Showing posts with label stalker. Show all posts
Showing posts with label stalker. Show all posts

Thursday, 15 May 2025

Updated version of original STALKER trilogy to be released next week

Fresh from the success of S.T.A.L.K.E.R. 2: Heart of Chornobyl, GSC Game World are re-releasing enhanced editions of the original three games in the series next week.

S.T.A.L.K.E.R.: Shadow of Chornobyl (2007), S.T.A.L.K.E.R.: Clear Sky (2008) and S.T.A.L.K.E.R.: Call of Pripyat (2009) were seminal first-person shooter games with RPG elements. Each game is set in a different time period and explores a different part of the Zone, a mysterious area of nuclear and paranormal contamination surrounding the Chornobyl Exclusion Zone in northern Ukraine, after a second accident at the site in an alternate 2006. The player has to follow a mysterious story whilst recovering artifacts, building up an arsenal of weapons and deciding which factions to support.

The new versions of the game have revamped lighting, new skyboxes and upgraded graphics, as well as improved support for modern resolutions and hardware, and a revamped UI. The games have also been optimised for Steam Deck. Impressively, GSC Game World are giving away the updated editions free for owners of the original versions of the game, so even if you have a Steam version of Shadow of Chornobyl from eighteen years ago, you'll still get the new "enhanced edition" for no further outlay. If you don't own any of the games and purchase the new "enhanced edition" of any of the games, you'll also get the original version of the game as well.

If you don't own any of the games, you can purchase the S.T.A.L.K.E.R.: Legends of the Zone - Enhanced Edition bundle to get all three new versions of the game, and the originals.

The new versions of the games will be available on 20 May on PC, PlayStation 5 and Xbox Series X/S.

Wednesday, 18 December 2024

S.T.A.L.K.E.R. 2: Heart of Chornobyl

An ex-soldier, Skif, is annoyed when his flat is destroyed by an "artifact," a strange, reality-warping device brought out of the Zone, the huge stretch of countryside surrounding the Chornobyl Nuclear Power Plant which has been sealed off from the world for almost twenty years whilst mercenaries and fortune-hunters, "stalkers," explore its ruins for artifacts and loot. Skif decides to head into the Zone to find out why this artifact was ejected into the outside world, and rapidly discovers events in the Zone are building to a bloody and dangerous climax.


There are few video game franchises both as beloved and janky as STALKER. The creation of Ukrainian developers GSC Game World, the original STALKER: Shadow of Chornobyl was acclaimed on release in 2007 for its graphics, its bleak atmosphere and its depiction of the real-life Chornobyl Exclusion Zone, filtered through a weird alt-history horror lens inspired by the 1979 movie Stalker by Andrei Tarkovsky and its own inspiration, the 1972 novel Roadside Picnic by the Strugatsky brothers (who also wrote the movie script). STALKER was also famous for its numerous bugs, lengthy patching process, and subsequent fan mods which restored cut content and made the game more stable.


The game was followed by two stand-alone expansions, the somehow-even-jankier Clear Sky (2008) and the much more polished Call of Pripyat (2009), which expanded the STALKER story with new characters, factions and stories. A planned "proper" sequel was announced, followed by the company promptly going bust (some devs spun off to make the splendid Metro series of games) and, just a few years later, suddenly coming back to life. Then, as STALKER 2 was entering the final stretch of development, the developers' homeland was invaded, forcing part of the dev team to relocate to Prague (some of the other devs stayed behind to join the army or help in the civilian support effort).


STALKER 2 is here and in some respects it's like the franchise has never been away: STALKER 2 is janky, but there's a lot of heart and interesting ideas bubbling under the surface. This is an old-school game with deteriorating weapons, the need to repair equipment and think about food and water, but also has a more modern design, with a massive open-world map and various side-stories to explore alongside the main narrative. Fortunately, the game rejects the idea of Ubiclone makework BS, with the bulk of the game's 60-hour playtime taken up by consequential missions and exploration rather than tracking down collectibles.

