
This preview has been a long time coming. Since 2002 we've been writing about GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl, detailing the roller coaster ride of its development with a keen interest in when the game would finally release. After several years of anticipation and bouts of despair over whether it would ever be finished, it seems all is in readiness for this long awaited first-person adventure to hit shelves in March of this year. We got the opportunity to play a near-final build of S.T.A.L.K.E.R. over the weekend, and managed to get a good sense of the game's structure and feel.
S.T.A.L.K.E.R. takes place in an area known as the Zone, which surrounds the infamous Chernobyl nuclear power plant that, in 1986, irradiated a 20 mile radius in Ukraine following a reactor explosion. The game intensifies the sense of calamity associated with the ruined plant, as in 2008 yet another explosion rocked the surrounding countryside. Through satellite data it was determined the new explosion didn't actually occur at Chernobyl, but around half a kilometer away. The Zone was then created by the army, as they barricaded the land affected by the new fallout. Rescue and research teams were sent into the heart of the Zone, only to die. Eventually the Zone expanded again, instantaneously killing all armed forces patrolling its borders. Anyone who hadn't fled before did so now, so by the time the game begins in 2012, all that's left are militant bandits, mutated monstrosities, pockets of a paramilitary outfit known as Duty, a violent sect known as the Monolith, as many other undesirables bearing the unfortunate characteristics of being both unhappy and armed.
While the game is a first person shooter, it feels distinctly different from anything out on the market right now. The outdoor environments in the game are massive, usually taking several minutes to sprint across, assuming you don't run into any stray mutant dogs, packs of bandits, temporal distortions, or sources of intense radiation. Calling S.T.A.L.K.E.R. a pretty game wouldn't exactly be accurate, since the environments, structures, and characters are so drab, disheveled, and depressed. A feeling of desolation, of unavoidable strife and impending doom radiates from the game's sprawling, rolling fields of dead foliage that sway in the Zone's brisk winds. While trekking through shrubs, over rusted train tracks, and through the interiors of crippled industrial facilities, the graphics never allow you to be comfortable. Looking up from the dreary countryside allows for a view of a gorgeous sky, that changes from night to day and back again, and occasionally serves as the stage for spectacular thunderstorms, replete with rain, winds, fog, lighting, and thunder. A lot of care has gone in to crafting a realistic, gritty environment for S.T.A.L.K.E.R., and from what we've seen so far, the visuals greatly enhance the mood and themes of the game, which in turn enhances your ability to immerse yourself in your adventures across the dystopian Zone.
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Posted: 29 Jan 2007