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Project Stalker – the game was developed and transferred to Android devices by the union of people, professionals and beginners, as well as the ardent fans of the game Stalker: Shadow of Chernobyl. The game itself is based on the novel “Picnic on the Roadside” and on the real exclusion zone of the Chernobyl nuclear power plant. And the story of the game itself begins after a truck carrying people’s corpses has been found. After the search of the truck they find a living person and refer the find to Sidorovich, a local merchant. Sidorovich finds the rescued only a PDA with a record of “kill an arrow”, as well as a tattoo “S.T.A.L.K.E.R.” on his right hand. After that, you find yourself in a small village and begin to solve this strange story.
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1.Download and Install Android Emulator on PC.Click “Download Emulator” to download.
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I've promised before that you will have an opportunity to find descriptions of all quests in one place. This chapter of my game guide should provide assistance for more experienced players, especially since it can be quite difficult to understand some of the given tasks. Here's how the quests will be displayed:
NAME OF THE QUEST (it's the same as in the game)
Starting point: name of the sector where it'll start (it doesn't matter whether it's a NPC character or the quest begins automatically, once you've reached a certain area of the map)
What needs to be done:
a) description of an objective (name of the zone where you will be finishing it)
As you've probably noticed, most of the main quests require you to visit more than one area of the map. Thankfully, you shouldn't have any problems finding a correct zone, especially if you decide to read my guide. I guess this is all you should know.
A
Assist at Freedom's Barrier outpost
Starting point: Army Warehouses
What needs to be done:
a) talk to Freedom's outpost commander (Army Warehouses)
b) repel Monolith soldiers raid (Army Warehouses)
c) once the battle is over, talk to outpost commander once again (Army Warehouses)
D
>>Deal with the snitch
Starting point: Army Warehouses
What needs to be done:
a) head on to the farm (Army Warehouses)
b) wait for the snitch to contact his agent (Army Warehouses)
c) kill the snitch (Army Warehouses)
d) kill the agent (Army Warehouses)
e) report to Lukash for further instructions (Army Warehouses)
>>Destroy the Duty company
Starting point: Army Warehouses
What needs to be done:
a) talk to Max (Army Warehouses)
b) clear out the Duty encampment of all Duty soldiers (Army Warehouses)
c) return to Lukash for further instructions (Army Warehouses)
F
>>Find out what happened to Ghost
Starting point: Agroprom Research Institute Sewers
What needs to be done:
a) find out what happened to Ghost (Yantar)
>>Find Strelok's group's stash
Starting point: Agroprom Research Institute
What needs to be done:
a) find Strelok's stash (Agroprom Research Institute Sewers)
b) find out what's inside the stash (Agroprom Research Institute Sewers)
c) head on to the second exit from the sewers (Agroprom Research Institute Sewers)
>>Find the codelocked door
Starting point: X18
What needs to be done:
a) find the code that's needed to open the door (X18)
b) type in the code in order to open the door (X18)
>>Find the documents in the underground lab
Starting point: Bar
What needs to be done:
a) enter the enemy base (The Dark Valley)
b) acquire a key from the leader of the bandits (Borova)(The Dark Valley)
c) exit the camp (The Dark Valley)
d) find the entrance leading to X18 laboratory (The Dark Valley)
>>Find the documents in X16 lab
Starting point: Bar
What needs to be done:
a) find the documents in the X16 laboratory (X16)
b) deliver the documents to Barkeep (Bar)
>>Find the documents in X18
Starting point: X18
What needs to be done:
a) find the documents (X18)
b) deliver the documents to Barkeep (Bar)
>>Find the militaries' documents
Starting point: Cordon
What needs to be done:
a) steal the documents (Agroprom Research Institute)
b) deliver the documents to Barkeep (Bar)
>>Free the Dutyer
Starting point: The Dark Valley
What needs to be done:
a) follow Bullet to the ambush point (The Dark Valley)
b) surprise the bandits and rescue the Duty soldier (The Dark Valley)
