
The Marked One pulled the
hood of his survival jacket over his head as he
slowly approached the military checkpoint at the
collapsed bridge. Two soldiers were standing
directly in front of the makeshift barricade of old
construction equipment and railroad cars from the
collapsed bridge behind them. Another was standing
on top of a rusted sewer drain pipe. If Sidorovich
was wrong about him being able to bribe his way
through…
Private Efremov spotted the
intruder first He brought up his AKM 74/2 and aimed
down the sights at the approaching man’s head,
safety off and on full auto.
“Halt!” Sergeant Gorohin
shouted, drawing a bead on the figure with his AKM.
The man froze in his tracks and kept his hands up in
plain sight.
Marked One remained
motionless as the Sergeant and Private approached.
The other soldier on top of the drain pipe was
aiming through the scope of his Obokan rifle right
between the Marked One’s eyes.
“Well, well,” Gorohin said,
glaring up and down at Marked One. “What do we have
here? Another Stalker sniffing around in a
restricted area looking to get rich quick.”
“He must be a newbie, sir,”
Efremov said, eyeing Marked One with a mixture of
amusement and contempt. “I don’t think he knows how
much deep shit he’s in.”
“Private, I think you’re
absolutely correct.” He stepped up in Marked One’s
face, studied him for a moment and frowned. “You
know my friend, you look familiar to me. Have we met
before?”
“I don’t think so.” Marked
One told him. If they did, he wouldn’t have
remembered anyway. Gorohin’s hard, dark eyes scanned
every square inch of Marked One’s steely visage.
“Well…fortunately for you,
I’m in a good mood, so I’ll give you some advice
rather than a bullet. Turn around and go back where
you came from. Now!”
Marked One didn’t budge or
blink. “How much?” he asked.
Private Efremov jammed the
barrel of his weapon under Marked One’s chin. He
didn’t even flinch. “What are you, you stupid
sonofabitch—deaf?! The Sergeant told you to get your
sorry ass out of here!!” Efremov snarled.
Marked One rolled his eyes
over towards the Sergeant. “How much?”
Gorohin smiled, reached over
and pulled the barrel of Efremov’s AKM out from
under Marked One’s chin. Efremov lowered his assault
rifle, and backed away, jaw clenched in anger.
Goddamn Stalkers. He could kill them all. He wanted
to kill Marked One. Maybe he would still get a
chance to do so.
“You got big balls, my
friend,” Gorohin laughed. “Five hundred rubles.”
Marked One slowly reached in
his jacket with two fingers, pulled out the money
and gave it to him.
“Ahh…Excellent! A pleasure
doing business with you, my friend.” He motioned
towards the checkpoint with his rifle. “Have a
pleasant evening.”
Marked One slowly turned and
walked towards the checkpoint. He didn’t need eyes
in the back of his head to tell him that Gorohin and
Efremov were raising their weapons to shoot him in
the back. The smirk on the face of the soldier
standing on top of the drain pipe as he casually
slung his rifle against his shoulder, told him that.
That smirk suddenly
disappeared—along with a good portion of his head as
it was blown off by a hail of gunfire. Marked One
dove for cover behind the burned and rusted husk of
an old bulldozer, drawing his HPSS-1m 9 millimeter.
“Bandits!” Efremov shouted,
blasting away at the shadowy figures clad in black
leather jackets, hoods and ski masks that were
storming the checkpoint. Gorohin took cover behind
an embankment, and opened up on them. One spun and
danced like a rag doll as Gorohin’s shots found
their mark. Another screamed and clutched his chest
as blood spurted from it like a fountain. One Bandit
fired back wildly with his Viper 5 in one hand as he
tried to drag his critically wounded comrade to
cover with the other. He didn’t make it. Efremov cut
him down with the remainder of his clip. A volley of
hot lead sent Efremov flying backwards, dead before
he hit the ground.
Gorohin slapped a clip into
his AKM as the Bandit who had just killed Efremov
came running from behind the cover of a boxcar and
charged him, yelling as he fired his Viper 5 from
the hip. The Sergeant emptied his AKM into the thug,
but not before the 9mm slugs from the Viper 5 tore
into his guts.
Marked One cautiously peered
from the cover of the bulldozer, his HPSS-1m at the
ready. It was over. All that was left were the moans
of the dying.
And in the distance,
howling.
