be crashes and bugs. If there wasnt any, then it'd be on the shelves now! "

    but generally speaking, games should be ironed out this close to release. all that should need to be done is some gameplay balances and odd glitches. for the game to be completely crashing this late in development still worries me. seems like they're going to need to patch it like crazy because THQ have put this deadline on them
  • stoopidgreg #49 5 years ago

    "I think PC gaming is growing just not at the rate console gaming does. "

    the world's population is increasing too...
  • smelly #50 5 years ago

    "I think PC gaming is growing just not at the rate console gaming does. "

    Actually in terms of ratio of public who play games.. console gaming is becomming less popular..
  • mkreku #51 5 years ago

    The line about Deus Ex (one of my top five favourites ever), Far Cry (the best pure FPS I've ever played) and Oblivion (I thought it was shallow, but when all was said and done I had spent 100+ hours in the damn thing) really sold this game to me. So much, in fact, that I preordered it. 508 SEK (appr. 60€) it cost me! It better be damn good for that price..
  • ice_freezer #52 5 years ago

    The game's being in development for so long, it was aptly named by someone in Russia/Ukraine ZH.D.A.L.K.E.R., which essentially means the one who waits or is waited for. Pretty what it is really. Anyway, things seem to be going well, although the game has lost a chunk of its features for not-so-obvious reasons, if you look at the production time period. I'd like to stress that the game must be played and appreciated not necessarily for its shooting part, not for the life simulation thing or whatever, but, first of all, for its authentic graphic representation of the area. I live something like a day's trip from the place, so I was impressed by seeing the familiar surroundings of Ukrainian countryside and industrial architecture in-game, though they may be not that gloomy in reality. Quality job.
  • AhrimaaN #53 5 years ago

    Multiplayer?? No co-op?? only deathmatch?... Hmmmm Exploration sounds a bit boring but otherwise I'm glad that previewers are still excited after playing it.

    Can't wait!
  • karstux #54 5 years ago

    Here's a question I'd really like to see answered: is the game mod-able? In Morrowind and Oblivion, mod-ability was what made the difference between good games and excellent games. I'm thinking S.T.A.L.K.E.R could be similar in that aspect.

    Also (i believe it wasn't mentioned in the article), the game has dialogs with voice-over, yes? In a vid I saw once, the voice-over was in russian, which IMHO contributed greatly to the atmosphere. Will this still be the case in the final retail version?
  • Bleh #55 5 years ago

    "@Bleh : It's not finished.. You'd EXPECT there to be crashes and bugs. If there wasnt any, then it'd be on the shelves now! "

    but generally speaking, games should be ironed out this close to release. all that should need to be done is some gameplay balances and odd glitches. for the game to be completely crashing this late in development still worries me. seems like they're going to need to patch it like crazy because THQ have put this deadline on them

    Precisely, I have read in one artikel that the game suffered from memory leaks. Not something you want in a final release. And with a little more than a month to go you would like to see that there fixing some small thing, as stoopidgreg already said.
    That not everything is working because it's still a pre build is logical.
  • DanWhitehead #56 5 years ago

    No idea about mods, but the dialogue is being re-recorded in English - albeit with Russian accents. It's pretty good voicework, actually.

    The memory leak was one of the known issues highlighted by the PR people, so the article you mention shouldn't have brought that up as a flaw.
    Edited by 1 at 06/02/07 @ 12:01
  • Megalodon #57 5 years ago

    Boiling Point. 'Nuff said.

    Actually, no, not enough said. Boiling Point seems to have all this, and more, and it also seems more RPG-like than S.T.A.L.K.E.R. It's just not post-apocalyptic, but it seems to be better from what I read.
  • Shabtai #58 5 years ago

    Boiling Point was buggy, boring and bad.

    Stalker has some chance being good , though I always had doubts. Doubts which increased after they removed bunch of stuff. My main concern is the exploration and navigataing , no vehicles and how polished the final game will be and how good the basics - control , action , AI , design - are.
  • smoison #59 5 years ago

    Boiling point was released UNFINISHED. Even worse then Battlefield 2!


    Its was a joke and 100% unplayable.
  • UncleLou #60 5 years ago

    Boiling Point. 'Nuff said.

    Actually, no, not enough said. Boiling Point seems to have all this, and more, and it also seems more RPG-like than S.T.A.L.K.E.R. It's just not post-apocalyptic, but it seems to be better from what I read.


    Boiling Point was fun for a while, but it was also broken, and none of the gameplay mechanics were particularly fun per se. I really don't quite understand how you come to the conclusion that Stalker is worse, based on the previews we've read so far. If it offers less than Boiling Point, but with better implementation, it might be an infinitely superior game. It might also be worse, of course. My point just being that we don't know yet. :)
  • Svecke #61 5 years ago

    Mmmm, Boiling Point. The game with the flying leopards. Or was it gepards? Some manner of flying feline. The buggiest game I ever wasted two minutes on before uninstalling and never looking at it again.
  • mkreku #62 5 years ago

    Boiling Point was a great game.. after you installed the 200 MB patch that was released a few weeks after the game. If STALKER is anywhere near as fun as Boiling Point, I'm going to love it!

    I guess I've found my favourite genre.. Huge, open-ended games full of exploration and FPS action sprinkled with a little RPG sweetness.
  • AlPo #63 5 years ago

    "This fallen statue of Richard Stilgoe shows the overwhelming detail that has gone into the game."

    LOL :). It's Vladimir Lenin's statue. :D
  • MrWonderstuff #64 5 years ago

    As we are talking about Boiling Point..looks like there's a sequel in the works.

    http://www.de ep-shadows.com/en/news.php
  • uk_john #65 5 years ago

    Like all European games this is a little more deeper and a little more intelligent and a little more slower to start. It also means that after about an hour of play you are hooked and this game will not, I repeat, will not let you go for a long long time! :)
  • peppergomez #66 5 years ago

    pretty much the best FPS i have ever played. it's what boiling point wanted to be. plus the newest patch makes it rock solid, and some choice mods add drivable vehicles and other goodies. incredible game, and best FPS on the market right now, easy.
    Edited by 1 at 23/05/07 @ 04:03
  • uk_john #67 5 years ago

    Reviewers need to look outside of the box. Which they don't do. Because you don't get stronger and you don't increase skills, it cannot be an RPG? Well my friends, yes it can. By going on missions you get items you can use and items you can sell, this is required so you increase your defensive capability, increase you offensive capability and have the cash for the ammo and the food and the very weapons and armour you need as the story progresses and you meet stronger adversary's. This IS roleplaying. You have to get stronger, but not through strength skill increases but through armour , you have to increase your weaponry skills, but you do that through learning the weapons and using them effectively. In effect you LEARN your skills. You learn who your friends are, you learn what is the best weapon against each enemy human or otherwise and you increase your stats through the use of better armour, better weapons and better artefacts.

    So as far as I am concerned this IS an FPS/RPG hybrid. It just asks differently how you go about increasing your 'stats' in order to continue to the more dangerous areas.

    So please, a little more intelligence. Or are we only ever going to get one type of way to roleplay because the media doesn't have the capability to realise any other?!

    Oh yes, and the 'two keys needed to crouch' comment is false, in that you can bind a key to 'always crouch' (I use 'Z'), so with 'always crouched' on, you only need to hold down 'shift' to stay extra low.