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S.T.A.L.K.E.R. Clear Sky

Preview: Could this be the game GSC always intended to make?
Could this be the game GSC always intended to make? We investigate the true nature of the Stalker prequel... (by Jim Rossignol and Tim Edwards)

GSC were founded almost a decade ago. Since then they've created a best-selling strategy game, Cossacks, and launched one of the most ambitious game design projects ever undertaken. Indeed, some people might say that Stalker was too ambitious.

We've followed the development of the apocalyptic survival shooter closely over the years, and we've seen it change radically. The game that we finally played in 2007 was remarkable in many ways, but it was far from the revolutionary freeform vision originally conjured for us by the Kiev team.

Now they're making a game a little closer to that original dream. They're making another Stalker. A prequel named Clear Sky. And we have every reason to be excited, because our second journey into the Chernobyl exclusion zone promises great things.

Future Past
When the accident at the Chernobyl nuclear facility took place on April 26, 1986, GSC's project lead, Anton Bolshakov, was still a child. Thanks to the immensity of the event, and the myth of Chernobyl as a place of danger and unnatural forces, the Chernobyl Zone has been a constant presence in his life, as it has been in the lives of all Ukrainians.

In the course of finding out more about Clear Sky, we've been discussing Bolshakov's past and early memories of the events of 1986, with translation help from another GSC team member, Oleg Yavorsky.

"It was still the Soviet Union. There was a holiday that week, so they were all going out on the street with red flags and so on with the intention of hailing the working people. No one was aware of the accident because there was no official information. It was only later when people discovered what happened."

When the horrifying truth emerged, many local children were evacuated. Anton, along with many others from the nearby Ukrainian towns, had an unexpected holiday in the countryside.

But the Zone didn't just fade away. It loomed large. "For years the Chernobyl reactor was on TV and in the newspapers," recalls Bolshakov. "The media created a very strong image of the place, which associated it with danger, radiation. The fact that it was so popular with the media made it natural for something to be developed around it. It was so close, so heavily described, that the idea was inevitable for us as developers in the Ukraine."

Anton and the other GSC developers had a first-hand sense of what the world might be like after some kind of apocalypse. The communist era had left its wreckage all across the Eastern Bloc, of which Chernobyl was simply the most iconic example.

"After the Soviet Union collapsed there was revealed to be many similar places to Chernobyl, redundant military and industrial bases. Not necessarily radioactive, but similar, abandoned. When you're making a game like this you collect imagery, so we went out and took photographs and memories. Chernobyl was one such site, but there are more."

The idea grew. If GSC were going to make a game, then it should be one based on concepts and imagery that they were intimately familiar with. It would at once be a fiction, and a report on the real world of the early 21st century.

"It was a fresh idea for a game," says Bolshakov. "There's a lot of World War II or fantasy, but no realistic apocalyptic worlds. The exclusion zone actually represents the real Soviet Union, a remnant."

But the Stalker project was about more than artistic inspiration. Like all videogames it required a technology to realise its ambitions. It was in part the X-Ray engine that allowed GSC to turn their imagery into a digital world. "Prior to Stalker there was no such technology for us to render this kind of environment... as technology progressed we have had ways to create the detail and atmosphere of the ruins of an Empire."

The sheer visual intensity of the game was enough to impress western publishers, too. "The initial reaction was very positive, because of the image on screen. No one
else was showing this kind of image. Engines before used to be built on BSP technology, so you were facing indoor areas, squarish spaces, but with Stalker we were handling outdoor areas with up to one million polygons on screen. We knew it would work. It was the first introduction of such realistic detail."

But this outdoor tech had another significance for the team: it would change how the game should be played. Originally Stalker was little more than another linear shooter, but GSC knew that they had the opportunity, perhaps even the necessity, to do some unique.

"Initially we had the idea of a 15-level linear shooter and in 2001 we already had two levels ready," Bolshakov says. "However, we felt at that moment that this kind of concept would be trite, and the concept had no chance to stand out. We realised to make it a successful shooter it needed good technology, with impressive images on screen to create strong first impressions.

"This was very important for us as a start-up company. We wanted to stand out. But also we needed some original gameplay, so the concept of a linear shooter just didn't work. It was putting together all those elements, of the setting, gameplay ideas and technology that changed things. Once they were ready we scrapped the old concept and only the technology remained."