The main narrative is the focus of the game and is fairly entertaining. You play Skif, an ex-soldier who is rather irritated when his flat is blown up by a glowing rock from the Zone. Rather than file an insurance claim, Skif decides to perform a one-man vengeance mission into the Zone to find out where this rock came from and find someone who is going to pay for a new pad. As a newcomer to the Zone, Skif doesn't know what the hell is going on and other characters try to fill him in on the convoluted backstory from the original trilogy of games (which variously baffles Skif or leaves him apathetic; this guy is really focused on finding out why a rogue geode demolished his domicile). This is obviously a boon for newcomers to the franchise who haven't play the original games either, but getting up to speed is rather tough going as you are assaulted by a battery of proper nouns, nefarious-sounding organisations (Ward, Spark, Duty, Noontide, Monolith) and introduced to a ton of characters, most of whom are some variation on "cynical soldier-philosopher." I suspect Malazan fans will love this game. The story as it unfolds is reasonably intriguing, though sometimes goes off in a weird tangent that's not very-well explained (the STALKER Wikis might be your friend in understanding some of these events) which can be a bit odd.


Gameplay is your standard first-person shooter. You shoot a lot of people, things and mutated animals in this game, with an impressive array of weapons, each of which has its own ammo supply, which also comes in variants (armour-piercing, etc) which are meant for different types of enemies. I'll be honest and say this system is great if you really want to engage with it, but I went with "fire whatever is at hand at the enemy and hope for the best," and most of the time this was fine. Unfortunately, despite being a trained soldier, Skif is also apparently an asthmatic who runs out of breath after lightly jogging for about 12 seconds, so can't carry much in the way of weapons or supplies. As the game progresses you can get better armour, even power-assisted exoskeletons, and acquire weird artefacts from the Zone that ups your carrying capacity, but even so you're never going to be able to carry more than about four weapons max. Weapon variety is solid, but mostly boils down to you being recommended to carry a silenced pistol, some kind of semi-automatic rifle, a sniper rifle and a shotgun, the latter being essential for dealing with bloodsucker mutants that are usually invisible until they attack you without warning. Oh yes, the standard stealth system allowing you sneak up behind someone and stab them silently is present and correct.


Combat against human enemies is enjoyable, with some good sniper duels possible across the rooftops of Pripyat or between office buildings in abandoned industrial zones. Combat against mutants, on the other hand, is mostly tedious. A lot of the mutants are preposterously bullet-spongey, especially galling after the game plays fair with human enemies, where headshots will take down almost everyone in one headshot, unless they have armoured helmets. Patches have nerfed some mutants (bloodsuckers are now much easier to deal with) but others, like chimaeras and pseudogiants, remain absolute joyless slogs to fight and are simply best avoided or run away from.

Graphically, STALKER 2 is frequently jaw-dropping. In some lighting conditions, the game looks photorealistic with amazing environments, textures and lighting. Fog or sunshine almost makes the game look like you've taken photos in the real Chornobyl Exclusion Zone. Human characters are a still not really there, with stiff animation and uncanny valley effects, and the mutants are almost universally ugly and not really convincing. It feels like the mutants were designed right at the start of the process when they might have been thinking about the game launching on last-gen hardware and were never updated to the latest version of the game engine. Still, for atmosphere there is no game out there (bar maybe Alan Wake 2) that can match STALKER 2. Trudging through a forest miles from the nearest town, trying not to stumble into an anomaly and low on health and ammo, only for a pack of wild dogs to attack and force you to take shelter in a nearby ramshackle barn, is an unmatched gaming experience. As with the better Bethesda RPGs, STALKER 2 is at its best when channelling an atmosphere of uncanny sparseness.


The map is massive, which I ended up having mixed feelings on. Having an accurate-ish size of map for the relatively small area of countryside the game is covering makes it feel realistic in terms of scale (Ghost of Tsushima, which had a massive map for a relatively constrained 40-mile-long island, achieved something similar), and early missions are very well-constructed for how they get you to explore new areas of the Zone. However, after a while missions start sending you from side of the Zone to the other, which is a fairly formidable undertaking requiring you to load up on weapons and supplies (recalling that Skif has the carrying capacity of an elderly nun with a back complaint), travel in a straight line for about 15 minutes and will probably result in you fighting off a mutant with two heads and two arses, a plague of rats and a ghost who inexplicably throws buckets at you, along the way. There is a fast-travel-ish system in the game via "guides" who can teleport you from one base to another base, but this doesn't always help much since bases are relatively few and far between. It's also astronomically expensive. Still, the atmosphere is so great that mostly you won't mind taking long hikes to your destination, aside from potentially wearing out your screenshot button.