>>Free the Dutyer from prison
Starting point: The Dark Valley
What needs to be done:
a) reach the prison area and free one of the Duty soldiers (The Dark Valley)
G
>>Get information about Strelok
Starting point: Garbage
What needs to be done:
a) meet Mole's group (Agroprom Research Institute)
b) talk to Mole in order to receive information about Strelok (Agroprom Research Institute)
>>Get information from the scout
Starting point: Cordon
What needs to be done:
a) talk to Wolf (Cordon)
b) meet with Wolf's men (Cordon)
c) assist Wolf's men and clear out the bandit camp (Cordon)
d) pick up flash disk from Nimble (Cordon)
e) return with the disk to Sidorivich (Cordon)
>>Get inside the lab
Starting point: Yantar
What needs to be done:
a) find and check Ghost's body (Yantar)
b) find the entrance leading to X16 laboratory (Yantar)
>>Get out of the lab
Starting point: X16
What needs to be done:
a) escape from the laboratory using a secret tunnel (Yantar)
b) talk to Professor Sakharov once again (Yantar)
>>Get out of the Dark Valley
Starting point: The Dark Valley
What needs to be done:
a) escape from The Dark Valley (The Dark Valley)
>>Get to the railroad embankment
Starting point: Cordon
What needs to be done:
a) head on to a designated area of the map and find the journeyman (Cordon)
b) reach the other side of the railroad embankment (Cordon)
H
>>Help the stalkers
Starting point: Agroprom Research Institute
What needs to be done:
a) kill all enemy soldiers, they are located near the main entrance to the factory (Agroprom Research Institute)
K
>>Kill Lukash
Starting point: Army Warehouses
What needs to be done:
a) kill three enemy snipers (Army Warehouses)
b) kill Lukash (Army Warehouses)
c) go back to Duty's camp in order to receive a reward (Army Warehouses)
>>Kill Strelok
Starting point: Cordon
What needs to be done:
a) find Strelok (X)
Skyrim combat music replacer. b) kill Strelok (X)
Important! This quest has appeared in your PDA at the start of the game and it will stay there until the end. You won't be able to finish it on your own. Sadly, I can't tell you why, because it's tied directly to one of the main plots of the game. Check other quests (including Meet with guide and Meet with doctor) if you want to find out more about this.
>>Kill the tower sniper
Starting point: Army Warehouses
What needs to be done:
a) kill an enemy sniper (Army Warehouses)
b) return to Skull for further instructions (Army Warehouses)
L
>>Lead Kruglov to Yantar
Starting point: The Wild Territory
What needs to be done:
a) escort Professor Kruglov to the southern exit (The Wild Territory)
b) once you've reached the exit, talk to Professor (The Wild Territory)
>>Learn something about Strelok from Fox
Starting point: Cordon
What needs to be done:
a) save dying Fox (Cordon)
b) ask Fox about Strelok (Cordon)
M
>>Meet Kruglov
Starting point: The Wild Territory
What needs to be done:
a) reach the crash site (The Wild Territory)
b) find professor Kruglov and talk to him (The Wild Territory)
>>Meet the guide
Starting point: X16
What needs to be done:
a) talk to the Guide, you can find him in the Cordon sector (Cordon)
>>Meet with Doctor
Starting point: Cordon
What needs to be done:
a) talk to Doctor; he can be found in Strelok's hideout (Agroprom Research Institute Sewers)
>>Meet with Gray
Starting point: Cordon
What needs to be done:
a) find out something about Strelok from Seriy (Garbage)
O
>>Open the door to the control center
Starting point: X18
What needs to be done:
a) find the code that's needed to open the door (X18)
b) type in the code in order to open the door (X18)
R
>>Reach the power plant
Starting point: Pripyat
What needs to be done:
a) talk to other soldiers (Pripyat)
b) follow the leader (Pripyat)
c) find a passageway leading to Chernobyl NPP sector (Pripyat)
d) find the entrance leading to the sarcophagus (Chernobyl NPP)
>>Repel the bandit raid
Starting point: Garbage
What needs to be done:
a) repel bandit raid (Garbage)
b) once you've dealt with all bandits, talk to Bes (Garbage)
>>Respond to the call for help
Starting point: Garbage
What needs to be done:
Stalker Shadow Of Chernobyl Patch
a) offer help dealing with the bandit threat (Garbage)
S
>>Save Mole
Starting point: Agroprom Research Institute
What needs to be done:
a) kill all nearby soldiers (Agroprom Research Institute)
