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S.T.A.L.K.E.R.: Shadow of Chernobyl Updated Hands-On - Single-Player and Multiplayer Impressions

GSC Game World's long-awaited PC shooter is nearing completion. We flew to Kiev, Ukraine, to check out the latest build.
By Guy Cocker, GameSpot
Posted Nov 22, 2006 4:53 pm PT

Video Interview

Get the latest details on the game and its development in this exclusive interview.
Watch | Download

While it might not have had a development period on the scale of Prey or Duke Nukem Forever, GSC Game World has certainly taken its time to deliver S.T.A.L.K.E.R.: Shadow of Chernobyl. The press trip to see the game in Kiev has happened so many times that it's almost a tradition for journalists, but with the game now looking close to complete, THQ is adamant about an early 2007 release. Here, then, is what will hopefully be our final hands-on preview before we can jump into the finished game early next year.

For the uninitiated, S.T.A.L.K.E.R. puts the player within the exclusion zone of the world's worst nuclear disaster. It doesn't model the actual area brick for brick, nor does it follow the real-life events that took place, but GSC Game World has chosen to take advantage of the mythology surrounding Chernobyl and apply a sci-fi storyline to it. Taking place in the future, the game's plot adds in a second nuclear explosion that took place in April 2006, which produced strange new energy forms at the center of the zone. With the area becoming increasingly unstable, scientists decide to investigate. But when no one returns, the exclusion zone is extended and the army comes in to patrol.

Everything seems to be under control by 2008 until mutant creatures begin to appear at the borders and security measures have to be tightened again. While Chernobyl has now become one of the most dangerous places on earth, public interest is growing and a number of people sneak past the borders to find out the truth. Those that dare to venture inside find that it was worth the risk, as the instability in the zone has produced a number of precious artefacts that prove to be valuable in the outside world. With corporations and scientific groups eager to snap up these strange relics, this group of scavengers risk their lives inside the zone to make money and soon become known as the stalkers.

As you should be able to guess by now, your role in the game is to play one of these stalkers, with most of your time spent inside the exclusion zone itself. The introduction to the game shows you, the main character, being rescued from a near-death encounter within the zone and extracted to safety in a nearby location. Waking up on a table in a fevered state, it's clear that you've recovered from a traumatic experience with no knowledge of who you are or where you are. From here, the story of the game is set up for you to explore this free-roaming environment to fulfil the role of a stalker, while also finding out who you are.

To explain just what it will be like to inhabit this world, project lead Anton Bolshakov walked us through a live demonstration. Using admin tools to show off the A-Life simulation system, Bolshakov set up a level close to the border and populated it with a group of stalkers. In the short term, they seemed interested in finding artefacts to sell, but in the long term, these characters displayed real-life human needs. Non-playable characters automatically communicated with each other, rested, ate food, and showed basic survival needs by killing nearby enemies. In this case, enemies are the monsters that have mutated thanks to the second explosion, but stalkers also have to contend with the army that patrols the area. Somewhere in the middle are the groups of traders and bandits, who have little interest in fighting but exist to control the movement of artefacts and their value.

In total, the ambitious A-Life engine controls more than 1,000 stalkers and monsters at any one time. Inevitably, placing that number of enemies together results in frequent combat between the two sides. Humans can be seen unloading clips into the mutants and heading for cover when they run out of ammunition, while monsters will feast on the bodies of those that don't quite manage to find safe cover. Once the numbers in either camp start to dwindle, then the A-Life engine will begin to migrate characters from other areas to restore the balance. As you'd expect, such an ambitious system is one of the reasons that S.T.A.L.K.E.R. has taken so long to get to market, but if GSC is able to deliver the realism promised by the demonstration then its hard work will have paid off.

As well as implementing brand-new technology in S.T.A.L.K.E.R., the developers have had time to implement a branching storyline that has seven different endings. The team talks about five of these being "false," while two of them are "true." Predictably, you'll have to put in the work to see one of the better endings, as S.T.A.L.K.E.R.'s open-ended, do-anything structure lets you choose how involved you want to be in the game. If you decide to take part in the secondary goals and help those in need, you'll earn one of the better finales, which the makers claim will take 40 to 60 hours to achieve. Other considerations, such as how much you trade and who you decide to kill, will also affect the game's conclusion. While you won't be able to continue the game after completion, the team expects that you will want to go back through a number of times.

While the prospect of a game set in Chernobyl is appealing enough for fans of the macabre, THQ hammered the point home by taking us on a tour of the current exclusion zone. The tour covered the deserted town of Pripryat, a look at the military installations within the exclusion zone, and a nauseating stop only 200 metres away from the exploded reactor itself. The possibility of long-term radioactive damage was apparently minimal, but the need to dodge wild boars as well as sign forms clearing THQ from any cause of death certainly didn't make us feel any safer.

