S.T.A.L.K.E.R., a Verbose but Hopefully Interesting Review

ComradeJim270

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Nov 24, 2007
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Well, I said I was gonna do another review, so here it is! Again, I am typing this in a single-sitting without any actual drafting, so excuse me if it sucks, or seems all ranty, or you find something else distasteful about it. This review will be on the last game I completed, GSC Game World's "STALKER: Shadow of Chernobyl". Yes, I know this game has been out since March of 2007, but the prequel is due to come out within the next couple of months, and I just finished it, so if you're the kind of person who will ***** about me reviewing it for that reason, go drool over 3dRealms' table scraps or something instead of pointing it out like it's some kind of damn crime. It's not illegal in my jurisdiction, anyway.

According to the pseudo-intellectual clusterfuck known as Wikipedia, GSC Game World is based in Kiev, which, like Chernobyl, is in the Ukraine. I suppose their proximity to the site of Captain Planet's worst nightmare makes them a good choice to make a game set in that location. Again, according to Wikipedia, ally to those too lazy to do their own damn research, they have had most of their success with some sort of strategy series that I don't remember the name of, about people on horses stabbing each other in squabbles about arbitrary boundaries... or... human history, I guess would be an easier way to say it. I think this is their first adventure into the wonderful world of shooting people with Kalashnikovs in a first-person view.

In STALKER, you play an unattractive slavic dude who is suffering from amnesia, an affliction about as common among action/adventure protagonists as the common cold. Rescued from a pile of dead slavic dudes who were in the back of a crashed Soviet-era (old Soviet crap is very atmospheric, right?) truck that got hit by lightning or something... who drives a huge, rickety truck in a lightning storm... damn, this is kind of a run-on sentence now and... damnit. Ok, so another, less ugly Slavic dude rescues you and brings you to an even more ugly, fat slavic dude with atrocious table manners, and you wake up, and your fancy PDA thingy displays a message in English telling you to kill some other slavic dude.

There are lots of slavic dudes, actually. Most are probably Ukrainian, but I'm not sure, some might be Russian, or Estonian. Who knows? They're here for a reason. See, the story goes that sometime in... 2008, I think the game said, but my mind is wandering... there was a second explosion at the decommisioned Chernobyl nuclear powerplant, and afterwards, weird shit started going down that could not be attributed to this. Some of this weird shit resulted in the formation of bizzare 'artifacts' which have strange and wondrous effects on human life, and mutant critters that biologists think could lead to new discoveries... and new discoveries can mean big bucks... er... rubles.

You wake up in a camp of 'STALKERs', people who have come to brave the dangers of 'the zone' in hope of finding stuff that they can sell, perhaps allowing them to at least buy toilet-paper and thus improve their standard of living. As payment for saving your irradiated ass, the fat dude asks you to do some jobs for him, which gradually leads into the game's main story, which I will summarize... at some point.

I should probably make note of the fact that in the cutscenes, which are not rendered with the in-game engine but are actual video (haven't seen that in a while), the lip-syncing seemed off, but since there isn't much of it to BE off in the first place, and this is a Ukrainian-made game, and I was playing it on my new laptop which I haven't played many games on (and thus may be responsible for the issue itself upon further investigation), I was willing to forgive that little problem. The cutscenes themselves are quite nice, in my opinion, they have a very cinematic feel to them.

Anyway, one of the first things you will notice about this game is that speaking to NPCs brings up a dialogue thingy, which kind of reminds me of Fallout, but doesn't take up the whole screen. Some of them have a lot to say... but very few NPCs actually voice it... if that bothers you, take some more Ritalin so you can enjoy it, for the sake of gaming... uh oh, am I gonna rant again!? No... anyway, the dialogue is fairly simplistic, but this is an FPS, so that's fine... it gets the job done, letting you ask for busy-work, find out more about the setting, hear rumors, and so on.