The sheer fact that GSC had created such an impressive original concept, both in game design and visual presence, meant that they were largely able to choose their own terms for development when the deal was finally made with THQ. "We had so much interest that we were able to choose the publisher and choose our own terms" says Bolshakov.

"We kept the IP rights to the game, which is practically impossible for a start-up company." Nevertheless, the seven year length of the project was difficult for any publishing company to stomach.

"There was a mutual understanding. From the beginning they trusted us. However, after a few delays their reactions changed a little. It became a question not of what should be changed, but what needed to be done to get the project finished. We scaled down some features to do this."

Was it really the case that the game's ideas were too big for the game's reality? "At the start we wanted to create the game of our dreams, and the design document filled out the details of our dream game. But then we also took into account the reaction of the fans. After we announced our intentions for the game the reaction was extremely excited, and what this did to us was urge us to make the game bigger and bigger.

"At the time we were sure this was the right way to do our game, but perhaps we should have been more restrained. There's no one to be blamed, of course, but the euphoria of the fans made us escalate non-stop with the things we wanted to add. We should have done it a little differently."

One such feature was the spectacular nuclear storm called the 'Blowout', a thundering anomaly that drove the wildlife of the zone before it and forced Stalkers to take cover. We were being awed by it in preview sessions a couple of years before the original game was released. We asked Bolshakov about its omission.

"It was really painful to take out a bunch of features. Especially because we'd spent so much time designing and implementing a feature. You live with it and learn to love it, and that's a very difficult thing. However, in our situations where there had been a number of delays, everyone on the team had an understanding that we risked the project simply being closed down. It was done thoughtfully, so there was no real crying about it."

Fortunately for us, much of the work on these features has already been done. And that means that the Chernobyl zone of Clear Sky is more impressive than ever before.

Present Tension
Indeed, GSC will get to go a whole lot further with this new game. It's a pattern that we see regularly: a proficient development team has a crack at something for the second time and does far more than they managed in the original game.

After seven years GSC are pretty damned good at making Stalker, so why should they make anything else? They've got the finished version of Stalker to base the project on, and some cash from the success of the game, and free rein: THQ are no longer involved in overseeing GSC's games. All this means that things that were expunged through lack of time and money can now be resurrected.

As a prequel, Clear Sky will include a storyline which explains a little more about Strelok's past, and how he ended up in the back of that truck with a gaping hole in his memory. This time, however, you are in a somewhat different world.

Blowouts from the reactor keep the Zone in flux, as Bolshakov explains: "The blowout in the story changed certain areas of the Zone, so the anomalous activity in certain areas faded, and increased in other areas. Paths to the known locations have disappeared, while others have opened up. Part of the old areas will be preserved, while there will also be new ones too. Right now Pripyat will not be part of Clear Sky, but we'll see how things go."

While the exclusion of the abandoned city might be a disappointment for the Stalker hardcore who wanted to see it made explorable, the allure of new tracts of Zone and new weird dereliction to explore are powerful. The open-ended possibilities for poking about in old ruins was one of the most appealing aspects of Stalker, and Clear Sky will provide plenty more of that.

Indeed, as those who followed the Stalker story will recall, the game was always touted as being a little more freeform than the final release proved to be. Clear Sky, it seems, will be returning to the more open-ended inspirations.

"Most of the features in Clear Sky were from the original concept that we were working on but were not included in Stalker," says Bolshakov. "We picked some and we're now integrating them into this new game. What we're making is more complete and polished."

Central to that is what GSC are doing with the various factions that inhabit the zone. While there were a large number of factions in the original game (Freedom, Duty, the military, the mercenaries, the scientists, the neutral stalkers and the servants of the monolith) you were only really able to follow three paths: Neutrality, Freedom, or Duty. In Clear Sky you'll be able to join up with seven different factions, work with them, fight them, and ultimately lead your chosen side to victory.

"It's a global war of factions within the zone," says Bolshakov. "Now each faction has a fully fledged main camp with a number of key characters in there, like a trader, a mechanic, a leader, a barman, and all of those perform specific roles."

Where the original game only had a couple of traders and mission-hub characters, you'll now be able to pick up tasks all over the map, and work far more closely with the other Stalkers in the zone to perform them.

