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S.T.A.L.K.E.R. Hands-On Impressions

ere’s something I never thought I’d type: I just played a build of S.T.A.L.K.E.R.: Shadow of Chernobyl. That’s not to say it’s not something I never wanted to type. Who wouldn’t want to explore a ruined, post-apocalyptic world without the fear of radiation sickness? It’s just that, well, S.T.A.L.K.E.R. has seen its share of development issues. It was first announced back in 2001, and over the years, the game has increasingly been dismissed by critics as vaporware. It seems like Ukraine developer GSC Gameworld and publisher THQ are getting the final word--S.T.A.L.K.E.R. is now set for a March (2007!) release. How’s it coming along? We had a chance to sit down with a rough version of the game, and it’s looking pretty good.

First, the game’s setting couldn’t be any better. The game takes place in an alternate vision of a post-meltdown Chernobyl. Radiation rendered much of the area off limits to all but the most desperate or suicidal survivors, though groups of scavengers are making furtive trips into the most nasty areas. While the areas themselves are dangerous, the squabbling amongst the various factions is equally deadly. You play as one of the scavengers, or Stalkers, as you negotiate the physical and political landscapes of a ruined world.

The game’s proprietary X-Ray Engine beautifully renders the country, whether it’s the relative calm of a scraggly forest or in a blasted-out warehouse. The game features a wide variety of settings, from the natural to the industrial, and textures and models are solid, overall. I got genuinely creeped out when I explored an abandoned power plant—and that was before I ran into the cloaking mutants. The game sports a fairly sophisticated physics engine, with plenty of object interactions. When shot, enemies flop around objects lifelessly. Things seem to carry actual weight, too, which is great. In far too many games, things careen all over the place, as though gravity was merely a suggestion. Obvious comparisons can be made between S.T.A.L.K.E.R. and the Elder Scrolls: Oblivion. Both games reward exploration in a dynamic, open world. S.T.A.L.K.E.R.’s graphics are just as gorgeous, which is a compliment. Unlike Oblivion, S.T.A.L.K.E.R. isn’t technically an RPG, though. You do complete tasks and missions, but you don’t gain experience, levels or skills.

There’s been a lot of talk about the game’s A-Life system. Essentially, A-Life gives characters underlying drives behind their actions. For example, a pack of dogs will react aggressively to players if they haven’t eaten in a while. Human NPCs will act differently to the player depending upon the players’ in-game activities. In the build I played, however, it was hard to tell how effective it really was since THQ made it clear that this was still a work very much in progress. It’s great to know that a dog is attacking you because he hasn’t eaten, but your interaction with that animal is still quite limited. Either he attacks you, or he leaves you alone. While I didn’t play enough to watch a character’s disposition toward me change over time, the human AI still seemed a bit rough in the combat department. Enemies made little effort to flank me or move toward cover when attacked. The world does feel alive, though. I was walking along the road at one point, when I came across a group of bandits surrounding another man, weapons drawn. He pleaded at me for help, and I stood idly by. The bandits seized upon my hesitation, shot the NPC and then turned on me. Scripted or not, it certainly increased my sense of dread.

One of the game’s strength is its overall tone and feel. As I explored the land, I actually felt like I was scavenging. I was constantly looking for a new weapon, since my handgun was weak, inaccurate and just barely functional. During firefights, it would routinely jam, forcing me to duck behind cover and reload. As I discovered, most of my enemies weren’t much better off, since their own weapons were barely more functional. As players move through the game, they can accept a variety of missions from various factions. While it makes sense to align yourself with a particular group, such decisions have a lasting effect. As you grow closer to one group, another may become less friendly to you. The missions I played were as varied as killing boars to recovering lost military plans. A handy PDA interface made it easy to keep track of multiple tasks, setting waypoints and listing people of interest.

S.T.A.L.K.E.R. still has a way to go, but it looks like it might have been worth the wait. The graphics are great, and it does a great job of creating a believable world. With so many first-person shooters on the PC, it takes a lot to stand out from the pack. Apart from its setting, S.T.A.L.K.E.R. features a massive world that’s ripe for exploration. And even though you do see much of the world through the sights of a gun, you’re certainly welcome to try to sneak or talk your way through situations. We’ll keep you posted with new developments on the game as they become available. Stay tuned.



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