NPCs are fairly well done. Except for the most important ones, they speak in Russian, which is very atmospheric, and explains why audio dialogue with the player is sparse. They go about their business, usually sticking in the same area, but not like damn statues... they will tell jokes around campfires, some have guitars they'll play little songs on... they all have names, and they do in fact remember your actions towards them. If you shoot some guy in the ass for... I dunno, maybe you have an ass-shooting fetish... he won't like you, and neither will the people he hangs out with. If someone else does it, and you patch him up, he'll like you. The only problem is that some dialogue is repeated over and over in a relatively short span of time, like this butt-buccaneer in the bar who keeps saying "My information may be of use to you, Stalker" every 15 seconds, and he even says it in English, so you can't even at least start to learn a new damn language! Asswipe. I'm not much good for Eastern European ettiquette, but I feel fairly confident saying that's really fucking annoying in any culture.

There are NPC factions; loners (this is actually the lack of a faction I guess), Duty, Freedom, Monolith, the military, mercs, and bandits. You start out as a loner, and (to my knowledge, though I never tried) can later join Duty or Freedom, but not both, because they don't play nice. Your interactions with various NPCs will change faction opinions of you, so if Duty really likes you, Freedom will hate your guts, and vice versa. If you're a huge asshole and kill people for fun and profit, the mercs and bandits, I'm told, will not neccesarily gun you down on sight, though Monolith and "MY INFORMATION MAY BE OF USE TO YOU STALKER" the military will still decide you need some added ventilation. All in all, this is a very cool feature which I feel was under-utilized. Apparently GSC agrees, because they say it will play a major part in the upcoming prequel. Sounds like good times.

I seem to have been interrupted during that paragraph by the most annoying NPC ever. Sorry about that.

Now, it's about time I actually talked about the gameplay, particularly the shooting. This is really a shooter, after all, as much as I want to praise the more RPG-esque parts of it. The combat ranges from "Haha, this is awesome!" to "I think I'd rather get kicked in the shins by midgets" It's interesting to note the fact that although some enemies seem to take bullets to the stomach like they were getting hit with clumps of soggy Wonderbread, a single shot to the head (which can feel like it's the size of a mandarin orange if you take into account the inaccuracy of some weapons) will kill all but the toughest enemies... if it's a sniper round, that will kill anything. Then again, I'm playing through the game a second time and not noticing this on a higher difficulty, so I am now attributing it to a poor choice of weapons and a reluctance to use armor-piercing bullets the first time through. The lesson? Experiment with weapons in this game.

The shooting is nothing special, for the most part, but you do get an impressive array of cool guns, which all have different characteristics which may appeal to different people. The MP5, for example, fires faster than the AKM-74, but "MY INFORMATION MAY BE OF USE TO YOU STALKER" is less accurate and does less damage. You can put a silencer on the MP5, but you can't give it a scope and a grenade launcher like the AK. Then again, that scope on the AK may be over-rated, because, as I said, accuracy is an issue... the bullets won't always go exactly where the scope says they will... better switch to semi-auto! Maybe you should hit your 'V' key and use that full-featured grenade launcher? I do like the grenades in this game, something I don't say very often... the launched ones have a small blast radius, but the thrown ones have a realistically large (HUGE compared to the puny grenades in most shooters) range that makes them easy to use unless you decide you want to play catch with flying shrapnel, and neglect to get behind cover. There's a lot of choice in how you kill the bad guys, here, given the setting. No gravity gun or anything, but you'll be surprised how different things will feel going from one assault rifle to another.

You also have a knife, which is VERY powerful if you can get close enough to use it without getting hollow-point brain surgery... much harder than it sounds. For a game called STALKER, it's really hard to sneak in this. Everything you do makes a bit of noise. Draw or reload a gun? Noise. Step through a bush? Noise. The enemies don't see you like some kind of psychic assassins, but with how well they can hear you, I'd expect them to have ears like fucking Dumbo. Did I mention that when they do hear you, they notify the Borg collective... er... each other... of it through telepathy (well, not really, but it sure FEELS that way) and thus ruin your attempts at stealth? Maybe that's a bit of exaggeration, it's ENTIRELY possible to do stealth kills, but for the effort it takes to do so without at least alerting nearby NPCs that something is up, you could be "MY INFORMATION MAY BE OF USE TO YOU STALKER"

... nevermind. I hate that guy.