"You'll see Stalkers from a faction going on specific tasks, so you have an understanding of what is going on with a faction. Each faction has a specific rival and they fight for artefacts, territory, resources and so on. You can see the conflict develop in front of you.

"A faction in need of certain resources will go on missions for them. Factions go to grab artefacts if there is a rare one somewhere around. You can join a faction and lead them and they can benefit for your help. As opposed to the original, where NPCs were just moving around, the factions now have specific goals to accomplish. Stalkers within a faction go on smaller missions and you can join up and help them accomplish them."

All this expands on one of the most significant elements of Stalker: A-Life, the system that enables dynamic events to take place within the Zone. Artificial intelligence routines govern the appearance and movement of groups of Stalkers, packs of dogs, mutants, and the various faction gangs.

Travelling through the A-Life governed areas means seeing battles between the various factions, as well as random events taking place. A fight you have in one run through the game might be completely different a second time because of the appearance of bandits, or because friendly Stalkers are passing through the area and were able to help out.

Anyone who has played Stalker has saved, or been saved by, an AI character in the game world. This dynamic complexity will only become more varied and accomplished in Clear Sky.

"There's more diverse behaviour with Stalkers in the game," explained Bolshakov. "We're expanding the concept of searching for artefacts and anomalies, just to name a few things."

Whereas in the original game the artefacts were little more than a saleable power-up system, they're going to be providing motivation for your actions in Clear Sky. The concept of the Zone as an alien, anomalous place is coming to the forefront. As a result your interest in the artefacts, and the areas of weirdness that generate them, will be hugely increased.

The interest of other Zone parties in the artefacts will be increased too: they will be after the artefacts and will fight to keep them. In Clear Sky you'll be facing a world with far more going on than ever before.

With each of the seven factions vying for power you'll find yourself caught up in the opposing missions of faction Stalkers, and helping to manipulate a game world which will never be the same from one moment to the next, from one gamer's session to another. This could be a major step on the road towards an ideal of open-ended game world.

New Horizon
Of all the reasons to be excited about Clear Sky, one of the most significant is that, to a great extent, GSC are going it alone. While they have signed up Koch to publish the game upon its planned release this spring, and it'll be sold via Steam online, it's a far cry from THQ's integral involvement in the original game's completion.

While the original Stalker was an astonishing achievement brought to fruition with THQ's hands tight on the reins, Clear Sky is the work of a company that is fully in control of its own destiny. GSC could rapidly become one of the most important PC-focused studios in the world.

On a final whimsical note, we feel we should deliver an anecdote from Stalker's development history. Our Tim, on an early press trip to the Ukraine, was fortunate enough to get paralytically drunk with the GSC developers (all that vodka has to go somewhere, after all).

In that extended bout of boozing the GSC chaps talked excitedly and openly about their dreams for the Stalker project. They talked about a 'gravity glove' that could manipulate objects in a way seen in Half-Life 2 and Crysis; they talked about the vehicles (which remain half-finished and embedded in the original Stalker code) and they even talked about a pilotable UFO... The game Stalker might have been is a weird one indeed.

Whether these things make it into a Stalker sequel or not is hardly relevant; what matters is that an independent developer based in the former Soviet Union, with an office in a converted munitions factory, and with a team whose childhoods were overshadowed by nuclear disaster, is one of the most imaginative and creatively ambitious videogame developers in the world today.

If GSC accomplish half of what they have dreamed, then their work will become legendary.

PC Gamer Magazine
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I'm so looking forward to this game!

In fact everybody should be looking forward to this game!!! Very Happy
stalker ops dude on 2 Mar '08
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humorguy on 2 Mar '08
Really looking forward to this.

Stalker was the game of the year last year (beating Bioshock hands down), and I can only imagine how good this could be.
katarn on 2 Mar '08
Two points:

1) Most gamers are excited about Clear Sky, I would think, because of how good... no, how great, STALKER is!

2) If you really want to know how GSC Gameworld came to the STALKER game, you really need to check out their (prior to Cossacks) PC game 'Codename: Outbreak' (there is a review of it on this site). I think GSC gameworld were maybe a little disappointed with it and therefore no longer mention it; PC Gamer, out of reverence maybe, never mentions it either.