The in-game economy is also pretty busted, with weapons and ammo being quite expensive, repairing your battered equipment is ludicrously expensive, and you usually spend your hard-earned cash on upgrading your armour to include more carrying capacity or deploying more artefacts about ten minutes before you find a much better suit of armour in a shack in the middle of nowhere, and have to start upgrading again from scratch. Sigh.

Voice acting, in Ukrainian, is also excellent (or so it seemed to me) and the minimalist musical score, backed up by dozens of original and licensed songs in certain areas, is also very good. The English voice acting is frequently terrible though, with a bizarre variety of accents that makes the Zone feel like it's Camden Market on a Saturday afternoon. Switch on Ukrainian voices and subtitles, it adds a ton to the game's atmosphere.


STALKER 2: Heart of Chornobyl (****½) is possibly the most stunningly atmospheric video game available at the moment, with excellent combat, characters and exploration, with a solid (if occasionally obtuse) story. Mutants are a pain in the backside and the massive map can be occasionally frustrating, whilst a plethora of small bugs can occasionally disrupt gameplay, though a steady patching schedule has already fixed a lot of problems. The game's rejection of modern open-world filler is refreshing, and it manages to be a more challenging experience than most modern games whilst not being totally off-putting to newcomers. There's certainly room for improvement, and with two big DLC expansions on the way it will be interesting to go back to the Zone and explore it further.

The game is available now on PC and Xbox Series X/S.

Thank you for reading The Wertzone. To help me provide better content, please consider contributing to my Patreon page and other funding methods.

Sunday, 11 December 2011

A eulogy for STALKER

RockPaperShotgun has posted a memorial to the STALKER series of games, citing their importance to the FPS genre, their successful depiction of atmosphere and place, and their impressive post-apocalyptic feel (noting how much more oppressive and darker the series' vision is than the recent Fallout games). It's an interesting read, as are the comments for those wondering if they should try out the games.


My own experience with STALKER begins and ends - so far - with Shadows of Chernobyl, the first game in the series. Released in 2007 after a lengthy development period, the game was noted for being heavily broken on release, with numerous patches and fan-mods required to bring the game to an acceptable level of stability. Once you got over that hurdle, the game was remarkable. Set in the Zone of Alienation surrounding the Chernobyl ruins, the game depicted a world populated by people and factions vying for their own interests, as well as thousands of animals and mutants who would go about their daily business completely ignoring the player unless you became a threat or got too close. The game had a storyline - actually a rather interesting one, derived from Soviet and post-Soviet Russian science fiction novels and movies - but its characters were lacking and the English translation perfunctory at best.

What the game successfully achieved was a fusion between RPG-style open-world freedom and FPS gunplay. Combat was dangerous but also satisfying, fast and furious, with a solid selection of weapons on display and an impressive amount of freedom to approach combat in any way you might wish. This was as far as you can get from the 'shooter-on-rails' format the FPS genre has since degenerated into. The game's sense of place was impressive given it was based on a real location that has suffered a real cataclysm, giving a creepy, but compelling, atmosphere to the game. This even bleeds over into different games using the same setting: it's no coincidence that the hands-down best mission of Call of Duty 4 (a game that is otherwise the total antithesis of the STALKER series' ethos) was the one set in Pripyat featuring a desperate battle around the famous fairground wheel. But Shadows of Chernobyl goes further in creating a genuine sense of unsettling 'weirdness' that is quite remarkable.

Sadly, I never got further than about halfway through the game, with one crash too many exhausting my patience. I've always planned to go back and try it again with some of the more recent mods, or perhaps to simply go for Call of Pripyat, its direct sequel (the second game, Clear Sky, was a mostly-unrelated prequel and also the buggiest and weakest game of the series by all accounts). With my 'to-play' list starting to rival my 'to-read' list in size, this won't be any time soon. But certainly there's something fascinating about these games, and the closure of the studio making them is a real shame. Hopefully another developer will save STALKER 2 from oblivion and help bring it to release.