Anyway, you could spend a ton of time just fooling around with the various killing implements. The only problem is that they start to wear down with use... after a while, they start to jam (which forces you to reload... even in the middle of combat) and "MY INFORMATION MAY BE OF USE TO YOU STALKER" eventually stop working altogether. This can be a pain in the ass if you've found a really nice weapon and are attached to it... where is this shit made, Hong Kong? I thought most former Soviet countries had a conscription-based military, do NONE of these people know how to fix a fucking gun?

My apologies for the "MY INFORMATION MAY BE OF USE TO YOU STALKER" damnit he interrupted me again... see, annoying! Rude!

That leads us to... inventory, maps, and menus. Interestingly, using any of them does not pause the game, so you have to be careful where you do it. This can be irritating, like when you're getting your bearings while a pack of a half-dozen mutant dogs that even PETA would advocate euthanizing decide they want your kneecaps for dinner, with a side of inner thigh. It doesn't help that you can only carry 50 kilograms of stuff before your stamina (used for jumping and sprinting, as usual) starts taking a SEVERE hit, and 60 kg (unless you have strength-boosting armor) before you find your top speed suddenly decreased to approximately that of a tree stump. This means that you may be inclined to spend a "MY INFORMATION MAY BE OF USE TO YOU STALKER"

... I really wish that guy would shut up.

As I was saying, you may spend a lot of time fidgeting with your inventory... you also need to use it if you want to change your pistol or SMG/Rifle... you can only equip one of each, plus... ah, those artifacts I mentioned earlier? They aren't just good for selling... if you choose to equip them (up to 5), they will affect you in various ways, increasing your resistance to bullets, or things that want to chew on your face, or maybe increasing your stamina. They usually have a negative effect too, though... for example, producing radiation, or making you more vulnerable to fire. It's also fun to experiment with these.

You'll also spend a lot of time using your maps (and using that sprint that begs you to keep your carry weight low), because this is a astoundingly large and open game world by shooter standards... perhaps the biggest I have ever seen in a shooter. It's very well done, with burnt-out villages, swamps, laboratories, factories, forests... you gain access to more of it as you play the main story, but you get so much at a time you won't mind. Really, it's astounding they put this much detail into it, and it never really gets old. It's exactly how you'd imagine the area around Chernobyl looking. You even get to go through the Red Forest and Pripyat (look them up, I'm lazy). Apparently the devs looked at photos and news footage of the area, but it feels more like they arranged to spend some time in the real world location (hey, they let people in there, you just have to make arrangements I guess). Not too far from Kiev, so they very well may have.

Anyway, you've got all of this area to explore, and dead bodies will sometimes alert you to the location of hid- "MY INFORMATION MAY BE OF USE TO YOU STALKER" -den loot scattered... just ignore him, Lord knows I try... erm, scattered across them. The stashes are a bit buggy, though... if you get a note on the same one twice, it will erase the loot and leave the marker on your map. Kinda frustrating. But the stashes aren't the only reason to explore, there are other goodies you can find, and many side quests, which would be a pain in the ass if this weren't such a kick-ass environment to do them in. To make things even more interesting, there are 'anomalies', which will blast, throw, crush, burn, melt, shock, and irradiate you... they're all over the place, and often surround really good stuff or important areas... navigating them is quite nerve-wracking at times, but in a good way... they're a new and interesting challenge.