b) once the soldiers are gone, talk to Mole e'a (Agroprom Research Institute)
>>Secret lab
Starting point: Pripyat
What needs to be done:
a) find a secret entrance (Sarcophagus)
b) use the decoder to open a steel door (Sarcophagus)
c) find out what's inside the secret lab (Secret Lab)
>>Secret stash at Pripyat
Starting point: Agroprom Research Institute Sewers
What needs to be done:
a) reach one of the hotels in the Pripyat district (Pripyat)
b) find the room with a secret stash (Pripyat)
c) discover what's inside the stash (Pripyat)
T
>>Take radiation measurements
Starting point: Yantar
What needs to be done:
a) talk to Professor Kruglov (Yantar)
b) escort Professor Kruglov to the measurement sites (Yantar)
c) return with the results to Sakharov (Yantar)
>>Take the documents
Starting point: X16
What needs to be done:
a) head on to the main area of the X16 lab (X16)
b) find Ghost's body and pick up the documents (X16)
>>The Monolith's secret
Starting point: Secret Lab
What needs to be done:
Stalker Call Of Chernobyl Traders
a) solve Monolith's secret (Secret Lab)
>>Turn off psi-emission
Starting point: X16
What needs to be done:
a) turn off the first console (X16)
b) turn off the second console (X16)
c) turn off the third console (X16)
d) disable the entire mechanism, so you'll be able to explore the rest of the lab (X16)
>>Turn off the scorcher
Starting point: Bar
What needs to be done:
a) reach the antenna (Red Forest)
b) find the entrance leading to the control bunker (Red Forest)
c) disable the device (scorcher)(Red Forest Control Bunker)
W
>>Wish granter
Starting point: Red Forest Control Bunker
What needs to be done:
a) reach the sarcophagus (Sarcophagus)
b) find the monolith and use it (Sarcophagus)
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Project Stalker – the game was developed and transferred to Android devices by the union of people, professionals and beginners, as well as the ardent fans of the game Stalker: Shadow of Chernobyl. The game itself is based on the novel “Picnic on the Roadside” and on the real exclusion zone of the Chernobyl nuclear power plant. And the story of the game itself begins after a truck carrying people’s corpses has been found. After the search of the truck they find a living person and refer the find to Sidorovich, a local merchant. Sidorovich finds the rescued only a PDA with a record of “kill an arrow”, as well as a tattoo “S.T.A.L.K.E.R.” on his right hand. After that, you find yourself in a small village and begin to solve this strange story.
How to Run ProjectStalker Apps for PC,Laptop,Windows 7/8/10/XP
1.Download and Install Android Emulator on PC.Click “Download Emulator” to download.
2.Run Android Emulator on PC,Laptop or MAC.
3.Open Android Emulator for PC import the ProjectStalker Apps file from your PC Into Android Emulator to install it.
4.Install ProjectStalker Apk APPS for PC.Now you can play ProjectStalker Apps on PC.
Most of these reasons don't seem like reason enough for you to be as much of an unreasonable jerk as you are being. There is a reason COMPLETE is the most downloaded mod for this game, it's because its good, fixes everything, and changes stuff for the better. Why hate people for appreciating the best Stalker mod there is?
(Redirected from Stalker Shadow of Chernobyl)
S.T.A.L.K.E.R.: Shadow of Chernobyl is a first-person shootersurvival horror video game developed by Ukrainian game developer GSC Game World and published by THQ in 2007 following a long development. The game is set in an alternative reality, where a second nuclear disaster occurred at the Chernobyl Nuclear Power Plant Exclusion Zone, causing strange changes in the area around it. The game features a non-linear storyline and includes role-playing gameplay elements such as trading and two-way communication with NPCs.
In the game, the player assumes the identity of the Marked One, an amnesiac man trying to find and kill the mysterious Strelok within the Zone, a forbidden territory surrounding the Chernobyl Nuclear Power Plant. It is set after a fictitious second Chernobyl disaster, which further contaminated the surrounding area with radiation, and caused strange otherworldly changes in local fauna, flora, and the laws of physics. The background and some terminology of the game are borrowed from the Russian novella Roadside Picnic and the film Stalker that was based on it.
