What this does provide in spades, however, is a supreme element of surprise. You never know quite what's going to ' happen - you may return to a border crossing and find a rival Stalker faction fending off a pack of dogs, you may find it vacant, you may find it occupied by your friends. Better still, if you're tasked with defending an NPC and they die, the game simply rolls on without them - the lack of a Game Over screen being nothing but a good thing even if this docs result in stick-thin characterisation, more on which later.
What's more, this feeling of unpredictability extends to the scripted moments too - there's always a sense of anticipation as you discover a fresh mutant, bear witness to another bold move of artistic direction or have the tables turned on you in the pit of an underground reactor. Combat too is very good - whether you're deep in corridor-iana or out on the wider vistas of the surface. I'm not saying individual grunt Al is spectacular, but they certainly don't disappoint either.
During earlier parts of the game it's sometimes difficult to perceive whether or not your bullets are connecting, but the satisfaction grows alongside your firepower. As such, the introduction of bullet-absorbing Stalker zombies may be a bum note, but the monster menagerie is otherwise on key, dripfeeding glowing nasties into the game at a measured rate rather than going for outright overkill.
Overall, there's no doubt that the combat and the whole game gets more and more satisfying the longer yon play. I struggle to think of the last time I played a game with a meatier arsenal than this -it might even be as far back as Far Cry.
The necessity of ammo-juggling makes every bullet count, and when that bullet strikes cranial matter, both yon and the ragdoll system know it straight away. Extremely satisfying stuff. The health system is also a welcome relief from the surge in magically regenerating war heroes we've seen of late.
If yon get shot even once yon bleed, and if yon carry on bleeding yon die, meaning bandages are essential. If you're particularly close to death, meanwhile, an entire med-pack can be used to regenerate - though if you're just feeling a bit off-colonr yon can usually find a Ukrainian sansage to munch.
Cleverly, this health system is shared by yonr human enemies, so the more swiftly you dispatch enemies, the more likely you are to find health items in their backpacks. By the same token, wounded enemies will often lope off, leaking from multiple bullet holes, only to be found lying near-dead on the floor. It's at this point that I usually bend down and issue a merciful stab of the knife, but friendly Al, quite brilliantly, will sometimes wander over to their helpless foe and calmly shoot them in the head.
Life's tough in the wasteland you see. And on top of all this there's radiation to consider, the effects of which can be faced down with the use of vodka and injections. What voice-acting exists is OK, bar some repeated Al barks, but most of the NPCs simply wibble on in text form, text that's so devoid of life or sense that it's very hard to care about anything but the rudiments of what's going on. The storyline, whether told in endless reams of humourless dialogue or revealed in bemusing flashbacks at key moments, is borderline unapproachable.
Even details on the game's setting and history are hazy unless you flick through text that sits somewhere between Proust and a DVD player manual in terms of readability. You can't help but wonder how fraught the game's translation processes were, because from this it's hard to understand exactly why each faction is so murderously angry with each other, or what the hell is going on in the various gloomy facilities you find youi self poking around in.
Thankfully, the brute force and exciting design of the story arc makes up for this tc some extent - but you can't help but wish it was helped rather than hindered by the sullen, unlovable game characters. This lack of clarity and personality extends even into the game's many subquests - whether randomly created or not. They're all simply kill him', 'fetch this', 'kill these' or 'find that'.
They're essentially World Of Warcraft quests, but whereas Blizzard gives you nothing but flowery text grind and eventual character benefits, there seems little point in completing them here since the main story arc is so much more fnn and the progress so much more tangible.
As for earning cash, well you rarely have too many money problems during your time in Chernobyl anyway. If you doubt me, just wait till you see the higgledy-piggledy way these tasks are given and completed. Sure, you can wander everywhere, nosing around in every nook and cranny, and complete various missions that randomly crop up.
But when the thinking behind their design is so resolutely linear, any benefit gained from their zany A-Life representation is quickly drowned. I'm sad to say it, but the way you'll find yourself playing STALKER is nowhere near the open-ended paradise first touted all those years ago. Here's the big question though - after so many years six by our count and so much strife, is the game finished?
Well yes, in as much as it's a full game without too many glitches you can expect a patch, but not a giant Boiling Point-style one. On top of that, it's an entirely enjoyable experience, so in that sense, yes, it's finished.
This isn't to say, however, that you can't see the joins. On the map screen for example, there are various areas that were clearly once in contention for inclusion but met the vicious gnashings of the scissors of fate: you'll find yourself leaving one area through a creaky gate and magically entering the next zone through a road tunnel.
The interactions with other Stalkers also seem empty compared with what the interface seems prepped for - witness the now irrelevant ladder system showing your rank in the world of Stalkers, and the sudden appearance of your rival's stashes on your PDA once you've offed them.
Finally, as I've already indicated, the game's dialogue and storytelling techniques are cumbersome in the extreme. The game is superb at conjuring up visual treats - the shadows of zombies projected onto a wall by bright orange firelight for example - but the smooth gaming putty needed to fill in the gaps between these wonders is striking in its absence. But despite all this, has it been worth the wait?
In 25 words or less Should you, as a connoisseur and veteran of FPS games, buy it? Again, yes. The second is wealth. Nuts fall from the roof and after that the roof falls on the player. The third is the apocalypse. The Marked One makes a plan for humanity to disappear and the world plunges into darkness. The hero sees around a rainbow, "pink" world, but in reality - the Marked One has gone blind. The fifth is immortality.
The protagonist turns into a statue. The artificial intelligence and graphics engine of the game is based on the X-Ray Engine. The graphics look amazing, and the mutants and NPCs - playable characters - behave almost like real people.
There are enough weapons in the game that can be upgraded, but there are a lot of improvement items, but not everything can be carried in your inventory - there is not enough space. Download torrent. By joining Download. Free YouTube Downloader. IObit Uninstaller. Internet Download Manager.
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