S.T.A.L.K.E.R.: Shadow of Chernobyl

released on Mar 20, 2007

Year 2012. Six years passed since the time of the Second catastrophe to have made the April events of 1986 fade. The game is set in the Chernobyl exclusion zone which turned from a destiny-breaker place into a threat to all mankind. The Zone is reluctant to open up its mysteries and needs to be forced to do it. It is a rare hero who can reach the very heart of the Zone onto find out what danger awaits him there. A danger which, compared to marauders and enemy groupings, all monsters and anomalies, will seem a mere preparation to the meeting with something more fatal and threatening. But for now… get ready, hero. Collect artefacts and trade, grope your path and keep an eye on the rear, catch roentgens and fight – only make sure you survive! And then, perhaps, if you are persistent and truly lucky, you will find out why all this had fallen on you.


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Shadow of Chernobyl is a game that is frequently at odds with itself. If it's not impressive on the basis of its ambitions alone, then it's outright apparent that it's the result of two conflicting visions: that of a game studio eschewing its trappings to push boundaries others weren't willing to, even if the developers weren't getting paid very well, and that of a game publisher that was tired of waiting. The dichotomy between these camps sullies the experience the more you play Shadow of Chernobyl. So much of it feels so haplessly thrown together that it becomes hard to know what was kept in to make the experience feel as hopeless as it ultimately is and what just so happened to have that effect. The Ranking system, for example, is a unique concept that ties into the game's early fascination with NPC interactions. I looked at it once at the start of my playthrough, one more time out of curiosity after playing the game for ten hours, and never again. But if you scratch past these layers and try to see what the developers were trying to make behind the scenes... it still feels confused. The unfortunate reality is that, by trying to be as fresh as possible, there’s a significant chance your first attempt will end up clumsy.

The biggest problem Shadow of Chernobyl faces is that its mixture of non-linear exploration and linear set-pieces rarely coalesce. Instead, the game often feels like it’s trying to be three things at once. In one hand, it’s a game about stats and MMO-lite questing/looting for the best equipment you can get with your limited inventory space. In the other, it’s a linear shooter with a high level of difficulty that occasionally goes full-corridor and will have you quicksaving every five seconds. By the feet, it’s a sci-fi-flavored mystery that tries to pull you in on the basis of its landscapes alone. The resulting mixture is a game that expects you to explore and do side-questing to understand several of its key mechanics in its opening moments while a giant arrow in the top-left corner of the screen is telling you to do anything else. Paired with how limited exploration can be, and it quickly becomes an experience that feels more distracted than it should be.

Thankfully, there are still aspects of it that hold up. Although it’s occasionally held back by grating, repetitive sound effects, and voice lines, it’s the intoxicating atmosphere and art direction that keeps the experience from falling apart. There is a damn good reason that this is what S.T.A.L.K.E.R. has become synonymous with. From the moody, blocky grays of the bar area to the ways in which the metal roofs of a couple of warehouses split apart, everything about The Zone feels authentically oppressive. Vast and typically quiet stretches of land are hardly the oases they would be in another game, as they’re often doused in hardly bright hues. Other creative decisions, such as non-diegetic music in the bar area, cause each space to feel lived in. Pair that with the convincing behavior of AI opponents, such as roaming dogs, and it’s almost never a question of if you’re safe in an area. Despite being a game full of bombastic action, its best moments are usually its quietest and most unnerving. While these short moments last, Shadow of Chernobyl remains an engrossing experience.

While they last...

It could be said that the mystery underpinning Shadow of Chernobyl’s main narrative is undermined by its nearly interminable lack of quiet time, which causes the game to outstay its welcome should you find yourself forced to grind in order to progress to more difficult areas (as I did!). And while this is true to an extent, there are far more pressing issues holding it back. One, the quest structure (both main and secondary) rarely evolves throughout. Even at its most interesting, Shadow of Chernobyl is content to have the player kill or loot, and that’s pretty much it. But most damning of all, its characterization is borderline two-dimensional. I revisited Clear Sky pretty soon after I finished my playthrough of this, and immediately, it struck me as a game with more character and confidence. There are a handful of memorable faces in Shadow of Chernobyl, but it should say a lot that the one I associate the most with this game never leaves the first room you’re in. In twenty hours of playtime, I saw one backstory, and it was only a paragraph in length. While the grand reveals are interesting and do leave some room for interpretation, by the time I reached them, I was no longer interested in finding those answers. Unfortunately, the solid atmosphere that permeates the experience can’t stop it from overstaying its welcome. If you can beat Shadow of Chernobyl in under twelve hours, it’s probably worthy of four stars. But take my advice: don’t revisit it too often.

Having finally finished Shadow of Chernobyl, I can absolutely see where the insane modding scene for this series comes from. Shadow of Chernobyl feels like the coolest roughdraft ever while it’s in your hands. No other game has had me dragging bodies full of half-functioning guns so I could afford new armor. Despite the compromises and slipshod focus that went into its creation, it has all of the markings of an all-timer. I desperately want to love it again, and I kinda do? But even at its most compelling, it’s a hard sell.

I'm just hoping the new one isn't a Shadow of its former self. (had to do it)

"My conscience wants S.T.A.L.K.E.R. to win over the world. And my subconscious is yearning for a slice of juicy Pellicle. But what do I want?"

O laboratório X-18 é provavelmente um dos momentos mais aterrorizantes que eu já joguei, é absolutamente assustador.
Eu amo a ambientação de todo o universo, o enredo envolvente, mas a gameplay mesmo que com muitos pontos positivo como na liberdade que o jogo da ao player e a jogabilidade fluida, eu acho que o jogo é um pouco punitivo de mais em algumas partes. (passei um sufoco medonho em algumas partes.)
Mesmo com isso o jogo é excelente, penso em revisita-lo posteriormente após jogar os outros da franquia.

El marcado en el universo de half life: 🤑🤑🤑🤑🤑🤑🤑🤑🤑

Gordon Freeman en el universo realista de Stalker: 😑😑 tu arma se ha atascado 😫😫😣😣😣😭😭😭😭😭💀💀💀

Gets a bit repetitive by the end, but style just is the best.

c'est vraiment super surtout pour l’époque l'atmosphère le feeling tout marche très cool et les enjeux de l'univers et de l'histoire sont très prenants au début.
Mais ça a pas mega bien vieillit sur plein de choses notamment le level design, les quêtes et l'exploration pas toujours naturelle et l'histoire s'effoufle très vite..
Cette ambiance avec un monde intelligemment construit à la FNV et c'est le jeu du siècle