A prequel, S.T.A.L.K.E.R.: Clear Sky, was released in 2008. A sequel, S.T.A.L.K.E.R.: Call of Pripyat, followed in 2010. There are also multiple fan remakes trying to restore the cut content from the original version of the game, S.T.A.L.K.E.R.: Oblivion Lost.
Setting[edit]
S.T.A.L.K.E.R. takes place in an area called the Zone, which is based on the real-life Chernobyl Exclusion Zone and partly on the settings of the source material, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky's film Stalker, as well as the latter's subsequent novelization by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the Chernobyl area extending south from Chernobyl Nuclear Power Plant; geographical changes for artistic license include moving the city of Pripyat into this area (it is actually to the north-west of the power station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size.[1] The term Stalkers was also used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus after its hasty construction in 1986.[2] In addition, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.
In the game's backstory, after the initial Chernobyl disaster, attempts were made to repopulate the area, primarily with scientists and military personnel. However, in 2006, almost 20 years after the first incident, a mysterious second disaster occurred, killing or mutating most of the inhabitants.[3]S.T.A.L.K.E.R. begins years later, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear decay within the Zone, extreme radiation has caused mutations among animals and plants in the area.[4] As a result of the second disaster, the Zone is also littered with dangerous small areas of altered physics, known as anomalies. Explorers and scavengers operating withing the Zone, known as Stalkers, possess an anomaly detector, which emits warning beeps of a varying frequency depending on their proximity to an anomaly.
Gameplay[edit]
A screenshot of S.T.A.L.K.E.R.
S.T.A.L.K.E.R.: Shadow of Chernobyl is primarily a first-person shootersurvival horror video game, but it also features many RPG elements. The player does not gain additional abilities or statistics like most RPGs (though the player does level through game play from 'novice' to 'expert' which has slight effects on the ability to aim accurately), but is instead allowed to attach artifacts which can increase or decrease player attributes. Artifacts found within the Zone have both positive and negative effects except for some rare artifacts which have only positive attributes.
There are a large number of items in the game, so the player has customization choices which are constrained primarily by how much exploring they do. The game also attempts to blend the story and character interaction which are commonly associated with RPGs. However, conversation branches are extremely limited and do not significantly influence the course of the game, aside from accepting or declining missions.
The Zone itself is a large and varied area, consisting of wilderness, human settlements, and several heavily guarded military bases. However, the game world is not a true contiguous world, but rather 18 different maps separated by loading screens. Transfer from one area to another can only be accomplished at certain specific passageways; wire fences and extreme radiation levels block the player from attempting to cross the map in any other area.
Creatures within The Zone are vastly different from their real-world counterparts: dogs, boars, crows, and many more. Additionally, some areas contain mutated humans who have become affected by the so-called Brain Scorcher. Artificial intelligence of wildlife is highly developed and presents many realistic behaviors, such as fights over food and pack mentality, which can be observed in non-scripted events. The game engine was designed so that animal behavior is calculated even if the player is in a different part of the Zone.
There are several different variations of anomaly, each one having a unique impact upon those who cross its path. They can be potentially deadly to the player and the NPCs, delivering electric shocks, or pulling them into the air and crushing them.[5][6] Most anomalies produce visible air or light distortions and their extent can be determined by throwing bolts (of which the player carries an infinite supply) to trigger them.[7] Artifacts are found scattered throughout the Zone, often near clusters of anomalies. As well as being traded for money, a number of artifacts can be worn so that they provide certain benefits and detriments (for example, increasing a stalker's resistance to gunfire while also contaminating him with small amounts of radiation) although certain rarer artifacts provide benefits without any negative effects.[8]
The game does not feature controllable vehicles (although vehicles are programmed in the game code, they are not available without the use of a third party modification,[9][10] and even if added, they are not entirely stable, as a single knife slash can destroy it completely) and thus players are required to go from place to place on foot. A sprint option using a limited stamina bar can be used to temporarily increase the player's rate of movement, though this is reduced by the weight of objects the player is carrying, and weapons cannot be fired while sprinting. It is possible to sprint indefinitely by using artifacts and keeping below a certain weight limit (50 kg); however, it is impossible to sprint with certain weapons (e.g. RPG-7 and SVD).