Actually, it's quite overwhleming, especially with the mutants and bandits (who, judging from the rate at which they are able to repopulate their camps, apparently reproduce asexually and take 5 minutes to reach maturity and sprout an AK-74 from God knows where), and that's perhaps my biggest gripe ab- "MY INFORMATION MAY BE OF USE TO YOU STALKER" -Ok, I take it back... second biggest gripe about the game... sometimes it will feel like you're running a marathon to get back to the nearest trader, especially if you're carrying too much and keep running out of breath. A quick-travel would be welcome, and thankfully, GSC says the upcoming prequel will have one.

Maybe I should have done this earlier, but now I'll talk about the story. Remember, you're an amnesiac Russian guy? "MY INFORMATION MAY BE OF USE TO YOU, STALKER!"

SHUT YOUR BORSCHT-HOLE, YOU NEVER HAVE ANYTHING I HAVEN'T ALREADY LEARNED IN THE MAIN STORYLINE!

Ahem... you obviously need to find out who you are, so you need to head deeper into the zone chasing clues, though you can skip a lot of these clues (which I think is worthy of praise, options are good!). This will take you through creepy labs, decrepit forts full of underpaid Ukrainian Spetsnaz troops, mutant-infested swamps, brainwashed and heavily-armed cultists... you'll have to weave your way through the irradiated area around the Chernobyl plant itself as snipers and gunships hunt you down, while the plant threatens to blow a third time... there are parts that are creepy, confusing (usually in a good way... you know, teleporters and such), parts that will have you on the edge of your seat... it's really got everything you could hope for in a good shooter... and then, you will get one of seven different endings (though 5 of them are more or less the same, and result from the same choice at the endgame... you'll see).

So, in conclusion... you can probably tell I really enjoyed this game. I understand that the initial release was horrendously buggy, but I'm reviewing the version which we have NOW. I admit it has some significant faults, but in my view, the pros far outweight the cons (many of which I can let slide, considering this is a Ukrainian game, and a new genre for its developers), and if you like open-ended, RPG-esque shooters, you owe it to yourself to play it. I don't know about you, but when STALKER: Clear Sky is released, I'll be all over it like no shooter I've anticipated in years. In the meantime, I'll be looking for a way to port that 'information' guy to Garry's Mod, and a mod to let me dismember and impale him. I guess that will have to do for now.

So, I have no clue what to review next. If someone will make a suggestion (no, my computer can't run Crysis at more than 2 frames per second), I promise to be less verbose next time! Honest!

EDIT: fixed some spelling and a sentence that made no sense.
 

slyder35

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Jan 16, 2008
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Haha! Nice review, I didn't at all agree with your Oblivion review, but this one is right on the marker. I just finished Stalker also, and couldn't stop laughing at the MY INFORMATION MAY BE OF USE TO YOU STALKER comment. There's another dude, a Duty General near The Bar I think that repeats himself every 5 seconds with some weird "What are you here, Stalker" comment that makes me want to slit my wrists. They really could have done better with that side of it, as it kinda destroys the immersion factor that they build so well in the rest of the game.

Also, if anyone is confused about which gun to use - go the GP-37 - hands-down the best damage weapon with a nice zoom scope and plenty of ammo around.

My only other gripe with the game other than those you pointed out already is that I expected more mutants to kill, instead of a seemingly endless stream of NPC's in a seemingly endless stream of camp clearing firefights. Still all good fun, enjoyed as much as Bioshock/Crysis.
 

ComradeJim270

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Nov 24, 2007
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Well, the FT2000 is actually better than the GP37 (fires faster, has a scope as well and a grenade launcher), but you don't get it until Chernobyl. The GP37 is still the best all-around gun for most situations. As for... yes, it's Colonel Voronin, I think, at least you don't have to spend as much time around him. Your other complaint's more a matter of taste, but important nonetheless. I kinda expected more mutants too, though I don't complain one bit about the rarity with which a pack of pseudodogs comes out of the underbrush and kills me in seconds (that happened me earlier today and I just about hit my keyboard in frustration).

Anyway, glad to see you likes this review even though you didn't agree with the Oblivion one. It's probably to be expected with the style I used for them.
 