In Codename: Outbreak, you have a buddy buddy system, where you can give orders to your companion, the 17 odd missions have wide open landscapes and multiple methods of completing the mission. The enemy AI is fantastic and the game is a scary Sci-Fi shooter about aliens landing in a meteorite shower and being able to control men and machine through 'hugger' type creatures.

If you can live with 2000 graphics, you really should give this game a try, or at least read up on it. It is far from being a bad game, and I would give it 85% myself. It really does need to be re-included into GCS Gameworld's history.

At least for me, the reason I kept an eye on STALKER's progression over the years, was because of the hours of great gaming I got out of Codename: Outbreak. So many aspects of this 8 year old game show how some of the STALKER features came about! Smile

Yeah I remember Outbreak didn't like it myself but then I was playing Quake 3 24/7 and in leagues back when it was released. Also Outbreak only gets 55/100 meta score as you say thats why its most probably not mentioned anymore.

Looking forwad to going back into the Zone/game world loved the first despite the flaws. You could see the potential and the commitment in the first Stalker.
lonewolf2002 on 2 Mar '08
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humorguy on 2 Mar '08
Lonewolf - it's true that 9 metacritic magazine reviews averaged it at 55, but Outbreak got many more web reviews than those 9 and I think the average would be closer to 70 or so, if my memory serves me right. You maybe should have also noted that 3 User reviews (me one of them!) averaged at 9.3! There are many examples on Metacritic of magazine review score averages being a lot lower than the user review scores. Of the two, I will always lean toward the latter for my PC game buying decisions! Smile

What I would say to anyone coming across this title, is to get through the first 3 'training' missions. which are a little boring. GSC did this, I believe, because overall this is a HARD game, and GSC probably felt it needed a long 'walk-in'. Nevertheless, once you start getting into this game (which I am not confident many web reviewers did!) this is a very good game even today!

After all, even PC Zone had to run a second article pointing out this game was a lot better than their first review stated. I believe it was one of the only occasions PC Zone recommended a higher score than the original review score! Surely that says something about this game! Overall then, I don't think GSC Gameworld should be ashamed of this game at all, even though they probably wrote it to be able to pay the rent while they worked on STALKER! To that extent, without the income from Outbreak in those early days, maybe we wouldn't have seen Cossacks or STALKER - so like it or loathe it, we owe a debt of gratitude to Codename Outbreak! Smile

Yes you are right about user scores over critics scores. I wasnt saying the critics were correct or incorrect it was used in the context of what you were saying about the game being erased from GSC/pcgamer's memory of titles released by GSC. It just didnt seemed well recieved by a lot of sources critics and gamers alike but at the end of the day it's all down to your own choice.

As I said my personal preference was I did not like it regardless of user/critic score I made my own mind up by playing it(although maybe another play through now I'm not a quake 3 whore anymore may change my mind).

Also I agree that some of stalkers influence came from this title I never implied otherwise. Cool

P.S. They still should of spoken Latin in Rome Total War Razz
lonewolf2002 on 2 Mar '08
Of all the reasons to be excited about Clear Sky, one of the most significant is that, to a great extent, GSC are going it alone. While they have signed up Koch to publish the game upon its planned release this spring, and it'll be sold via Steam online, it's a far cry from THQ's integral involvement in the original game's completion.


While the original Stalker was an astonishing achievement brought to fruition with THQ's hands tight on the reins, Clear Sky is the work of a company that is fully in control of its own destiny. GSC could rapidly become one of the most important PC-focused studios in the world.

If only all devs could break free of the shackles of publishing middlemen and do whatever the hell they want. Cool Digital distribution ftw!

Sounds f**king AWESOME. Can't wait. Very Happy
Mogs on 2 Mar '08
I lurved STALKER, even with its faults. Whats got me itching is that is Clear Sky and expansion pack or an entirely new game? Id love the latter.
quinnbongo on 2 Mar '08
Despite all its bugs and flaws I thought that STALKER was one of the best games made.

I hope that they manage to get everything in. I have a much more powerfull system this time round as well Smile
minus19 on 2 Mar '08
It's a prequel to the first game, not an expansion pack.
Mogs on 2 Mar '08
Although it is a new game, some areas of the original are being re-used but altered in someways. None of the previews I have seen have been too clear on to what extent the areas are being re-used or changed, guess that that is a wait and see thing.