Radioactive contamination caused by the nuclear incidents at Chernobyl occurs in specific invisible patches throughout the Zone. Although most areas are not contaminated, areas near abandoned construction equipment that was used in the post-accident clean-up, certain military vehicular wreckage and a variety of other locations create fields of radiation of varying intensity and size, some of which cannot be passed through without the proper protective equipment and anti-contaminant agents. The equipment is simplified into various sets of armor that have different levels of radiation protection. Additional radiation resistance may be conferred by some artifacts, and radiation sickness may be treated by medication or by consuming vodka.
When the player enters a highly irradiated area, they will begin to receive radiation poisoning. During this time, a radiation icon appears on the screen and fades through from green to yellow to red, signifying the strength of the poisoning, which grows the longer the player remains present in the affected areas. The stronger the poisoning, the faster the player's health decreases. Unless the player dies from damage caused by radiation poisoning, there are no permanent effects from contracting it other than health loss. However, radiation will persist and continue to drain health until either radiation medication or a substantial amount of vodka is consumed. Radiation can primarily be avoided by wearing certain artifacts that neutralize radiation or more advanced suits that will effectively protect the player from radiation.
In much the same way radiation works as a gameplay mechanic, the player will occasionally become hungry during their travels. During this state, an icon of a crossed fork and spoon will appear. Consuming in-game food items returns the player state from hungry to not hungry, which removes the negative impact on stamina that the hunger status gives. However, if one ignores eating, it will result in the death of the player in a certain amount of time.
As with radiation and hunger, bleeding is another state of detriment which the player must try to avoid or manage while playing the game. Bleeding occurs when the player sustains certain kinds of injuries of certain severity (such as being shot or stabbed). The player will lose the amount of health determined by the landed blow and will continue to lose small amounts of health as they hemorrhage. Bleeding can sometimes stop on its own, but the player can prevent further bleeding by applying bandages or using first aid kits, thereby preventing further health loss.
Plot[edit]
Shadow of Chernobyl offers multiple endings based on the player's choices throughout the game. This section assumes the player achieves the most complete ending.
The game begins with an unconscious, wounded stalker (the player character) being brought to Sidorovich, a black-market trader operating inside the Zone. Sidorovich is able to save his life, but the wounded stalker is amnesic; the only clues to his identity are a tattoo on his arm of the acronym 'S.T.A.L.K.E.R.' and his PDA which contains only one entry in the to-do list: 'Kill Strelok.' The amnesic stalker is dubbed Marked One by Sidorovich.
The Marked One repays Sidorovich by performing certain tasks, and in the process receives information about Strelok's possible whereabouts. With no other leads to his past or the cause of his amnesia, the Marked One follows the information from contact to contact, tracing Strelok's past movements and learning more about his supposed assassination target; the more he learns about him, the more he recovers scattered memories. Eventually, the Marked One follows a lead to a factory in Yantar. Yantar is the home of a Brain Scorcher, a field which effectively destroys the mind of anyone who comes within its range, zombifying and turning them violent and hostile. Scientists studying the phenomenon determine that it is man-made and recruit the Marked One to enter a secret laboratory underneath the factory to disable it.
Information taken from a body in the lab directs the Marked One to track down a member of Strelok's group named Doctor. In an attempt to reach him in Strelok's underground base, the Marked One inadvertently triggers an explosive booby trap and is nearly killed, only to be rescued by a man named Doc. While he is incapacitated Doc speaks to the Marked One about the rumor of a giant artifact known as the Wish Granter located somewhere in the center of the Zone, but also indicates that the Marked One is Strelok, calling him by that name. However, before Strelok can fully recover, Doc leaves.
Further leads send Strelok towards the Chernobyl Nuclear Power Plant, where the Wish Granter is believed to be located. However, the journey to Chernobyl itself has been all but impossible due to the presence of another, larger Brain Scorcher south of Pripyat, as well as the Monolith faction of extremely fanatical stalkers who worship the Wish Granter, referring to it as the Monolith, and kill anyone attempting to access it. Strelok makes his way through a dense forest south of Pripyat and deactivates the second Brain Scorcher, re-opening the path to the abandoned city.