Marked One raided a stash
the soldiers had at the checkpoint. Another Obokan
with a scope in excellent condition; ammo, some
food, a Medkit, and two bottles of Vodka. He slug
the Obokan around his neck and loaded it.
Gorohin rasped in agony as
he feebly clutched at the pool of red frothing from
his stomach, through the blur of his dying vision,
he saw his AKM lying within reach. It was inches
away from his trembling fingers when someone picked
it up—and yanked his sidearm from his holster.
Gorohin’s eyes slipped back into focus. He saw the
silhouette of the Marked One against the light of
the moon and stars in the night sky, and heard
the coldness in his voice as he removed the 500
rubles from his pocket.
“Looks like you won’t be
needing this—my friend,” Marked One said, gesturing
with the money in his hand before slipping it into
his jacket, slinging Gorohin’s rifle on his
shoulder, and tucking his pistol into his jacket’s
side pocket.
“You…” Gorohin moaned. “You
son…son of a…” The words trailed off.
The howling grew closer now.
Marked One caught glimpses of huge shapes in the
darkness. Shapes with glowing, deathly-pale eyes.
The howling suddenly turned into growls. Hungry.
Unnatural. Merciless. Gorohin hear it too. He closed
his eyes and began to whimper.
Marked One turned and walked
away.
A large part of
S.T.A.L.K.E.R., and one of its challenges, is
dealing with the various human factions in the game.
With fierce competition over artifacts worth a
healthy chunk of change to the scientific community
outside the Zone and the fight to unlock its strange
and horrifying secrets at any cost, it was
inevitable that Stalkers would organize into
different factions. Not just to increase their
chances of survival in the hostile and dangerous
environment of the Zone, but to increase their
chances of survival against each other.
The majority of Stalkers in the
Zone, are considered Loners, like the Marked
One. Meaning they are not affiliated with the Zone’s
other factions (although due to their numbers and
inter-group cooperation, Loners could be considered
a faction). Loners operate as “independent
contractors.” Their relationship to the player in
S.T.A.L.K.E.R. is that of neutrality, unless the
player behaves in a manner to change that. Of
course, there are some “neutral” Stalkers who are
unsavory and will try to rip you off—and kill you.
Be careful.
Every frontier has its criminal
element, and the Zone is no different. Whether they
are there to cash in on artifacts, hide out from the
law or find a safe haven for illicit activities
where the law fears to tread, Bandits are a
menace to just about everyone. They particularly
like to prey upon rookie Stalkers entering the Zone.
While Bandits will readily attack smaller Stalker
camps and communities—especially if they are
comprised mostly of rookie Stalkers—they avoid
sending raiding parties to any Duty or Freedom
encampments or military bases, which consists
primarily of veteran and expert fighters.
Occasionally, Bandits will attack Duty, Freedom or
military patrols, or fight their way through
military checkpoints, but the reprisal for such
attacks are usually swift and brutal. Needless to
say, Bandits have no qualms about going after one
particular lone Stalker who has lost his identity
and is looking for a mysterious figure named
Strelok. Easily recognizable by their black leather
jackets and ski masks, though they are not
particularly well-armed, their numbers can make life
difficult—and short—for the Stalker who
underestimates them. Kill them on sight without any
hesitation, before they do the same to you.
As far as the Military
is concerned, Stalkers are a nuisance that must be
contained and dealt with. Other Stalkers consider
the soldiers operating in the Zone little more than
Government-sponsored Bandits. Whether they
are regulars or elite Spetsnaz, soldiers are
another hostile faction that will shoot you on
sight. Yes, you will be told by Sidorovich that he
has a “good relationship” with the commander of the
army base right down the road from his Stalker camp,
and will admonish you to behave yourself and not
start anything with the soldiers patrolling the road
nearby. And yes, you might be able to bribe
your way pass the checkpoint at the onset of
S.T.A.L.K.E.R.’s primary campaign.
But the odds are good that
after forking over the 500 rubles, the soldiers at
the checkpoint will shoot you anyway just for the
hell of it. And the odds are even better that the
majority of soldiers you run across could care less
that you are, in essence, “working” for Sidorovich
or what kind of relationship he may have with one of
the army base Honchos. There is more than one
way to get past the checkpoint at the bridge that
will lead you deeper into the Zone besides paying
for the privilege of providing a bunch of obnoxious,
trigger-happy yahoos some target practice (one of
them doesn’t require that you fire a single shot or
risk serious injury). These guys should definitely
be placed on your Avoid if possible, Kill if
necessary list.
