First-person shooter, set in the near future, shortly after another disaster in Chernobyl. The authorities surround the area with the Russian equivalent of the U.S. National Guard, and they begin to hear weird screams and rumblings coming from within. After a while, though, most of them are returned to earlier posts. Curiosity also gets the better of some people, so they sneak into the 30-kilometer area to do some good old-fashioned investigating.
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These people are called Stalkers, and they report back to the authorities with their findings. Combining FPS, adventure, and survival horror genres with on-foot and vehicular action, STALKER features more than 100 NPCs, a large arsenal, and a slew of multiplayer modes. S.T.A.L.K.E.R.: Shadow of Chernobyl Review By Daniel Kershaw June 05, 2012The idea of fusing first-person shooter mechanics with an open world is a tantalizing one. In GSC Game World's long awaited S.T.A.L.K.E.R.: Shadow of Chernobyl, such an experiment in genre cooking has produced some great results. The game offers significantly more content than any other FPS out there, but struggles a little when it comes to the open world. What remains consistent throughout the experience is the compelling atmosphere.
In the title for most of the weapons you can find a link that will provide more information (from an external website) about that particular weapon. Most, if not all, of the weapons in S.T.A.L.K.E.R.: Shadow of Chernobyl are based on real weapons but have, for the most part, been given slightly different names. Sort by ammunition type. The Nightmare Fuel in S.T.A.L.K.E.R. For some doesn't require monsters, just realizing that this is what the end of the world looks like.; There are few video game which come close to the level of creeping, grinding dread this game and its sequels inspires. The atmosphere of crushing horror is made far worse by the fact it holds quite old fashioned views about what the average player.
The gnarled trees, bleak skies, and rumbling thunderstorms of The Zone grab you firmly by the ears and yank you across irradiated wastelands. In your first hours expect to be filled with an intrepid glee as you acclimate to the game world. A little while later, you'll likely realize the environment's limitations and yearn for more.Events kick off with your character, known only as the Marked One, tumbling off a death truck on the outskirts of The Zone.
You soon meet up with a man named Sidorovich, who hands out your first tasks and introduces the fiction of the environment. As the journey progresses, you'll move through the game's various self-contained zones that together make up The Zone, from the relatively placid Cordon to the war-wracked Army Warehouses, Pripyat, and finally the Chernobyl Nuclear Power Plant itself, from which all things sinister seem to emanate.S.T.A.L.K.E.R.' S main story missions provide the most engaging experience, as completing the challenges sometimes bestows useful rewards, opens up new territory to explore, and advances the mysterious plot.
It turns out the Zone's NPCs aren't the best storytellers, so to more accurately understand what's happening you'll need to regularly check your PDA; the Marked One turns out to be quite the diligent note taker. Though some of the story's twists and turns are interesting, the pacing and storytelling methods could have used some refinement. Be sure to get one of the two true endings to fill in all the plot holes. The five false ones explain very little.In a strange twist, several of the main story missions take place underground or indoors, shifting the aspects of gameplay toward that of a traditional corridor shooter. If you really want to test out how S.T.A.L.K.E.R.' S open world elements work, you'll need to embark on the many side quests The Zone's NPCs offer. Sadly only a handful of them are truly interesting.
They mostly offer simple tasks such as kill a single target, wipe out a camp, or retrieve an object. The more involving ones toss you into battle with A.I.
Companions, though there are too few.The game's zones, which take a minute or two to sprint across, are separated by load times, meaning you can't pass from one end of The Zone to the other uninterrupted. Upon your first footsteps in the early areas, it's an undeniably compelling prospect to trek across the dreary fields pocked with anomaly clusters to question the inhabitants and root out secrets. Though a few side quests offer valuable rewards (one particular quest in Yantar nets you an excellent armor piece), the majority give you money and bullets, both of which can be easily obtained through other means. Large quantities of ammunition for each of the game's rifles, shotguns, and pistols are available at any major vendor. Money is never really an issue in the game, since the artifacts you find lying around The Zone's fields sell for substantial sums. Aside from satisfying an explorer's curiosity and snatching the occasional artifact or suit of armor, the prizes for peeking around every corner in the Zone turn out to be somewhat lacking.In a full-fledged RPG, you'd be rewarded with experience for beating up random baddies, or given skill points, or granted some other way of augmenting your abilities and furthering character development.
Starts out this way, as you rapidly discover more and more powerful weapons, some of which are even '+1' variations of base weapon models, but flatlines far too early. Engaging in non-essential combat is handy for picking up bandages and first aid kits, maintaining ammunition levels, and accumulating random items like bottles of precious vodka. Occasionally you'll come upon a useful artifact, and that's when exploring is most worthwhile. If you follow the storyline for about ten hours or so, you'll find you already have some of the best weapons and armor in the game, significantly diminishing the allure of perusing the open terrain.