As for the game itself, looking forward to it and hoping it will improve on the few short comings of the original. I'm liking the sound of more NPCs giving out missions and selling items. Hopefully this time this will include items that are worth buying though. Disappointed that there still will be no vehicles, traveling in the Zone always seemed a bit of a chore when you wanted to end a mission quickly.

In regards to trusting user or professional reviews, sorry I have to disagree slightly. Granted, if you read numerous forum posts on a game that contradict what the journalists are writing than I would go with them, but why else would you write a review unless you either loved or loathed a game. You rarely get a balanced review from a user.
vandelay on 2 Mar '08
Although it is a new game, some areas of the original are being re-used but altered in someways. None of the previews I have seen have been too clear on to what extent the areas are being re-used or changed, guess that that is a wait and see thing.

As for the game itself, looking forward to it and hoping it will improve on the few short comings of the original. I'm liking the sound of more NPCs giving out missions and selling items. Hopefully this time this will include items that are worth buying though. Disappointed that there still will be no vehicles, traveling in the Zone always seemed a bit of a chore when you wanted to end a mission quickly.

In regards to trusting user or professional reviews, sorry I have to disagree slightly. Granted, if you read numerous forum posts on a game that contradict what the journalists are writing than I would go with them, but why else would you write a review unless you either loved or loathed a game. You rarely get a balanced review from a user.

You dare disagree be off with you Razz. The best way to find if a game is going to be what you want is to play it, either via demo if available or give it a rent first. Make your own mind up is what it is all about. Yes I personally try and read as many reviews of a game I am interested in from as many sources as possible from both pro journos and from forum user reviews to try and get a balanced picture.

After all one mans meat is another man's poison. Cool
lonewolf2002 on 2 Mar '08
I read that it would be about 50:50 old to new environments, but the old ones would be reworked slightly.
Mogs on 2 Mar '08
Steam only? Why? Why? I wanted to give you money GsC, not be forced into other acquisition Sad
brother_atrius on 2 Mar '08
Steam only? Why? Why? I wanted to give you money GsC, not be forced into other acquisition Sad

Well you could always do what i'm going to do pay for it though Steam and then get the non steam version elsewhere ( you know the comment that was originally in your post ). GSC will get the money just because its getting sold through Steam doesnt mean that GSC are getting nowt.

I'm not a lover of Steam (unless they have improved it quite a lot since I last used it)it's more of a hinderence than anything else.
lonewolf2002 on 2 Mar '08
Steam is the dog's b******s. Use it or die.
Mogs on 2 Mar '08
Steam is the dog's b******s. Use it or die.

And there was me thinking it was a means of digital distribution. Now I know why its problematic it uses canine genitalia. Cool
lonewolf2002 on 2 Mar '08
Stalker is art. its not only a beautiful game, but a tool to bring the tragic histroy of Chernobyl back to the modern public eye. just fantastic work, these developers need a real pat on the back. This was destined to be a masterpiece. dont let any publishers or anything stand in your way GSC, you have the full support of the gaming community.
Willforbes on 2 Mar '08
Stalker is art. its not only a beautiful game, but a tool to bring the tragic histroy of Chernobyl back to the modern public eye. just fantastic work, these developers need a real pat on the back. This was destined to be a masterpiece. dont let any publishers or anything stand in your way GSC, you have the full support of the gaming community.

Agreed what GSC did with the first game and what I hope they achieve with the second they deserve a lot more support from the gaming public. Obviously the style of game is not to everyones taste but when generic shooter number 4595 sells a lot more copies than stalker it gets a little dis-heartening.
lonewolf2002 on 2 Mar '08
STALKER was overall a great game, but severely flawed in certain key areas:

There's a fair bit of inertia to fight through at the start before you begin to 'get' the game - needed to do a better job of drawing you into the experience, especially when you only have the useless pistol & sawn-off that don't seem to even hit the enemies when you fire. More spoken dialogue would be nice too; reading dialogue is becoming increasingly outdated.