Duty is a highly
disciplined, organized and well-trained (and armed)
paramilitary faction of Stalkers who, having
experienced the Zone's dangers and horrors
first-hand, believe the outside world must be
protected from it and not treat it like some new,
"wild frontier." As such, Duty is opposed to sharing
any of the Zone's artifacts and other "scientific
discoveries" with the outside world, particularly
the private sector. In addition to collecting and
turning in any artifacts or finds to government
scientists, they also carry out operations against
the Zone's growing mutant threat. Their ultimate
goal is to work with anyone who is trying to find a
way to stop the Zone's growing encroachment on the
outside world.
Also highly disciplined,
organized, well-trained (and armed), and at the
opposite end of the ideological spectrum, is Stalker
faction Freedom. They believe that the Zone,
in spite of its inherent dangers, should be
harnessed and exploited for its scientific and
commercial potential. This of course, puts Freedom
in direct—and often violent conflict, with Duty.
Both Duty and Freedom are neutral towards you. You
have the option of performing a number of
assignments for either faction, but take note. Once
you start doing jobs for one side, don’t expect the
other to embrace you with open arms—particularly if
the job involves assaulting one side on behalf of
the other. Note that while you can only perform jobs
and improve your reputation with Duty or Freedom,
unlike Oblivion, you cannot “officially” join either
one and become a faction member.
Mercenaries work in the
Zone for "private" interests who can afford the high
price that they charge for their expertise—which is
considerable as they are comprised of elite
ex-soldiers with some of the best NATO weapons at
their disposal that money can buy, Mercs will do
whatever it takes and kill whomever it takes to get
the job done—including you. One of
S.T.A.L.K.E.R.'s toughest missions is to protect
a scientist from these bastards who are after his
research, which plays a key role in completing one
of your primary mission objectives. Tough,
relentless and utterly ruthless, if you’re going to
party with them, you’ll need to bring along the
following:
–
A good suit of armor
–
An assault rifle with a scope
–
Armor piercing rounds
–
Grenades
–
The shotgun or pistol of your choice—so long
as it really hurts at close range
Not much is known about the
mysterious Monolith faction. Decked out in
sophisticated combat armor and exoskeletons capable
of surviving the harshest and most dangerous parts
of the Zone, and armed with some serious hi-tech
firepower, Monolith guards and protects the center
of the Zone near Chernobyl and its secrets against
anyone who somehow manages to live long enough to
reach it, with unnerving ferocity and fanaticism.
Make sure you have the best kit your rubles can buy
before tangling with them.
S.T.A.L.K.E.R. offers an
extensive range of authentic, ex-USSR and NATO
weaponry to choose from (only the names have been
changed to protect the innocent and save GSC
ridiculous sums of money on licensing fees required
to use the real names). When I say authentic, I just
don’t mean how the weapon is modeled after its
real-world counterpart (which GSC has done quite
nicely, by the way). The weapons sound
realistic when fired, as opposed to the weak,
cheaply recorded sounds guns make in other games.
The assault rifles have an intimidating, nasty
retort, while the higher-powered sniper rifles have
the sharp, reverberating boom! you’d expect
from firing a high-velocity bullet that can crack a
vehicle’s engine block with the same lethal
precision as a human (or mutant) skull. As with any
shooter, in the beginning you will start out with
the weakest, less desirable weapons before stepping
up to the “good stuff.”
Also, unlike many shooters, you
are not assigned the usual “generic” load-out of
pistol, shotgun, machine gun, rocket launcher, BFG,
etc., ad nauseum. With the exception of a
standard combat knife as a melee weapon and your
endless, trusty supply of “Make new friends, win
influence and detect anomalies” bolts, the only
default load-out in S.T.A.L.K.E.R. is the one
you select for yourself, based on your personal
preferences and style of gameplay.
Some weapons have been
“enhanced” for higher rates of fire, improved
handling and accuracy; or to accept ammo that is
more widely available, and so on. Naturally these
special models cost more to purchase than their
“standard” versions. Some can be upgraded with
scopes and grenade launchers (both NATO and Warsaw
Pact weapons have specific models that are not
interchangeable). You can load different types
of ammunition for the job—armor-piercing rounds or
rounds that maximize damage against “soft” targets,
for example. Each weapon is rated by Accuracy,
Handling (recoil), Rate of Fire and Damage.
