at first blush clear sky's beautiful: rich sunlit autumn with its blues, greens, oranges, and browns warm and radiant; chornobyl's surface murk all but lifted entirely and soaked up into the soils and waters and still breathing bodies that inhabit the zone

but it soon becomes plain that the cosmetic changes are something of a diversion; sleight of hand that draws the eyes away from the coming suckerpunch: twenty odd hours of being flanked by grenades, bled to death, mulched by MGs, and robbed blind. a cursory search shows that the lion's share of its legacy revolves around torturing and bamboozling those who expected a straightforward sequel to SoP instead of an Iterative Pain Milker, but as the saying goes: "you opened it, we came"

the heart of the experience is nothing short of broken; theoretical emergent turf wars reduced to ceaseless big boss killing field masturbation due to poor macro level AI and myriad bugs and glitches. every claim and conquest soon snuffed out or stolen; all elaborate actors, a-life improvements, hard fought battles, pleas for help, and catastrophes rendered as droning background noise. this world is doomed, and your input is worthless

it's exhausting, and even more so to know a great deal of it's the result of a series of inefficiencies so great they actively sabotage the very firmament. at times it almost feels like a comedy of errors when the stoned anarchists or authoritarian paramilitary freaks manage to bungle every single lead or advantage you give them. five idiots loping so slowly across the zone that by the time they arrive (if they even bother) they're inevitably pressed into hamburger by the dozen guys who somehow respawned in the interim

when sutured up nicely with the likes of Sky Reclamation Project it lurches upward, alive. all the blood for blood's sake recontextualized: the junkyards and warehouses turned sacrificial pits summon successfully, allies arrive, and land changes hands; guns still jam, MG nests still butcher, and grenades still flow freely, but there's purpose and direction granted. movement in the zone is given breath and motive outside of the infinite looping thresher, conflict finds a utile path, and there's reprieve and closure and tangible winners and losers. unfortunately, it lasts about an hour

once you join a faction you'll walk point-by-point through enemy checkpoints, get into a few scraps, take their base, and that's about it. somehow adhering to intentionality and giving all the dopey wind-up toys a chance to fulfill their goals and retire does nothing but harm. without the futility it oddly ends up even more meaningless; all perpetual motion and conflict rendered still and dull in the blink of an eye. omnipresent inferno degraded into sidequest

the more I dabbled with alterations the more I came to feel that shaking it from its stasis and evening out the unintended caustics made for a lesser experience. SRP's default settings are undoubtedly the best option for keeping clear sky roughly in line with its original intentions, but the tradeoff between the accidental and the deliberate isn't always worth it

if you tinker a bit further there're countless other options that make "improvements" to the likes of ballistics, enemy behaviour, and damage values, but almost all of them do so at the cost of its core identity, sanding it down to another shadow of chernobyl at best and another call of pripyat at worst. most of SRP's optional addons in particular feel designed from the ground up to wrench its teeth out one by one, and while I'm not gonna be a shitty cop about how people wanna enjoy things, I can't help but feel like docile's the wrong look

for me clear sky's best as an experience in overwhelming reduction — of the player, of power, and of dominion. a living space occupied by the dead and a set of systems in perpetual, unavoidable collapse. gears turning and great machines moving in an endless cycle of yearning greed and control. one big dumb bright cozy purgatory

win today, lose tomorrow. spin the world's wheel again

Reviewed on Mar 19, 2024


6 Comments


1 month ago

meant to post this a while ago but never got around to proofreading it

1 month ago

clear skys realize real lies

1 month ago

Could naht finish this one--felt like an unfinished mod of a game that (much as I love it) wasn't exactly finished to begin with. Respect your view here though. (Also Ukrainian actors giving voice to awkward Jamaican stereotypes was sure an experience.)

If I need another Stalker fix I might try one of those Call of Chernobyl based mods--I hear Legend Returns is closer to SoC gameplay which I like the sound of--or maybe just cycle different (I'm sure) broken-ass a-life mods though CoC and see what blows up first.

1 month ago

@xantha_page
yeah I don't disagree with that at all. I used to hold clear sky in higher regard than I do now, but I think at this point I lean toward it being a really interesting failure (which is one of my favourite types of game tbf). a lot of the conclusions I came to this time around re: the game being better off unfixed are directly related to how unsatisfying those systems are once they transition from awkward promise to disappointing reality and how much stranger and more involved it all feels when they're left to just spiral forever without end

as far as mods go I'm still in the dark. most of them would rather be their own thing than stalker and that's really, really cool until I actually want to play stalker

1 month ago

clear sky's so pretty, i wanna loaf around in its swamps till i keel over from some unknown disease

1 month ago

@yeij
same. my first exposure to stalker was playing the intro to clear sky at a friend's house and I was mesmerized