This dark, raw, and unforgiving shooter provides a truly unforgettable experience for the more serious FPS fan.
Video games are not yet on par with films and literature in terms of plot and direction, however, so especially in games that strive towards realism, gameplay elements (or just plain laziness) tend to get in the way of logic, undermining the game's believability in its entirity. The respawning guard posts in Far Cry 2 and getting bailed out of prison in GTA after just having killed 57 cops are but few of many, many examples of this dubious phenomenon. Then there are games like S.T.A.L.K.E.R.: Shadow of Chernobyl, a refreshing first person shooter in which the developers have done all they could to make sure the immersion is never dampened.
And what a job they've done. The plot surrounding the protagonist, who goes by the name of 'Marked One', seldomly ceases to drag the player deeper into this dark game. At the same time, Stalker avoids a lot of goofs like the ones described in the previous paragraph. While the setting of Stalker, a mercenary and mutant-infested rendition of the zone of alienation surrounding Chernobyl, is obviously fictional, the game world is so believable that it is hard for players not to feel like they are actually there, trying to find their way through barren wastelands, radioactive swamps, and cold, moisty bunkers. Meanwhile, the dynamic weather effects and day/night sequences make sure the Zone never looks or feels quite the same, even if it is permanently covered by a thick pack clouds. Because of this focus on atmosphere, it is no surprise that the graphics focus a lot on the environment. The potential realism of all of these awful, eerie environments only adds to the discomforting nature of the game. The character models, as well as some objects such as trees, can look a tad bit outdated. Generally speaking, however, Stalker more than holds its ground visually, making the Zone awfully convincing as a game world. All of this is supported by a solid soundtrack that often switches between eerie tunes and fear-invoking ambient sounds. Additionally, distant cries, gunshots, and barking dogs can often be heard in the distance, making the Zone feel like a lively place - in the most macabre sense of the word.
The Zone itself is an open world separated into several sections separated by load times. Stalker could thus be labeled a sandbox game, as it is possible to do side missions for different individuals and factions, sometimes with conflicting interests. The story missions, however, have to be done in a set order, although it is up to the player when he embarks on his next, dangerous quest.
One of the first things the player will notice in his actual time in the Zone, is that the majority of the conversation is in Russian rather than English. Bar a few exceptions, only dialogue directed towards Marked One (i.e. the only dialogue needed to make progress) is in English. This may seem weird at first, and while it is sometimes annoying that the chitchat of other Stalkers (the mercenaries that roam the Zone in search of wealth, power, or personal fulfillment) cannot be overheard by those who don't speak Russian, it adds to the sense of alienation and confirms the idea that the player is on his own in this grand hostile world.
To add to this discomfort, Marked One starts out as weak as any other rookie Stalker out there. The majority of the weapons available in the beginning is so inaccurate that shots fired from a distance greater than 15 meters will seldomly hit their intended target. Furthermore, the lack of proper armour can mean that being shot 2 or 3 times can already be fatal. This means that the beginning of the game can be incredibly frustrating, seeing as more useful tools are only found as progress is made. Given that, sometimes, entire platoons of bandits and other enemies have to be whiped out with one dodgy pistol, or maybe an AK74 (a gun that most certainly did not make its claim to fame due to its accuracy). This can be a chore, especially seeing as the AI is pretty impressive. Groups of enemies will always try to outsmart Marked One, and no enemy Stalker or mutant will go down without a fight. Luckily, a large array of items can be scavenged along the way, and stored in the inventory, meaning that preparation is vital. Especially missions in the beginning and the end of the game can hardly be completed without a good amount of medikits and bandages at the player's disposal. For the most part, though, the gunfights are easily managable as long as the player is cautious enough and well-prepared. The latter will not be a problem, however, as Stalker's unforgiving nature all too often reminds players of their own mortality.
This doesn't exclude the possibility to try out different combat styles and tactics, however. When low on health and supplies, players can opt to go for a more Metal Gear Solid-like approach, and try to sneak past guards to get where they need to go. It is also possible to handle things a little more like Rambo, namely with considerably less discretion, but this usually cannot be done without proper weaponry, armour, and power-ups. The non-linear gameplay is refreshing nonetheless, and while Stalker's blending of the FPS and sandbox genres is not new, it is one of the best examples of it, much better than the aforementioned Far Cry 2, for example.
It doesn't end there, though. Shadow of Chernobyl successfully borrows elements from various other genres and combines them into one solid package. Possibly the most prominent example of this is Stalker's inclusions of survival horror sequences, personified by the mutants which mainly roam in bunkers, sewers and laboratories. The power of Stalker, however, is that it does not forcefully try to implement the horror element by adding some cheap scare moments. Rather, all the horroresque stuff that is encountered along the way is the natural result of what the developers tried to accomplish with this game: making the player feel like a lone wolf in a hypothetical interpretation of post-nuclear Chernobyl. It is merely the offspring of the dark, bizarre world that they created.
The same goes for the other genres and themes that this game covers. None of them were included for the sake of it - each and every element of this rich offering is there for a purpose. The need to communicate, as well as the protagonist's struggle to survive, generated an RPG-like system for interaction and item storage/usage. Even the sci-fi theme is fully logical within Stalker's universe, with things only becoming really awkward near the game's climax. It might therefore be more appropiate to speak of an 'alternate reality' concept, rather than pure science fiction.
All of this makes the Stalker experience one to remember. Seldomly has a gaming universe been so believable, convincing, immersive and creepy. The only thing that really hurts the game is the overall lack of polish. Dialogue lines of NPCs, for example, might be triggered way more often than is needed, with some characters repeating the same phrase over and over again - anyone who has played this game often will know the phrase 'get out of here, stalker' by heart. Other problems include AI hiccups and certain events being triggered at the wrong moment, or not at all, the latter of which can be solved by saving the game and then loading it again. These are but minor complaints, however, given the enormous amount of content and the overall quality of this game. Not to mention that those who are really bothered by such bugs and glitches can always resort to the numerous patches and mods available for this game.
No matter how it is played, S.T.A.L.K.E.R.: Shadow of Chernobyl provides a truly unforgettable experience for the more hardcore shooter fan. Those who are able to ignore the minor flaws and overcome the steep learning curve will find themselves rewarded almost beyond belief. The exciting, awfully realistic gunfights and smart level design are given further depth by the RPG-like trading system, while the literally awesome environment and the many survival horror elements provide this game with an atmosphere that is yet to be matched. Much like its setting, Shadow of Chernobyl continually balances between beauty and ugliness: it's raw and unforgiving, but at the same time it's immersive and rewarding. At times the plot can be incomprehensible and vague, but also refreshing and surprising. There's no doubt that Shadow of Chernobyl is a tough nut to crack, but one thing is for sure: Stalker's sense of desolation and overall eeriness will haunt anyone who has played it for a long, long time.