Friday, 9 December 2011

STALKER developers close down

GSC Game World, the developers of the STALKER series of computer games, have been shut down by the owner of the company, according to early reports.


The STALKER series, comprising Shadows of Chernobyl, Clear Sky, Call of Pripyat and the in-development STALKER 2, has been a big hit on PC since the release of the first game in 2007. The series has sold over 4 million copies worldwide and been held up as an example of the continued potential success of PC-only games in the console-dominated marketplace. The series is set in the near future when a second explosion at the Chernobyl nuclear reactor has resulted in a series of reality-warping anomalies opening in the surrounding area. Various factions are contesting control of these anomalies, which they hope to exploit for personal gain.

No firm reason has been given for the shutting down of the company, although the failure of GSC to win interest for a console version of the series has been cited as a possible reason. Possible political issues in the Ukraine, where GSC is based, have also been suggested.

GSC being shut down and STALKER 2 being indefinitely delayed (and likely cancelled, unless someone else steps in) is sad news. Whilst undeniably buggy as hell (though the third game is much more stable), the STALKER series is notable for its hardcore approach to survival and tremendously powerful, bleak atmosphere. Hopefully someone will step in and rescue the development team and the game series from fading away completely.

Monday, 15 November 2010

More on the STALKER TV series

GSC, the Ukrainian outfit behind the STALKER game franchise and the forthcoming TV series, have spoken to Rock Paper Shotgun. The TV series will launch in 2012 alongside STALKER 2 and GSC are both funding the project and in total creative control of the series, which does not adapt the storyline from the games but is instead a new saga set in the same world, though some familiar characters are expected to recur.

Presumably not filmed on location at Chernobyl nuclear power station for reasons of the cast and crew not wanting their extremities to drop off.

Particularly interesting is the news that the STALKER spin-off books have sold 5 million copies and have been the #1-selling SF book series in Russia for the past few years. There's also apparently 45 of the things!

Thursday, 11 November 2010

S.T.A.L.K.E.R. TV series on the way

A new TV series is on the way, based on the S.T.A.L.K.E.R. computer game franchise (henceforth rendered STALKER due to full stop overuse tedium*) which consists of, to date, three games: Shadows of Chernobyl (2007), Clear Sky (2008) and Call of Pripyat (2010). STALKER 2 is now in development for a 2012 release, although given that Shadows of Chernobyl (STALKER 1, in effect) was about six years late, I wouldn't hold my breath for that.


The STALKER franchise is based on the idea that, in the near future, a second explosion takes place at the abandoned Chernobyl nuclear reactor in the Ukraine. This second, inexplicable blast warps reality, creating anomalies which baffle science and spewing potentially useful (and profitable) artifacts across the surrounding Zone of Alienation. 'Stalkers', essentially mercenaries and scavengers who have entered the Zone to try to profit from the disaster, prowl the landscape, engage in running battles with one another and with government forces investigating the disturbances. The three original STALKER games are based around a central mystery relating to a man named Strelok and his journey to the very heart of the Zone and what he finds there. They are hauntingly atmospheric, astonishingly bleak, considerably scarier than anything in the Fallout series (which are very much the Diet Pepsi to STALKER's real deal) and, on release, were quite staggeringly bugged to the point of near-unplayability (although mods and patches have made them pretty stable now).



The TV series is from a Ukrainian production company and looks like it's quite faithful to the games, with equipment, anomalies and the 'weirdness' of the Zone being fairly similar. The quality of the acting does not look too great at the moment, though, and the fact it's shot on video makes it look a little cheap. Interesting to see how the final product turns out.

Intriguingly, the STALKER games themselves were based on the novel Roadside Picnic by famous Russian SF authors Boris and Arakdy Strugatsky and the Andrei Tarkovsky movie inspired by the book, Stalker. The three mediums are very different to one another, with only really the theme of bleakness and the words 'Stalker' and 'Zone' binding the three together. Still, it's appropriate that the idea has come around to a TV series, the only medium which it hasn't been used for previously.


* Also known as 'period pain'.**
** Yes, that is the worst attempt at a pun I have ever made.