After the brain scorcher bit, the game becomes pretty linear and you are encouraged to rush to the powerplant. So if you haven't stocked up on medkits, anti-radiation meds and decent protective gear, you're screwed. Everything after you reach Chernobyl is a mess. Constantly having to take anti-radition meds, whilst believable, is NOT fun and is an unwelcome nuisance when you're fighting off endless waves of Monolith soldiers. I didn't have a scientist armour suit so I was dying almost constantly. They needed to provide armour that simply blocked out radiation completely.

The level design in the monolith room is a confusing mess. The explanation for the Zone and what happened etc was diabolical, but I suppose it was a bit original. Personally I'd have prefered if it was something as clichéd as aliens rather than what it turned out to be. The story was basically unaffecting and badly presented. I found the cutscenes to just be confusing and too stylised rather than revealing and intruiging.

The other main complaint I have is that the factions were a bit shallow and I didn't like that by even accepting a mission from one, you exclude yourself from ever being able to join the other. I raided the freedom base & killed everyone, even their leader and it was like nothing had happened. Nobody talked about my achievement at the duty base, I wasn't instated leader of Freedom or anything. It all just seemed a bit pointless, but thankfully this new game seems to be improving that.

Well, those are the main complaints I had and what prevented it from being the best game ever made. Everything else was spot on though, so can't wait for this. Cool

PS: Buying games through Steam and using it is a piece of p**s. Whatever probs there were in the early days don't apply now. It's a great system and I'm glad it's giving GSC a means to get their game out there. Publishers have too much power and need to be rendered obsolete. They are INFRASTRUCTURE and shouldn't be calling the shots.
Mogs on 2 Mar '08
So Mogs you say Steam is improved does that mean that you dont have half of the in game hang ups you used to get with it. I also remember the games taking ages to just start when they were talking to Steam servers.

Steam is a very good idea and GSC and stalker are cases to prove this point. Shame on the publishers that turned their backs on stalker and its prequel. Long live independance in the gaming world it can only mean good news for everyone as a whole.
lonewolf2002 on 2 Mar '08
I experience no problems at all playing games through Steam. Certainly none related to Steam itself anyway.
Mogs on 2 Mar '08
I think a lot of steam naysayers are those that used it in its early days, when it was very bug ridden. Now it is very stable and I have not had any problems with it for a long time. Downloads could be a bit faster but that isn't too much of a problem, especially for a game like this which I will undoubtedly be preloading.
vandelay on 2 Mar '08
Mogs and vandelay thats good to hear about steam maybe i'll give it another shot now they have ironed a lot of the problems out.
lonewolf2002 on 3 Mar '08
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humorguy on 3 Mar '08
NOM NOM NOM NOM!!


I never finnished the STALKER, because it got so laggy and I was tired of guessing the headshots. This time I will upgrade the graphics card, and I will jump directly on this game, when it comes out. What was great about the first for me, was the atmosphere. In the beginning I explored the landscape, learned about the environment and the hazards, and then proceeded to next area. Then the night came. My contrast was set to pretty high, so I didn't see a thing. I stayed in a little broken house with a fellow Stalker, next to a fire. The out of f00kin g nowhere: BOOM, shots, he is dead. Then came bandits, then came dogs, and all that time I sat in a corner with little health left. I barely survived. That night was the most realistic, spooky and atmosphere filled I have ever experienced in a game. I on purpose left the contrast and darkness strong enough, so the nights would be darker, and I would be forced to sit around a fire with fellow friendly men and wait for dawn.

And it seems Clear Sky is promissing even more of exactly this sort of gameplay. Another aspect that seems very attractive to me is that you have much more freedom concerning the fractions. And you might be able to join Bandits too, no? I would love to join Bandits Razz
Fishermang on 3 Mar '08
because the scientist probably got the coolest and newest experimental gear (like guass rifle) : )

it look like to me that everyone got a rather unique "remember for life experience" with stalker,

thats probably one of stalkers greatest things.
stalker ops dude on 3 Mar '08
Constantly having to take anti-radition meds, whilst believable, is NOT fun and is an unwelcome nuisance when you're fighting off endless waves of Monolith soldiers. I didn't have a scientist armour suit so I was dying almost constantly. They needed to provide armour that simply blocked out radiation completely.

PS: Buying games through Steam and using it is a piece of p**s.