Pripyat is in chaos as stalkers of multiple factions, including the military, clash with the heavily armed and numerous Monolith forces. Strelok eventually makes his way to the Chernobyl facility, also held and viciously fortified by Monolith forces. After fighting his way through both Monolith and military troops, Strelok discovers the giant Wish Granter artifact inside the sarcophagus as well as a secret laboratory underneath it. Inside the heavily defended lab is a large holographic terminal, through which an entity calling itself the C-Consciousness communicates. It readily answers Strelok's questions, revealing what it is, who Strelok is, and the events prior to his amnesia.
In the aftermath of the Chernobyl disaster, the Soviet Union decided to use the Exclusion Zone for special research into the human mind. Results included enhanced ESP, psychic weapons, and the eventual formation of a hivemind of seven neurally-linked scientists known as the C-Consciousness. After the dissolution of the Soviet Union, the self-aware C-Consciousness took control of the Zone and continued its research. It attempted to bring about world peace through global mind-control by directly interacting with the noosphere; however, these attempts resulted in the unintentional twisting of the physical terrain around Chernobyl as well as the mutation of resident life forms, creating the Zone. In an attempt to hide its existence, the C-Consciousness created the two Brain Scorcher fields and erected a Monolith artifact - the Wish Granter - in the center of the Zone, which it uses to brainwash any stalkers who reach it; brainwashed stalkers are tattooed with the 'S.T.A.L.K.E.R.' acronym and reprogrammed to serve the C-Consciousness.
Rumors of the Wish Granter began to spread throughout the Zone. A group of four stalkers, Strelok, Ghost, Fang, and Doc, attempted to reach the Wish Granter by battling on their way to Chernobyl, but after encountering the fanatical Monolith faction and a man named Scar they were forced to retreat. Strelok was knocked unconscious while the others were able to escape. On the way back, Fang was killed by a sniper in Pripyat. Some time later, Ghost was killed in the Brain Scorcher control facility under Yantar. The unconscious Strelok was discovered by the C-Consciousness; unaware of his identity, it had him brainwashed, reprogrammed him and mistakenly assigned him the task of killing himself. On the way out of the Zone, the truck carrying the still unconscious Strelok was destroyed in a lightning storm and he was discovered by another passing stalker, leading to his discovery.
Once the C-Consciousness has finished answering Strelok's questions he is given a choice: merge with the C-Consciousness to ensure its continued existence, or stop the C-Consciousness from continuing its experiments. Strelok refuses to assist the C-Consciousness. He is transported to the exterior of the Chernobyl plant, where he navigates his way through teleportation anomalies, elite Monolith soldiers, and mutants in order to reach the source of the C-Consciousness. Once inside, Strelok shoots the encapsulated scientists which form the C-Consciousness. Strelok then kills his own C-Consciousness unit and is released out of the nightmare.
Afterwards, Strelok is shown standing in a grassy field, watching the sky as the clouds break and the sun comes out. The Zone is apparently gone. He questions whether or not he made the right decision, but as he lies down in the grass he concludes that while he may never know what was right, he is happy that he survived. He lies down on the grass and falls asleep.
Technical features[edit]
A screenshot demonstrating the abilities of S.T.A.L.K.E.R.'s rendering engine after enabling anti-aliasing and tone mapping
The X-Ray Engine is a DirectX 8.1/9 Shader Model 3.0 graphics engine. Up to a million polygons can be on-screen at any one time. The engine features HDR rendering, parallax and normal mapping, soft shadows, motion blur, widescreen support, weather effects and day/night cycles. As with other engines that use deferred shading, the X-Ray Engine does not support multisample anti-aliasing with dynamic lighting enabled. However, a different form of anti-aliasing can be enabled with dynamic lighting which utilizes an edge detection algorithm to smooth edges between objects.[11] The game takes place in a thirty square kilometer area, and both the outside and inside of this area are rendered to the same amount of detail. Some textures in the game were photographs of the walls in the developers' studio.[12] As of patch 1.0003 the X-Ray Engine supports 'surround screen' monitor setups, including a 16:9 native resolution ratio.