As you might expect but rarely experience in the
majority of first-person shooters, operating any
weapon in a harsh environment such as the Zone for
extended periods of time will affect its
reliability. In S.T.A.L.K.E.R., your weapon
will begin to jam more frequently over time.
Jams are cleared by reloading or changing the type
of ammo. When the weapon’s health bar in the
Inventory Screen starts to get low, it’s time to
either sell it for whatever few rubles you can get
for it—or dump it. A Stalker with an unreliable
rifle or pistol is a dead one.
S.T.A.L.K.E.R. doesn't
boast a lot of the slick visuals and effects found
in the latest titles. Because of a four-year delay,
it may even look dated compared to most contemporary
PC games. But that has actually worked to the game's
advantage in bringing to life the post-nuclear
apocalyptic world of S.T.A.L.K.E.R. to life
in ways that a more modern, slick and glossy
graphics engine could not accomplish. From abandoned
and demolished buildings, bizarre and dangerous
anomalies, radioactive junkyards, eerie late-night
thunderstorms—to the natural “worn” look of the
weapons and “grunginess” of the larger Stalker camps
and weathered, weary faces of Stalkers of having
been in the Zone too long and have seen too much—S.T.A.L.K.E.R.
imparts a sense of atmosphere that is almost
palatable.
S.T.A.L.K.E.R.'s
environment does an incredible job of creating a
sense of normalcy in a situation that is anything
but—which makes the game even more unsettling and
edgy to play. Move to the indoor levels and that
sensation gets magnified a hundred fold. Supposedly
abandoned laboratories and scientific complexes go
from the extreme of deep shadow where its almost
impossible to tell who—or what—is hiding in them
even if you're wearing a suit equipped with night
vision, to being so brightly and harshly-lit that
it's nearly distracting. Claustrophobic corridors
and passageways lead to huge storage areas filled
with crates and equipment that provide plenty of
places for an enemy to lie in wait for an unwary
Stalker. The sheer amount of variety in
S.T.A.L.K.E.R.'s indoor and massive outdoor
levels keeps the game from having the typical
"cookie cutter" appearance found in games that
recycle their levels with little variation to the
point it becomes blatantly obvious.
S.T.A.L.K.E.R.'s method of transitioning between
levels is similar to that of Half-Life. The
major difference is that you can actually view the
level transition points on the PDA’s map
(represented by light blue circles). Cut scenes that
move the story along are both in-game and
full-motion video.
The game’s human NPCs flank,
use cover and press their attacks when they have the
upper hand, though not quite as with much finesse as
the Replica Soldiers of F.E.A.R. Still,
they’ll make you keep your head down and constantly
watch your back, and teach you not to stay in one
place too long as you scramble from cover to cover.
The lone and pack-hunting AI of the mutated animals
is impressive to watch, but is definitely no fun
when you’re on the receiving end!
I found the Zombies even
spookier to deal with that some of the other
humanoid mutants. Not so much because they were
Zombies—but because they were all humming and
singing the same little tune over and over again.
Sorry, but singing, humming Zombies just
freaks me out! The way they twitch on the ground
when you shoot, but don’t kill them, is kind of
cool, too. Also, S.T.A.L.K.E.R.’s excellent
music really adds to the post-nuclear disaster,
survival/horror feeling of the game.
S.T.A.L.K.E.R. has a
number of “interesting” endings that depend on your
actions during the game—though none of them are
exactly what you might expect, considering all that
you’ve been through in trying to unlock the Zone’s
secrets, your identity, and finding the mysterious
Strelok. But the real endings to
S.T.A.L.K.E.R. depend on you finding and
unlocking a particular door near the end of the game
and making one of two choices. While one of those
choices definitely offers the best possible ending
of the game, either way, the events of
S.T.A.L.K.E.R. and its conclusion will make a
lot more sense than the ending of F.E.A.R.—or even
the original Half-Life. It appears this won’t be the
last we’ll see and hear from either the Marked One,
or perhaps even a new S.T.A.L.K.E.R.,
according to GSC.
Unlike the outstanding
single-player experience, S.T.A.L.K.E.R.’s
multiplayer is pretty much status-quo compared to
all the other multiplayer shooters out here. Up to
32 players can play over a LAN or the Internet. You
have your typical every-man-for-himself Death Match
and Team Death Match where you can play on the
Freedom S.T.A.L.K.E.R. team, or the
Mercenaries. Freedom is equipped with former
Warsaw Pact weapons, while the Mercs are equipped
with NATO gear. Artifacts are substituted for flags
in Artifact Hunt—S.T.A.L.K.E.R.’s version of
Capture the Flag. As players advance in rank and
raise more money they get access to better quality
weapons and armor.
