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

The oft-delayed game emerges from a shroud of secrecy.

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By: Adam Pavlacka

For years, the first-person shooter genre has sustained itself on the "one man vs. the world" cliche. Sure, it's evolved a bit -- puzzle solving is more in-depth, plot development helps move things along, the visuals have jumped to almost photorealistic environments -- but underneath, the same core concept remains. So, the team at GSC Gameworld is attempting to up the ante by grafting a few high-level RPG concepts onto a more traditional FPS base.

In development for more than half a decade, S.T.A.L.K.E.R. is no stranger to criticism. Unless your company happens to be Blizzard or Rare, ultra-long development cycles are often an indicator of vaporware. Thankfully, "often" isn't the same as "always," and S.T.A.L.K.E.R. could be the exception that proves the rule.

The game's premise is inspired by reality, with a good dose of science fiction blended in. 20 years after the disaster at Chernybol, another devastating explosion occurs at the reactor. Only this time, it's not just radiation that the world has to worry about. Otherworldly creatures are appearing, deadly energy vortexes rage throughout the immediate area and mysterious artifacts promise to hold the key to it all. Dropped into the midst of the chaos, you are but one of many freelance stalkers who risk the dangers of the "Zone" for money and fame.

Of course, nothing's as easy as it seems and you'll have to deal with wild creatures and enemy factions all the while avoiding natural dangers. The AI characters are controlled by a system the developers call A-Life, which allows them to not only operate independently of each other but roam through the entire map. A-Life promises to make the world feel alive, while at the same time slowly increasing the challenge as players progress through the game. Backtracking through a previously cleared area is by no means a guaranteed safe trip.

S.T.A.L.K.E.R.'s A-Life system won't have free reign over the entire game, however. In order to ensure the story moves along, key sections are cordoned off from the AI system and run the old-fashioned way: programmer scripting. This means players won't have to worry about wandering around aimlessly trying to find that "one guy" they need to progress in the game. Once a scripted area is completed though, the game releases it to the A-Life system. From that point on, anything goes.

Visually, the focus is on realism. Locations are modeled after real life environments and the resemblance is uncannily spot-on. From the iconic Reactor #4 at the Chernybol power plant to the decaying, abandoned city of Pripyat, what's rendered on screen looks as if it could be lifted from someone's scrapbook.

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Posted: 29 Nov 2006

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