GrowlersAtSea

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Nov 14, 2007
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What annoyed me most about the information peddler is that even if you paid his inflated prices for vague information and tapped him dry, he would still tell me to come here, he always has information for people like me. But talking to him would yield a a 'sorry, out of information' type message. This ended up bugging me immensely because I would up trying to basically have one of each weapon and artifact in my stash in the pub, which just had to be situated so close to that annoying fellow.

About the weapons.

I had the best luck myself with the Vintar BC (the VSS). I ended up getting it fairly early because I got very aggressive in Freedom's base, which kind of screwed things up because I killed everyone there before doing any of the real missions for Duty and that prevented me from going back and doing them later. But the reward was this beauty of a weapon that made things so much easier compared to the random AK's I was using before that.

It was a great weapon for me. Silenced, flash-less, capable of fully-automatic fire, and is a sniper rifle to boot. It was absolutely perfect and medium and long range, easy to land head shots and if you picked your targets right to knock out whole groups of enemies quickly and quietly. Being fully automatic it could also be serviceable close range as a panic weapon since it still had a decent punch. It only really had two down sides to me; it's small clip size and it's ammunition type.

It only had a clip size of 10, although this is enough to kill virtually anything so long as you aim, it makes the weapon risky for close combat where you aren't just picking off heads.

But the bigger problem was it's 9 x 39 millimeter ammunition. Early in the game, that stuff is hard to come by. 5.56 and 7.62's were pretty common, but I was really strapped for ammunition with my pretty toy. Literally had to make every shot count and switch between it, and a weapon that used more common ammunition. It wasn't until I completed some things in Yantar that I could buy the ammunition from the scientist/merchant there, at which point I cleaned him out, to the point where most of my weight was this gun, ammunition, and critical artifacts and health items.

As a whole, the game could have used some polish, and some of the things were annoying, particularly the item degradation. The guns degrading added some interesting elements, especially when you played it risky and they would just jam or stop working, but with your armor it just seemed kind of ridiculous-especially since there was no way to repair it.

I did like STALKER, it had it's issues, some of the fights on the hardest difficulty early on are stupid hard, and the visuals outside are look kind of dated. The dirty, dark and well lit insides are absolutely beautiful though, and the atmosphere itself is very creepy. Just wandering around alone, or proceeding into a dark tunnel system can just feel so creepy. And since the game is absent many "Boo!" scares, it's all about the atmosphere, and that really helps.

It was still a refreshing game though. Different from the vast majority of shooters out there and did enough right to have been worth my money.
 

Dry Ice

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Oct 15, 2007
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I love getting drunk and randomly stabbing people in the dutey camp, and also the freedom camp, i wounder what the fuss is about...
 

ComradeJim270

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Nov 24, 2007
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GrowlersAtSea said:
What annoyed me most about the information peddler is that even if you paid his inflated prices for vague information and tapped him dry, he would still tell me to come here, he always has information for people like me. But talking to him would yield a a 'sorry, out of information' type message. This ended up bugging me immensely because I would up trying to basically have one of each weapon and artifact in my stash in the pub, which just had to be situated so close to that annoying fellow.

About the weapons.

I had the best luck myself with the Vintar BC (the VSS). I ended up getting it fairly early because I got very aggressive in Freedom's base, which kind of screwed things up because I killed everyone there before doing any of the real missions for Duty and that prevented me from going back and doing them later. But the reward was this beauty of a weapon that made things so much easier compared to the random AK's I was using before that.

It was a great weapon for me. Silenced, flash-less, capable of fully-automatic fire, and is a sniper rifle to boot. It was absolutely perfect and medium and long range, easy to land head shots and if you picked your targets right to knock out whole groups of enemies quickly and quietly. Being fully automatic it could also be serviceable close range as a panic weapon since it still had a decent punch. It only really had two down sides to me; it's small clip size and it's ammunition type.