Apparently GSC Game World has
spent some time listening to all of those complaints
from gamers about those recurring, niggling issues
that make most games as fun as getting a root canal
with a jackhammer. While S.T.A.L.K.E.R. is
not without its faults, it gets a number of things
right that a lot of high-profile titles from larger
studios can’t seem to get a handle on.
First, S.T.A.L.K.E.R.
ships on a DVD-ROM, which makes the installation of
the game more convenient. Unless a game is an
expansion pack that can easily fit on a single 700MB
CD-R disc, it just doesn’t make sense to keep
dragging people through an install that requires
multiple CDs. If you’re looking to hack executables,
diddle around with .INI files, or wait for some
enterprising soul to whip up a little utility
program that will allow you to enjoy
S.T.A.L.K.E.R. on your widescreen LCD display,
I’m afraid you’re out of luck. You’ll just have to
select your preferred widescreen resolution from the Video
selection on the
Main Menu. S.T.A.L.K.E.R. also allows you to
play without having the disc inserted. This is not
only convenient, but it saves wear-and-tear on the
disc over the long-haul. Kudos to GSC and THQ for
having enough respect for their paying
customers not to treat them like criminals.
S.T.A.L.K.E.R. not only
auto-saves your progress at specific intervals, but
it also allows you to perform as many quick or
full-saves as you want, whenever you want. A PC has
a lot more memory and storage space to work with
than a console. It never makes sense not to
take advantage of that by allowing you to save your
game when and how often you choose, for PC games.
And I’m sorry, but the usual argument that allowing
the player to choose where and how often to save
“removes the challenge from the game,” just doesn’t
apply to S.T.A.L.K.E.R. You can still
get your ass kicked no matter how often you save, if
you don’t pay attention to your surroundings, learn
to stay mobile and effectively fight from cover, and
know when to go in with guns blazing—and when to
take a more stealthy approach. Considering that
there’s always a possibility that a saved game can
get corrupted, relying solely on auto and checkpoint
saves serves little purpose than “masochist bragging
rights” for those who don’t mind losing most or all
of their progress through a game and having to start
over again—and again—and again…
Approach a ladder and move
forward or backward and you’ll automatically holster
or shoulder your weapon, mantle on, and can move up
and down the ladder without falling to your death.
S.T.A.L.K.E.R.’s programmers have also
uncovered an incredible, scientific breakthrough
that allows you to use your flashlight without the
batteries dying and needing to recharge every 15-30
seconds (now there’s a concept)! Mounted to a
headband or helmet, having a flashlight that you can
leave on without worrying about it going out on you
at the worse possible moment, actually presents
several real-world challenges that places both you
and your enemies at an advantage and disadvantage.
First, walking around with your light on makes you
as easy to spot in the dark as your enemies. Second,
not all of S.T.A.L.K.E.R.’s enemies need a
light to see in the dark. While you’re cloaked in
shadows or darkness ready to open up a major can of
whup-ass on those approaching bandits or soldiers
lit up like neon in Vegas, you could also end up
being a Mutant Happy Meal if you aren’t careful.
My biggest complaint about
S.T.A.L.K.E.R. is the poorly implemented
Minimap. First, your position is represented at the
center of the Minimap as a single grayish-white dot,
which can be a real problem as neutral NPCs also
show up as grayish-white dots. A single, bright
green arrow or triangle would have been much better.
I also had problems activating mission waypoints on
the PDA, where I would get the red waypoint selected
arrow icon next to the mission objective, but not on
the Minimap to guide me to the desired waypoint.
This was a real pain in ass, particularly when you
consider how big the levels S.T.A.L.K.E.R.
are, and that many of your missions require a lot of
running back and forth to complete. If ever there
was a game that makes me really appreciate
Oblivion's fast-travel feature,
S.T.A.L.K.E.R. is it.