There was a purpose to this grisly form of disaster tourism, though--to see how the designers have modelled Chernobyl and turned it into a game. It hasn't been modelled exactly, but key features from Pripryat such as the eerie Ferris wheel and abandoned town hall have been used to re-create the atmosphere of the zone. While the tour guide was at pains to point out that the freaks or mutants of the game don't really inhabit the zone, it turns out that the seed of S.T.A.L.K.E.R. was planted by the developer's own experiences of living in Ukraine. In the aftermath of the disaster, members of the team saw men in white coats taking Geiger-counter readings around their homes.

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84 Comments

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Scaryclouds
Scaryclouds
Cody-7 wrote:
P.S. #2: What do they mean by --> "While S.T.A.L.K.E.R. has more bad endings waiting for its players than it does good, hopefully the game itself will have a happy conclusion after all those years of work." ? What do they mean by "more bad endings than good" ? Are they talking about alternative endings? In the article they indicated there are 7 different endings to the game. They go on to say there are 2 "good" endings and 5 "bad" endings. The ending you get is obiviously dictated by your age, sex, I.Q., and race. Sorry I mean the actions; missions completed, artefacts collected, and people killed during the course of the game.
Posted Nov 26, 2006 7:05 pm PT
modulate
modulate
This has been long awaited, but anticipated! Looking forward to it.
Posted Nov 26, 2006 6:12 pm PT
Cody-7
Cody-7
I, like many of you have been looking at, and waiting for STALKER to come out for many years. I do believe that this game idea was originally thought up in 2001 and called STALKER: Oblivion Lost. They renamed it shortly after that.... Then, in around late '03 or early '04 I remember reading an article on the game's web-page saying they completley updated the graphics for DX9.0 (Because it was originally being created with DX8 ). So, it already has gone through one graphic makeover.

As far as the gameplay, i'm now drooling all over my keyboard! I'm sure the miltiplayer will be a blast with "artifact hunt" and your standard game modes. And with dynamic day-to-night lighting, an RPG-like style of hunting for objects and selling them to people, and an open-ended single player storyline where you can actually end up with many different endings... it sounds like hours of fun. Plus, seriously... NO ONE has a storyline as immersive and intriguing as a nuclear accident at Chernobyl. Just thinking about the videos I've watched from areas around the plant gives me shivers! I think only HL2's storyline can compare. I just hope that the multiplayer gameplay is balanced... I remember messing with a stalker beta (Build 2215, if anyone is interested) and the run speed was rediculous. It reminded me of RS: Lockdown, if you catch my drift.

And my opinion on the release date: The developers have obviously waited WAY too long to release the game -- and they chose a horrible time to be releasing it. Now, I'm sure it will be a great game, but it still sucks they waited so long. It was in development technically since 2001, but '03 or '04 would of been a great time to release it. Especially now compared to next-gen games, Vista, Crysis, the graphics will be O.K. but nothing special. I sure hope the gameplay is good enough that people see beyond just graphics, like it should always be!

P.S. Would anyone here happen to know when the Stalker Beta build 2215 was released? Thanks!

P.S. #2: What do they mean by --> "While S.T.A.L.K.E.R. has more bad endings waiting for its players than it does good, hopefully the game itself will have a happy conclusion after all those years of work." ? What do they mean by "more bad endings than good" ? Are they talking about alternative endings?
Posted Nov 26, 2006 4:13 pm PT
jerk_wad
jerk_wad
A comment on the interview. Why in the heck is there music? I mean is it not more important to hear the interview?!

I just found it annoying and unprofessionally executed. I would have rather heard the interview and what they had to say.

As for the game, I'm looking forward to it! Looks like I'll spend allot of time in the S.T.A.L.K.E.R world.
Posted Nov 26, 2006 8:32 am PT
firebreathing
firebreathing
Actually willytheekid, what game have you played that can manage that much AI at once and do it that well??? Oh wait, you haven't.......maybe if you would of actually read the article you would have fully understood the concept behind the AI system and why it has taken this long to develop. You COULD say Oblivion has that much AI interacting with each other, but it's not as complex as STALKER Oblivions light/sound detection, for instance, is far more simplistic then STALKERS.
Posted Nov 26, 2006 7:06 am PT
Micropanic
Micropanic
I'd rather them take years and finally release the game then give into the public for ridiculing them, and releasing a crap game which then itself gets mocked at. Patience people! There's plenty of other good games out there to play in the mean time!
Posted Nov 26, 2006 2:30 am PT
willytheekid
willytheekid
YAWN!...is it ever gonna come out??. For two years we have been hearing about this GREAT game, and all we have seen is release dates pushed back again and again! then they tell us OPPS! were not happy so were gonna start over??. Heard too much about this game and waited too long already. Newer better engines and AI have immerged and have outdated this game even before it hits the selves....too bad!, but thats procrastination for ya
Posted Nov 26, 2006 12:11 am PT
Scaryclouds
Scaryclouds
Why are people making comments like "I hope the graphics will be good" there are screen shots look at them... And while having better graphics is always better I am far more concerned about gameplay (controls, storyline, music, etc.) than graphics. Doom 3 is a perfect example of why great graphics don't make a game great.
Posted Nov 25, 2006 10:27 pm PT
CaptainDingo
CaptainDingo
"Lol. Everyone seems to think they're cool when slamming the game. Hmm, funny that it's the number ONE most wanted PC game on Gamespot."

