S.T.A.L.K.E.R.: Shadow of Chernobyl [PC]

Chernobyl might not be a great vacation spot, but it's a great setting for THQ's upcoming shooter.

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By: Mike Smith

First-person shooters aren't exactly known for their cheerful and uplifting settings. Alien invasions, government conspiracies, and terrorist attacks are commonplace. But Chernobyl, location of the world's most serious nuclear disaster, is a particularly immediate and poignant one for GSC Gameworld, the team behind THQ's new FPS S.T.A.L.K.E.R.. Their studio is located just 60 miles from the reactor's site.

GSC isn't just paying lip service to the place, either. The game's 30 square kilometers of seamless map is 60 percent accurate to the place itself, and they even took the bold step of sending the team into the radioactive zone to better research the terrain. Darren Williams, S.T.A.L.K.E.R.'s brand manager, gave us a guided tour of the game's features.

"GSC has designed the game so you can play in any way you want," he said. The entire region can be explored without limitation, but like Grand Theft Auto 3, GSC is using a mission system to add some structure to its freeform gameplay.

"We have this Trader character to provide the framework," he explained. A typical mission might be to penetrate one particular area of the Chernobyl region, retrieve a valuable artifact, and return it to the Trader for a reward.

S.T.A.L.K.E.R. is powered by an all-new, DirectX 9-based graphics engine. Taking us through some of its more advanced features, Darren showed off the volumetric heat haze that shimmered over a lava pool, and pointed out a similar, subtler effect following the rockets fired by a patrolling helicopter. Attention to detail is one of the game's clear strong points.

Like Far Cry, it includes real-time light sourcing and shadows, and lights can be destroyed or moved by the player, thanks to its detailed physics engine. "DirectX 9 makes the game a whole lot more atmospheric," Darren commented, "and it'll make those players who upgraded recently realize what they spent all their money on."

Mutants aren't usually known for their intelligence, but S.T.A.L.K.E.R.'s creatures look to be smarter than the average drooling abomination of nature. Its animals hunt in packs, respond realistically to rain or nightfall, and even feed. More powerful creatures -- like the tentacled bloodsucker and huge, dumb pseudogiant -- require varied tactics to defeat. One enemy even uses psychokinetic abilities to throw chunks of scenery at you.

You're by no means the only human in the area. Other S.T.A.L.K.E.R.s are patrolling the area too, and have their own goals and agendas. Many have formed into clans to better protect themselves, so if you end up killing too many from one particular clan, you'll guarantee yourself a frosty -- and violent -- reception from the other members. More friendly individuals may trade with you for medicine or ammo, or fight alongside you for a while. "It's more like playing multiplayer than single-player," Darren said. "They can be totally unpredictable."

In addition to the inhabitants of the area, players will also have to contend with near-invisible "anomalies." Created by the extreme radiation of the area, anomalies are only visible for brief moments and mean instant death for any S.T.A.L.K.E.R. unwary enough to stumble into one. You might get thrown hundreds of feet in the air, mashed into a pulp, or burned with acid... rest assured, you'll be sorry.

A precise release date has yet to be announced, but the game is playable in both single and multiplayer on the show floor, so it can't be too much longer before it'll be stalking its way into CD drives around the world. You might want to check it with a Geiger counter before taking it home, though.

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Posted: 11 May 2004

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