I agree with most of what you say (except about the story which is the best i have ever had in a game - no other game rewards you by killing you when you 'win'.)

Now the address the first point: Artefacts. There are dozen and dozens of the thing lying around that reduce radiation. Some don't even have a real penalty if you counter it with another artefact.

Second point: Buying through STEAM isn't difficult but try and patch it to version 1.3 if you need that for a mod...

If STEAM is the only way to get Clearsky i will use it (i don't mind using STEAM to be honest) but for a game that is abit buggy i prefer to control patching myself...
Lightbulb on 3 Mar '08
Yes, I was badly prepared. I intended to go back to a trader and stock up after doing the brain scorcher (which is technically possible I think), but the game was encouraging me to rush to the end, so I did. That's bad game design in my opinion.

There were several endings to the game. If you just went to the monolith and got one of the endings there, the story is not explained to you. You need to go see Doc in your lair and get the passcode to the sealed lab in Chernobyl...
Mogs on 3 Mar '08
Incidently, did anyone manage to keep that group of verteran STALKERS you team up with at the start of Pipryat alive and what's the conclusion to that? I reached an underground carpark with them, but they all died soon after.
Mogs on 3 Mar '08
Steam only? Why? Why? I wanted to give you money GsC, not be forced into other acquisition Sad

Well you could always do what i'm going to do pay for it though Steam and then get the non steam version elsewhere ( you know the comment that was originally in your post ). GSC will get the money just because its getting sold through Steam doesnt mean that GSC are getting nowt.

Not gonna be touching steam or giving valve any portion of any money for some time I'm afraid.
brother_atrius on 5 Mar '08
they all becomes controlled by A.life when they go out of the tunnel. yes they all die and that sucks (they are damn cool chaps)

a lot of the veteran stalkers looks like interesting characters so I realllly hope you can meet them in the prequel clear sky! (especially the scarecrow dude (a neutral stalker with the highest stalker score(you can find the info in your pda)))

did anyone of you people read in the pda right before the game ended (you have collected a loooot of cool info then!) so i took a look and lot of diaries and info about the zone, abnormalities, creatures and more!

you even collect a diary that tells you what happens to the person who shot one of the friends of Strelok with a vinitar !!!

its so much story in stalker! but you need to look for it, it wont jump up and down in front of you
stalker ops dude on 5 Mar '08
Steam only? Why? Why? I wanted to give you money GsC, not be forced into other acquisition Sad

Well you could always do what i'm going to do pay for it though Steam and then get the non steam version elsewhere ( you know the comment that was originally in your post ). GSC will get the money just because its getting sold through Steam doesnt mean that GSC are getting nowt.

Not gonna be touching steam or giving valve any portion of any money for some time I'm afraid.

PS3 fanboy? That's the only explanation I can think of for why you'd have anything against the best company in gaming atm.
Mogs on 5 Mar '08



Not gonna be touching steam or giving valve any portion of any money for some time I'm afraid.

PS3 fanboy? That's the only explanation I can think of for why you'd have anything against the best company in gaming atm.

EH? not at all, I abhor the way steam infiltrates a system. i find it completely unacceptable that singleplayer offline games require an internet connection, and on that note, I've never forgiven them for forcing me to have an internet connection if I wanted Half Lfie 2, when at the time I was unable to have a net connection.

So they have lost my buisness forever.
brother_atrius on 5 Mar '08
Stalker : Clear Sky and Far Cry 2 are the only two games that interest me at the moment. I will almost certainly buy both, but I will need a new PC to do them justice. If I'm going to play them, then I want to do it properly. That means all detail levels slammed up to maximum, and as many fancy special effects as is currently possible Smile
Christopher Low on 6 Mar '08
I think a lot of steam naysayers are those that used it in its early days, when it was very bug ridden. Now it is very stable and I have not had any problems with it for a long time. Downloads could be a bit faster but that isn't too much of a problem, especially for a game like this which I will undoubtedly be preloading.

I personally just dislike it and prefer to get a retail version of games. I have no problem with it facilitating other gamers butit doesn't serve my needs and I prefer not to use it where possible.
cHeal on 8 Mar '08
They failed to mention oblivion lost mod which puts half of the features backing, such as the blowouts.
$$johnman$$ on 7 Jul '08
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