The X-ray engine uses GSC Game World's proprietary ALife artificial intelligence engine. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player. The NPCs have a full life cycle (task accomplishment, combat, rest, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking stalkers and other monsters, resting, eating, sleeping). These monsters migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing stalkers from danger, destroying stalker renegades, protecting or attacking stalker camps or searching for treasure. The AI characters travel around the entire Zone as they see fit. Several attack tactics were cut for difficulty reasons, including the ability for enemies to heal wounded allies and give orders.
S.T.A.L.K.E.R. uses a heavily modified version of the ODE physics engine. Ragdoll physics, destructible objects, realistic bullet ballistics and skeletal animation can all be found in the game. Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the iron sights on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage). Late-game depends heavily on scoped weaponry due to the well-armed and armored enemies that keep their distance from the player.[13]
A weather system is integrated into various parts of the landscape and allows a variety of weather effects, such as sunshine, storms and showers. The weapons available, behavior of the AI, game tactics and ranking systems depend on the weather. Unlike most dynamic weather systems, the game features complete dynamic wet surfaces such as pavement, concrete, brick walls, etc.
The game features ambient music by Frey Vladimir aka 'MoozE'. It also has three songs from the Ukrainian band Firelake.
Development and release[edit]
The game was first announced by GSC Game World in November 2001, as S.T.A.L.K.E.R.: Oblivion Lost,[14] although it had been talked about as early as 2000.[15] It had its release date, originally as summer 2003, pushed back several times. Meanwhile, hundreds of screenshots of the game had been released, as well as a dozen preview video clips, accompanied by other forms of promotion by GSC, such as inviting fans to their offices in Kiev to play the current build of the game. However, due to the delays some considered S.T.A.L.K.E.R. to be vaporware.[16]
In late December 2003, a pre-alpha build of the game was leaked to peer-to-peer file sharing networks.[15] This build, marked as version 1096, inadvertently acted as a fully functional tech demo of S.T.A.L.K.E.R.'s engine, despite its lack of NPC enemies and fauna.[17] After that, with the game missing the 2003 release date and still far from being finished, the publisher THQ sent Dean Sharpe (the later CEO of Metro developer 4A Games, which would be formed by some ex-members of GSC Game World who had worked on Shadow of Chernobyl) to oversee cutting many features and downsizing the overall scale and ambitions to save it from development hell, leaving much of it to be picked up in a sequel.[15]
In February 2005, THQ expressed a desire to see the game released toward the end of its 2006 fiscal year (31 March 2006) but maintained that no release date had been set.[18] In October 2005, THQ confirmed that S.T.A.L.K.E.R. would not be out 'until the second half of THQ's 2007 fiscal year - October 2006 at the earliest.'[19] In February 2006, THQ revised this possible release window, saying the game would not be in stores until the first quarter of 2007.[20] In an interview at the Russian Gameland Awards, PR Manager Oleg Yavorsky indicated that release was planned for September 2006. In 2006, the game came 9th in Wired's Vaporware '06 award.[21]
THQ ran a competition in January 2007 offering the winners the chance to play the beta version of S.T.A.L.K.E.R., in a 24-hour marathon session. The event, scheduled to take place on 24 January 2007, was subsequently changed to a 12-hour session days before it was supposed to occur. On the morning of the event, the winners were met at the venue by the THQ staff that had organized the event, who were embarrassed to report that they had been unable to get any copies of the game. In late February GSC managed to release a public beta. A multiplayer demo was released to the public on 15 March 2007. On 2 March 2007, it was announced that the game went gold.[22]
In February 2009, due to popular, demand GSC Game World released 'xrCore' build 1935, dated 18 October 2004.[23] It uses a completely different physics engine with many cut monsters, levels, and vehicles. It was also significantly larger than the retail release. It is however somewhat unstable, but features the full game along with a 'fully functional ALife system'. It is currently available for free download from the GSC servers and mirrors.[24] Multiple other builds of the game have been since publicly released as well, along with design documents.