That doesn't invalidate the opinions of the skeptical. I too am skeptical. Every time we're promised amazing AI in a first-person shooter, we get pre-scripted events and idiots that will run right into the barrel of your gun. Why this will be any different has not yet been explained and I'm interested in seeing whether or not it's just another big fat AI lie like Oblivion was. Everything Oblivion NPCs do is cosmetic, they don't actually have needs or desires. They go places and run animations; that's it.
Posted Nov 25, 2006 2:06 pm PT
sleepy1978
sleepy1978
Wow, that sounds really ambitous.

/crosses fingers and hopes they pull it off!
Posted Nov 25, 2006 12:50 pm PT
lord-azrael
lord-azrael
1000 troops at once,nice.I remember when Hideo Kojima said he was disappointed with the PS2's power cause he had expected to be able to have 1000 guards stationed on Metal gear 2 that all reacted to seperatly like they describing here
Posted Nov 25, 2006 11:29 am PT
zombiefruit
zombiefruit
Wow. Before I read this preview I didn't care about this game at all but now I am so excited for it. The A.I. sounds amazing and the landscape and story look and sound great. Thank you Gamespot for showing me another great game.
Posted Nov 25, 2006 7:21 am PT
Tropico_Al
Tropico_Al
Lol. Everyone seems to think they're cool when slamming the game. Hmm, funny that it's the number ONE most wanted PC game on Gamespot.
Posted Nov 25, 2006 5:29 am PT
Marco1402
Marco1402
The story sounds like far-cry with a bit of half-life and unreal2. Nuclear disaster, mutants, relics... I hope there will be some creativity left in this game to be surprising.
Posted Nov 25, 2006 4:31 am PT
Shakalamon
Shakalamon
They have definately upped the visual quality on STALKER, I'll give them that. Bfore it was definately showing its age but it has masked that to a certain extent now. However I think the FPS of 2007 will be UT2007, It is gunna be amasing, Crysis also looks really good but I think UT has the edge
Posted Nov 25, 2006 3:03 am PT
lethalweaponhar
lethalweaponhar
"cjcr_alexandru
Nuclear_Kernel
I' m interesed who will be declared the best FPS next year: Alan Wake, Crysis, S.T.A.L.K.E.R or Bioshock.

I think the fight will be between Crysis and Bioshock. For now, my favorite is Crysis. "

Alan Wake aint a FPS, its a 3rd view game, Crysis will sure look amazing and good gameplay, STALKER will have very nice graphics, but the gameplay will be alot cool, since u gonna walk around, buy stuffs, talk to others etc.. all these games will be very amazing in they own style, cant compare them.

the only difference btw these games is that Alan Wake will be Vista Only, while the others will run on XP with DX9.
Posted Nov 24, 2006 5:15 pm PT
Noelrock
Noelrock
Too little, way too late.
Posted Nov 24, 2006 4:28 pm PT
Natdaddy
Natdaddy
I hope you're kidding itzmec, or you just got the stupid comment of the weekend.
Posted Nov 24, 2006 2:13 pm PT
itzmec
itzmec
if graphics aren't as good or better than half life 2, i wont play it, my imagination is lacking, thats why im a gamer and not a book worm.
Posted Nov 24, 2006 10:45 am PT
owman
owman
awesome? no way! there is graphic engie what perfect running on the GeForce 5500. I'm wait stalker about few years, but not anymore. And I'm sure, this game will be totaly sux! I didn't like Doom 3 to much, but D3 will be much better then this crap stalker. and maybe stalker never come out, like dukenukem forever, GSC Games crapy damn layers!!! because they say, it will be come out in 2002, now end of 2006 and what now? in Q1 of 2007? ya, rly...
ps. sorry for my english
Posted Nov 24, 2006 6:28 am PT
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S.T.A.L.K.E.R.: Shadow of Chernobyl
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Vital Stats

S.T.A.L.K.E.R.: Shadow of Chernobyl
AKA: S.T.A.L.K.E.R. (US)
Publisher: THQ
Developer: GSC Game World
Release Date: Q1 2007
Rank: 15 of 34,390   down 2
Rank on PC: 4 of 7,471
Wish Lists: 4,461
Tracking: 8,963

Related Videos

S.T.A.L.K.E.R.: Shadow of Chernobyl Video Interview
Oleg Yavorsky from GSC Gameworld tells us about their FPS game S.T.A.L.K.E.R.: Oblivion Lost.
Posted Mar 14, 2003
S.T.A.L.K.E.R.: Shadow of Chernobyl Trailer 1
This two minute long trailer has lots of action-packed gameplay footage.
Posted Apr 16, 2002
S.T.A.L.K.E.R.: Shadow of Chernobyl Movie 1
Take a look at the physics in the game with collapsing structures and dead enemies. Note: the sound is faint in the clip.
Posted Mar 7, 2003
THQ E3 2004 Booth Tour
Roll on through THQ's booth at E3 2004.
Posted May 18, 2004

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