Speaking of levels, you may
want to sneak off and grab your favorite beverage
and give yourself a quick break while playing
S.T.A.L.K.E.R. Levels take awhile to load, even
on high end systems (Intel Core 2 Extreme X6800 2.93 &
AMD Athlon 64 FX-62, both with 2GB RAM)—even with a
fully defragmented pair of
Western Digital 150GB Raptor 10,000 RPM Hard Drives
with 16MB caches in a
RAID 0 stripe. There was even an instance where two
level transition points were practically on top of
one another. I also found myself armed with
binoculars rather than my rifle when moving between
levels more than once. For the most part, I was
lucky that there weren’t any hostiles near the start
of the next level waiting for me. On the other hand,
there was that one embarrassing moment when I
entered a level and tried to shoot a pack of Pseudo
Dogs with my binoculars rather than the SGI
Assault Rifle I was armed with at the previous
level, and ended up being a mutant doggy chew toy…
One mission where you meet a
member of the Duty faction who asks you to follow
him to set up an ambush of Bandits who have captured
his friend, immediately fails after the
conversation is finished before you even get a
chance to do anything. More than a few of the
optional side-missions are "broken" in this manner,
and it's fortunate that you are not required to
successfully complete any of them to advance in the
game, or complete S.T.A.L.K.E.R.'s primary
mission. Some side-missions also show up in your PDA
even if you didn't sign up for them and are nowhere
near the trigger points that initiate them.
But
S.T.A.L.K.E.R.’s secondary
missions aren’t the only ones with glitches. The
primary mission where you must first rescue a
scientist from mercenaries who are after information
he has that you also need—then escort him through a
Zombie-infested region to take some readings to
complete a protective device for you, was
particularly frustrating with its own set of bugs.
If the scientist wasn’t busy running ahead of you
into enemies and getting himself killed, he was
getting stuck in a particular spot and refusing to
move so you could complete the mission. Luckily, the
game does not come to a screeching halt and forces
your to reload from a save and restart over again if
the scientist does get killed. You can
proceed with the mission, though things will be more
difficult for you as a result. GSC’s decision to
provide you with “Time for Plan B” alternatives
that allow you to shift gears and move on when
things don’t work out the way they should, is
certainly an admirable one.
When firing from cover,
friendly NPCs would often come up behind me and push
me out into the open, rather than move around me to
seek nearby cover on their own. Some of them box you
in so you can’t move, forcing you to reload the game
from a recent save. In spite of the rule of not
walking around a Stalker camp with your weapon
drawn, I observed a number of Stalkers who were
walking around normally suddenly go into "combat
mode," drawing their weapon and running around
wildly, taking cover and aiming at threats that
weren't there. Some NPCs also walk around and
mindlessly repeat the same lines over and over
again. Too much time in the Zone, perhaps?
S.T.A.L.K.E.R. also has
the tendency of spawning enemies out of thin air in
places where they weren't seconds ago, which doesn't
really make the combat any more challenging when it
happens. It does spoil some of the immersive realism
GSC was aiming for (aside from being just plain
annoying).
The "deferred" rendering
technique of S.T.A.L.K.E.R.'s proprietary
X-Ray graphics engine makes
anti-aliasing—directly in the game or through in the
driver control panel—an exercise in futility. Not
even "Enhance the Application Setting" and "Override
the Application Setting" on the ForceWare 158.22
driver control panel on the GeForce 8800 GTX card
could clear up the jaggies in S.T.A.L.K.E.R.,
which weren't that bad at 1900x1200, but definitely
noticeable. Still, no one should have to go without
the benefits of true, full-screen antialiasing with
the kind of hardware available these days.
If your rig is powerful enough
to run S.T.A.L.K.E.R. with Full Dynamic
Lighting enabled at the highest possible
resolution your display can handle with all of the
visual effects sliders maxed out, I recommend you do
so to get the game to look as good as possible.
S.T.A.L.K.E.R. looks flat and lifeless with
Static Lighting enabled. Also, if you purchase
the game, don’t play it until you’ve applied the
latest patch. A patch was released to fix many
issues with the un-patched version on the game.
Unfortunately, any games saved with the un-patched
version of S.T.A.L.K.E.R. are unplayable once
the game has been patched.
In spite of a four year delay
and some rough edges, S.T.A.L.K.E.R. steps
out of the typical first-person shooter framework of
going from Point A to Point B and killing everything
in between by also giving the player choices usually
reserved for Role-playing games. For a genre where
hype, half-assed console porting, and over-the-top
visuals takes precedence over substance and solid
gameplay, S.T.A.L.K.E.R.: Shadow of
Chernobyl is certainly a welcome “change of
clothing” for a game that is ambitious enough to
break with convention and embrace “the best of both
worlds.”