It only had a clip size of 10, although this is enough to kill virtually anything so long as you aim, it makes the weapon risky for close combat where you aren't just picking off heads.

But the bigger problem was it's 9 x 39 millimeter ammunition. Early in the game, that stuff is hard to come by. 5.56 and 7.62's were pretty common, but I was really strapped for ammunition with my pretty toy. Literally had to make every shot count and switch between it, and a weapon that used more common ammunition. It wasn't until I completed some things in Yantar that I could buy the ammunition from the scientist/merchant there, at which point I cleaned him out, to the point where most of my weight was this gun, ammunition, and critical artifacts and health items.

As a whole, the game could have used some polish, and some of the things were annoying, particularly the item degradation. The guns degrading added some interesting elements, especially when you played it risky and they would just jam or stop working, but with your armor it just seemed kind of ridiculous-especially since there was no way to repair it.

I did like STALKER, it had it's issues, some of the fights on the hardest difficulty early on are stupid hard, and the visuals outside are look kind of dated. The dirty, dark and well lit insides are absolutely beautiful though, and the atmosphere itself is very creepy. Just wandering around alone, or proceeding into a dark tunnel system can just feel so creepy. And since the game is absent many "Boo!" scares, it's all about the atmosphere, and that really helps.

It was still a refreshing game though. Different from the vast majority of shooters out there and did enough right to have been worth my money.
Right, I use the box to store my stuff too, though this time I'l probably move them to the Duty base the first chance I get.

As for the VSS, it's a good gun, but the ammo (which I'm guessing I was able to buy sooner than you were, judging by your words) was too heavy, and you need to reload too often for it to be good in a straight-up firefight, which requires you to weigh yourself down even more with a backup weapon. I ended up using the TRs301 with the scope, silencer, and grenade launcher for much of the game, since I could use that one weapon for almost anything (the GP37 can't launch grenades or be silenced), despite its low damage compared to some of the more potent rifles. By the end of the game I was mostly using the Tunder S14 and the SVD, which allowed me to kill just about anything in seconds... but until I got to that point, I stubbornly stuck with the 301.

On an interesting note, I forgot to mention... and often forgot to remember during my first play-through... that bullets do move in a realistic manner, so if you seem to be doing an awful job with sniping, it's probably because gravity has altered the flight of the bullet enough that you are hitting the neck or chest instead of the head. Take this into account and you will find yourself getting a lot more headshots. Only the gauss rifle is immune to this, but the only reason you really need headshots with THAT gun is to save ammo.

Playing through the game a second time, I am perhaps even more impressed by its scale, finding things I didn't notice before, doing things very differently, trying different weapons and different styles of combat... this is really my kind of shooter. Very few shooters ever manage to get a second play-through from me, except during droughts of good releases, but I am playing this twice in a row, which I think speaks highly of it, as a game. For all of its faults, I think it's one of my favorite games in the genre. Even Half-Life 2 (which is a spectacular game, don't get me wrong) only managed half of a second play-through, but this game is the kind of thing where that just isn't enough for me. It's like Deus Ex, it just... doesn't get old.

Anyway... still open for further input on the review itself, and suggestions for what to next. I do know that when the prequel for this comes out, I will be reviewing it, but that's not gonna be for another couple of months, probably.
 

REDPill357

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I really enjoyed this review. Had a lot of information about the game, and wasn't all boring review stuff. It had some entertaining parts. My only wish is that this game has a demo. Even though it was long, it wasn't overly long like that one guy's Jericho review. Every bit had something interesting about the game. This is one of the greatest reviews I've ever read.

YOUR INFORMATION MAY BE OF USE TO ME STALKER
 

Iceman23

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Dec 20, 2007
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I enjoyed this review, you gave some good, honest facts about the game, and you kept me laughing with the well placed "MY INFORMATION MAY BE OF USE TO YOU STALKER" lines.

