S.T.A.L.K.E.R. Shadow of Chernobyl
Welcome to the 'Zone', Eastern Bloc style
S.T.A.L.K.E.R. is a game that has been in development for the last six years. With internal wrangling at GSC Game World leading to a vast majority of the original plans being locked away in the editing vault, has the wait been worthwhile? Well, whilst the game offers some great touches, it can sometimes leave you feeling as if you've been 'touched up' the wrong way.
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If you're not familiar with S.T.A.L.K.E.R., the game begins in an underground hole where you, the lead character known as the 'Marked One', wake up only aware of two things:
1. You have the memory span of a Goldfish.
2. You're in search of a guy named Strelok. You require his head. To start off the proceedings, you're assigned some main-missions and side mission tasks by an 'Oddball' trader, who works from within the hole.
What then follows is a plot that takes you, roamer/hunter of the radiated man-made hell hole known as Chernobyl, into action, horror, exploration and ultimately to the mystery that lies at the heart of the 'Zone'.
For all those who have kept their tabs on S.T.A.L.K.E.R., you will know that the game has been typecast as a survival-horror-FPS-RPG. It's basically a first-person shooter that rewards you the more diligent, explorative, patient and weary you are. But that isn't to say that a 'Gung-Ho' violent approach doesn't feel good either.
Game developer GSC have certainly provided a solid array of firepower that should be enough to keep the majority of artillery-heads happy, but not only that, the enemy AI is sometimes capable of stirring-up intense fire-fights as foes cunningly duck behind cover in attempts to outflank you. At its worst, well, it's pretty poor. Also, the majority of the opposition are of human form, though when the game does decide to throw a hellish monster in your direction it's a memorable (thought provoking, almost) moment. The array of foes or friendly chaps you'll come across will vary depending on your attitude to them. Sticking a gun in another's face won't earn much of their respect and they'll often refuse to speak with you - perform tasks for them, however, and they'll open up a little more.
The game's RPG elements and inventory system requires the usage of Zone artifacts to alter stats, a bit like Deus Ex, but more action-packed. With the compulsory need to locate new ammo, weapons, anti-radiation drugs and the like from the environment a necessity, the element of 'survival' slots in well, but the need to eat feels a little surplus at times.
The sound effects in S.T.A.L.K.E.R. are great and certainly carry a spooky feel to them, wailing winds and the grunts of mutants are enough to make you check that big 12-gauge you're holding is laden with ammo. Guns have rather nice boom effects, and certainly provide satisfaction as you blow down those unruly animals or bandit scum.
Unfortunately, one of S.T.A.L.K.E.R.'s main gripes is where the main plot struggles to assert itself, with general characterisation throughout the game leaving a lot to be desired. If you're easily distracted (like me), then it's not impossible to lose track of your entire position in the main-mission maze. And the fact that you're not provided with full, detailed information about your PDA - features of which include a Zone map and a mission log - or the on-screen 'radar' doesn't help either. Too often you find yourself left to your own devices trying to determine what means what regarding the HUD.
As annoying as such negligence is, though, it simply can't subdue the game's setting. It is, in a word, brilliant, even if the world isn't as completely free-roaming as say Oblivion but is instead broken down into sizable chunks (with loading zones in between). It could be argued that the 'Zone' is in fact the real star of the show, GSC having created a thrilling environment with which I'm thoroughly impressed.
Cluttered with an assortment of anomalies which can cause the uneducated to explode and other delightful stuff, mutated rotweilers, deserted buildings, noteworthy weather effects, and real-time day/night cycles definitely help create an immersive and unique atmosphere.
S.T.A.L.K.E.R. is an ambitious attempt from GSC to create something new, one that succeeds and amazes in some areas but almost horridly trips and falls in others. Still, I find myself enjoying the game and am willing to overlook its slight misfortunes. S.T.A.L.K.E.R. is a title that, for the moment at least, you'll either find yourself getting hooked into to the extent you can forgive, or, condemn its flaws and pour hot scorn. It's certainly a little rough around the edges, but spend a little time delving deeper into the 'Zone' and you'll find you've chiseled away at a beauty.
82%

Comments
Nice review
Average review of an excellent game. In fact I would say most reviewers really didn't 'get' this game. Reviewers are too hung up on the 'technical aspects' of games, and that sometimes is not enough. This game is so easily a 90% plus game that it's laughable that hardly a single reviewer gave it more than 90% with many sticking solidly in the 80's. Such a shame that after the three updates many problems have been fixed but this review score based on the 1,0 version never will... Such is the stupidity of the PC reviewing system when it comes to these open-world games that always get released with bugs (even Oblivion has an unofficial patch with over 1,000 fixes!)