While some may think it's unfair to criticize the game for trimming features of a genre in which it only dabbles, we couldn't ignore the persistent desire for more character customization and a stronger incentive to explore. When you first arrive on the Bar Level you find a Duty Post that denies you access (because of their war with Freedom) until you become their friend.
If you've tried sneaking in you know they shoot you no matter what. If you've run down to the Freedom Camp and picked up the free Vintar rifle, you can still get into the Duty Camp to get ammo for the Vintar.To the right of the Duty Camp gate is a climbable tower. Climb to the top and jump onto the nearby roof. Run in the direction directly away (180 degrees) from the Duty Guards.
At the edge, jump between two smokestacks to the lower-level roof directly opposite. From there drop to the ground. Notice you jumped over a mass of jumbled pipes and such. Look around first before moving. You'll see a room with a Duty Officer standing in it, alone. Go in and talk to him. He also will buy anything you bring him, and seems to have an unlimited amount (over continuous visits) of ammo.
Do his mission if you like, but it's very difficult.When you're ready to leave, don't go out through the front gate. You'll just get shot. Instead, go over and look at the jumble of pipes and ducts. You can jump up onto them and by careful manipulation of the jump / crouch / low crouch / move forward keys you can snake your way over an obstructing pipe and get out. With skill and practise you can be in and out in mere minutes.Having lots of Vintar ammo makes life substantially easier in the game.
This works in the upgraded version of the game too.Submitted by Frank Keough. Find a permanently placed 203 grenade launcher attachment in the Warehouses.
Apparently, placed items (as opposed to stash boxes) are not randomized.Talk to the guards at the Freedom base and tell them about the Duty raiders so you can enter their headquarters building. Once inside, there are two NPCs on the first floor - Skinflint (their trader) and some guard in front of their armory.Save the game (in case something goes wrong), and use the knife's secondary attack (the puncture) to kill the armory guard. Because the attack is silent, no one should hear the scuffle. You can enter the armory and make use of their stash boxes, and take the TSR 301 with the attached 203 launcher.If in the case the gun is no where to be found, it might have fallen off the table it was resting on. You should be able to spot it on the floor in the corner of the armory.
With a little crouching and manuevering, you should be able to pick it up.Submitted by jivedog16, TTKGERMAN. Normally, you can only carry 50 kliograms of weight, which pretty much you can lug around several hundred rounds of ammunition, the weapons that fire the ammo, armor, grenades, etc.However, you should notice you can load all of those items on a human dead body (not animals or mutants), and simply use the SHIFT + USE function to drag the corpse along with you. This way, you can load a corpse with any number of items and move them from one location to another.Since you cannot attack while dragging a corpse, you may only want to use this 'one slow trip' when in a situation that has left very few enemies on the map.Additionally, you cannot take a dead body from one place to another (meaning all this must take place on the same map).
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Items on dead bodies also randomize once you switch maps, so never leave items you want to keep on a dead body, or you lose them forever when you go to another place. If you have played Half-Life, you know the main character is Gordon Freeman.
His events are set prior to the events you are now involved in. Ever wonder what happened to him?After you have escorted Kruglov to Lake Yantar, go back to the downed HIND helicopter in Rostok Wildlands (where you first triggered the escort Kruglov mission).Nearby, you can see where there is an entrance to an underground garage area.
Various anomalies are active in the area but are easily avoided. Looking in you can see a campfire. Head there and check around. There will be the remains of a corpse on a mattress inside a large metal ship container. Near the fire is a dead body.Searching the body you'll find a unique handgun called Big Ben that fires PAB-9, SP-5 and SP-6 ammo. You will also acquire a new entry in your PDA (about other PDAs) with a number of notes as to what happened to Dr. Freeman.Submitted by Frank KeoughVerified by SNG-IGN.
If you shoot an NPC in the game, he and his faction will open fire on you. However, you can use the red explosive barrels to kill them and it will not count as a 'source of damage' against your character.You can try this against some of the Freedom NPCs in the Army Warehouses who are standing next to what amounts to a giant bomb that only needs your gunfire to detonate. In fact, if you have the patience to locate red explosive barrels in pacified areas, you can use this exploit to bag a lot of items and loot.Submitted by Taylor Forestman (Virginia Tech). At the very beginning of the game, you need to talk to a stalker named Wolf in the Cordon newbie camp. Behind Wolf is a ladder that leads to an empty backpack in the attic.Climb the ladder but do not enter the attic. Instead, walk around the ledge formed where the roof and walls meet. You can work your way onto the roof of the house that way.Once on top of the roof of this house, there is an identical house north of the one you are on.
You can sprint and jump to the roof of that adjacent house (you take a little damage).When you get to the second house's roof, carefully make your way to the side with a hole in the roof - just past it, you should be able to make out a wooden crate you can destroy. If you spoke to Wolf and accepted the mission to rescue Nimble, you should have a pistol.Shoot the wooden crate and a Stalker suit (worth 15,OOO Rubles) will be inside. Simply grab it and you'll be immediately better off than you think you could be!
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