S.T.A.L.K.E.R.: Shadow of Chernobyl, the prequel (sequel?) to S.T.A.L.K.E.R. Clear Sky was a rare gem of a game. The original concept; the sprawling radioactive, physically psychotic wasteland replete with factions, reactive, concious AI and terrifying mutants was half-realised, yet proved easily one of – if not the most atmospheric shooter of 2007, even against the likes of Bioshock or the Orange Box.
Clear Sky from the outset has be purported as the salve to SoC’s many sores, yet somewhere along the line, it has clearly fallen short, and feels antiquated even compared to its predecessor. The story, which just about held together in the previous game, is disjointed and unsatisfying; and there are obvious gaps in it, especially towards the gut wrenchingly awful final act. There are some moments where you will genuinely feel as if GSC just didn’t bother implementing scenes that are written into the story, and as a consequence, the pacing is just totally ruined. Characters range from the believable if poorly scripted to the detestable. The dialogue just does not fit with the bleak atmosphere of the game’s setting.
Don’t want to kill this guy’s scripter?
You’re a better man than I.
The faction wars, so proudly advertised throughout the game’s development consistently disappoint, the AI tripping over itself as well as hundreds of other faction squads that constantly spawn. The Zone too has taken a hit, and the unstable, volatile world promised has become little more than a tour of the wastes, with dangerous areas clearly marked out on the tragic new PDA, and anomalies relegated to (admittedly fascinating looking) spots quite outside of the areas you’re most likely to traverse. The balancing is atrocious, bouncing from absurdly hard; throwing situations where your equipment and hard earned cash is stolen or where Zeus himself is targeting you with a machine gun; then suddenly, the game hands you a bullet proof suit and weapons so powerful you’ll find yourself taking on whole bases solo. One moment you’ll be on the verge of death via hordes of enemies, the next you’ll be giggling as you take down a helicopter with a shotgun. This game was simply not play tested to any degree of modern quality.
The game has its moments, and re-entering the Zone is a genuine thrill at times, with some excellent locations, but there’s not enough. Combat occasionally excels, and the ballistics model makes for some brilliant ranged combat. Then the AI hurls a heat-seeking grenade your way. Clear Sky just cannot excel long enough to impress. In a way I can’t help but feel I played through to the end just out of loyalty to the series.
It’s half-finished, and without enough goodness to make up for the shortfalls. With the leviathan figures of Fallout 3 and Far-Cry 2 on the horizon it’s soon to become a gaming dinosaur as well I suspect. Looking back on SoC too in hindsight, you can’t help but feel that GSC almost got lucky with producing such a game. I can’t help but wonder if GSC’s ambitious release time scale doomed Clear Sky from the get go. By all means buy it if you truly can’t get enough of the zone, as I couldn’t. But after this, I think you’ll find yourself jaded as to GSC’s ability to carry the series in the future. Unless of course they take on some of the excellent modding community who kept the first game engaging for me right up until the release of Clear Sky.