Reception[edit]
Critical reception[edit]
S.T.A.L.K.E.R.: Shadow of Chernobyl received generally positive reviews, with critics praising the game for its style and depth while criticising technical issues, mentioning the number of bugs present. It received a score of 82.70% on GameRankings[25] and 82/100 on Metacritic.[26]
The game design of the Zone was one of the most favored aspects. GameSpot praised the style and level design, stating 'This is a bleak game, but in a good way, as it captures its post apocalyptic setting perfectly',[28] while Eurogamer called it 'one of the scariest games on the PC', going on to say 'Like the mythological Chernobyl zone it is based upon, this game is a treacherous, darkly beautiful terrain.'[27]Game Informer did not find the gameplay particularly innovative, but still complimented the basic FPS design, saying, 'S.T.A.L.K.E.R. isn’t the revolution that we all hoped it would be. It is, however, a respectable and sometimes excellent first-person adventure'[30] whereas GameSpot called it 'one of the best ballistics models ever seen in a game, and as a result, firefights feel authentic as you try and hit someone with what can be a wildly inaccurate rifle'.[28]
Upon release, S.T.A.L.K.E.R. was criticized for having numerous bugs, especially when used with the then-recently released Windows Vista. IGN found the game 'tended to stutter quite often, sometimes pausing for three or four seconds at regular intervals, which occurred on two different Windows XP computers at maximum visual quality,' and some cases of game crashing glitches.[31] Another criticized aspect was the story, which to some reviewers was 'incoherent'[28] and which PC Gamer stated 'fails in the specific story of your character'.[32]
Awards[edit]
S.T.A.L.K.E.R. won the Special Achievement award for Best Atmosphere in GameSpot's Best and Worst 2007, stating that 'S.T.A.L.K.E.R. captures the 'ghost town' nature of the zone, from the abandoned cities to the overgrown wilderness. Then, the game adds its own paranormal elements, which help make a spooky environment almost terrifying at times.'[33]
Sales[edit]
S.T.A.L.K.E.R. received a 'Silver' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[34] indicating sales of at least 100,000 copies in the United Kingdom.[35] As of September 2008, S.T.A.L.K.E.R. has sold 2 million copies worldwide. GSC Game World CEO Sergiy Grygorovych has said 'We are very pleased that S.T.A.L.K.E.R. became so popular among players from all over the world. Financial success will allow us to develop S.T.A.L.K.E.R. in different directions as a brand.'[36]
Legacy[edit]S.T.A.L.K.E.R.: Clear Sky[edit]
S.T.A.L.K.E.R.: Clear Sky is a prequel set a year before Shadow of Chernobyl. The game world consists of a mix of old, redesigned areas and completely new levels. The updated engine supports the Inverse Kinematics animation system, allowing more and better animations. New effects such as volumetric lighting were also included. In general, the developers sought to take the basics of everything in Shadow of Chernobyl and enhance them. Better AI, graphics and new game-play additions, such as faction wars, were some of the added features.
S.T.A.L.K.E.R.: Call of Pripyat[edit]
S.T.A.L.K.E.R.: Call of Pripyat is a sequel set after the events in Shadow of Chernobyl. The game features new areas recreated by their true-to-life locales such as Pripyat town, Yanov Railway Station, Jupiter Factory, Kopachi Village and more. Other features include an improved A-Life system, a new player interface, a brand-new story and a number of unique characters, two new monsters and behavior and abilities, an extended system of side quests, a sleep function and a free play mode.
S.T.A.L.K.E.R.: Oblivion Lost restoration projects[edit]
In 2014, a mod aimed at restoring cancelled features from the early versions of the game was released as a standalone game titled S.T.A.L.K.E.R. - Lost Alpha,[37] development of which has since still continued with Lost Alpha - Developer's Cut released in 2017. Rock, Paper, Shotgun's Craig Pearson praised many aspects of the 2004 version, but also noted the presence of stability problems and bugs.[38] There have been also other similar projects of various scope and scale, including Oblivion Lost,[39]Oblivion Lost Remake,[40]Paradise Lost,[41] and Old Storyline Restoration Mod (RMA).[42]
References[edit]
External links[edit]
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