I think you forgot to mention one thing however, that stupid scientist in Yantar who insists on saying "Hello, Hello" every five freaking seconds (he even continues to do it after you've left the bunker.) Although he's easier to forgive than Snitch because he gives you that bad ass radiation suit (I can't remember its name) as thanks for switching off that brain thing in X16.
 

neems

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Jan 4, 2008
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I found it odd that you picked up on "MY INFORMATION MAY BE OF USE TO YOU STALKER" when most people, to my mind, seem to single out "COME IN! DON'T JUST STAND THERE! COME IN!" for abuse (one of the mods has an audio clip of that guy being shot over the title screen).

I love Stalker. As you say, it has flaws, and could do with a bit of polish, but in my opinion it is the most original, engrossing and atmospheric shooter in years. And you can mod it up to *here*.
 

Damn Dirty Ape

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Oct 10, 2007
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One word: mods

-slower damage to guns and armor
-shopkeepers can repair for a price
-less psychic AI so you can sneak better
-bandits spawn every 5 min fixed ( one of the biggest drags of the retail game imo )
-accurate guns ( no more mp5 that can't hit beyond 2 meters )
-slightly bumped maximum weight you can carry ( so you can at least take 2 guns and ammo without the constant slowing effect )

I played the retail game for about an hour before it pissed me off. Once you fix all the aggrivations it's an awesome game. If only they fixed the stuff that mods fixed in the first week, it would be alot better. There are also mods that bring back the vehicles, the ability to sleep, etc. They shouldn't have rushed Pripyat though, you're on a timer in that level and it ruins the whole "explore, have fun" part of the game. That whole level feels cropped together, because in reality the buildings are alot further apart. ( cod4 has it nailed )I think the takeover of I think Ubisoft(? ) forced them to alter this part cause it really feels like a last ditch makeover.
 

Dry Ice

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Oct 15, 2007
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I managed to compleate the game without resorting to mods, its easy if you think beyond and out side the box.
 

neems

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Jan 4, 2008
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You can explore Pripyat, no bother. I wandered around there for ages.

The thing that really annoyed me was when they removed the time acceleration in the patched version. I recently re-installed it, and I've elected to leave it unpatched (aside from time acceleration, I get that weird shadow bug on the patched version).
 

ComradeJim270

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Nov 24, 2007
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I'm quite astounded by the positive response to this review, thank you all very much! I would like to hear more comments from people who haven't played the game, though, as that is kind of the purpose of a review (though I aim to entertain as well). If anyone reads this and considers getting the game, or decides against it, please post something along those lines so I can know if this was helpful to you.

Anyway, unless someone else has a suggestion for my next review, I'll either do Mass Effect, as that was my obssession prior to playing STALKER, or something more obscure that I find sitting on my shelf, I dunno...
 

ComradeJim270

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neems said:
I found it odd that you picked up on "MY INFORMATION MAY BE OF USE TO YOU STALKER" when most people, to my mind, seem to single out "COME IN! DON'T JUST STAND THERE! COME IN!" for abuse (one of the mods has an audio clip of that guy being shot over the title screen).

I love Stalker. As you say, it has flaws, and could do with a bit of polish, but in my opinion it is the most original, engrossing and atmospheric shooter in years. And you can mod it up to *here*.
Yeah, but that guy shuts the hell up once you walk past him, so he didn't bother me. The Snitch bugs the shit out of me every time I go over to my stash, or talk to the Barkeep, so he annoyed me a lot more.
 

neems

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If you're willing to sacrifice the dynamic lighting, you can run it on a pretty low spec machine, as it will basically be in dx8. It'll look like arse though.

With Full Dynamic Lighting enabled, you get awesome lighting / shadow effects, particularly underground, but the deferred renderer has a massive performance hit.
 

ComradeJim270

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Nov 24, 2007
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I ran it fine on my $900 laptop, but that was without dynamic lighting and such, so, as neems said, it didn't look all that great (still very cool environments, though). But if you just want to run it, it's hardly a demanding game in terms of requirements.