STALKER Shadow of Chernobyl

You can help by adding some relevant images or discussing changes on this page's talk page. In general, the developers sought to take the basics of everything in Shadow of Chernobyl and enhance them. Archived from the original on 10 March However, if one ignores eating, it will result in the death of the player in a certain amount of time. Clear Sky , which was released on 15 September By using this site, you agree to the Terms of Use and Privacy Policy. From this epicenter came waves of mutated creatures, deadly radiation, and a strange, anomalous energy.

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Mega Man X Legacy Collection 1 and 2. However, unlike RPGs, conversation branches are extremely limited and do not significantly influence the course of the game, aside from accepting or declining missions. It was revealed by the developers that the Artificial Intelligence had to be extremely slimmed down, as it could actually complete the game by itself if given the task, and several attack tactics were cut for difficulty reasons, including the ability for enemies to heal wounded allies, give orders, and throw grenades with pinpoint accuracy.

The Zone is a large and varied area, consisting of wilderness, human settlements, and several heavily guarded military bases. However, the game world is not a true contiguous world, but rather 18 different maps separated by loading screens. Transfer from one area of the Zone to another can only be accomplished at certain specific passageways; wire fences and extreme radiation levels block the player from attempting to cross the map in any other area.

The game does not feature controllable vehicles although vehicles are programmed in the game code, they are not available without the use of a third party modification, [11] [12] and even if added, they are not entirely stable, as a single knife slash can destroy it completely and thus players are required to go from place to place on foot.

A sprint option using a limited stamina bar can be used to temporarily increase the player's rate of movement, though this is reduced by the weight of objects the player is carrying, and weapons cannot be fired while sprinting.

When the player enters a highly irradiated area, they will begin to receive radiation poisoning. During this time, a radiation icon appears on the screen and fades through from green to yellow to red, signifying the strength of the poisoning, which grows the longer the player remains present in the affected areas.

The stronger the poisoning, the faster the player's health decreases. Unless the player dies from damage caused by radiation poisoning, there are no permanent effects from contracting it other than health loss. However, radiation will persist and continue to drain health until either radiation medication or a substantial amount of vodka is consumed. Radiation can primarily be avoided by wearing certain artifacts that neutralize radiation or more advanced suits that will effectively protect the player from radiation.

In much the same way radiation works as a gameplay mechanic, the player will occasionally become hungry during their travels. During this state, an icon of a crossed fork and spoon will appear. Consuming in-game food items returns the player state from hungry to not hungry, which removes the negative impact on stamina that the hunger status gives.

However, if one ignores eating, it will result in the death of the player in a certain amount of time. Unlike reality, not eating in game results in a much quicker death. As with radiation and hunger, bleeding is another state of detriment which the player must try to avoid or manage while playing the game. Bleeding occurs when the player sustains certain kinds of injuries of certain severity such as being shot or stabbed. The player will lose the amount of health determined by the landed blow and will continue to lose small amounts of health as they hemorrhage.

Bleeding can sometimes stop on its own, but the player can prevent further bleeding by applying bandages or using first aid kits, thereby preventing further health loss. The game offers multiple endings based on the player's choices throughout the game. This section assumes the player achieves the most complete ending.

The game begins with an unconscious, wounded stalker the player character being brought to Sidorovich, a black-market trader operating inside the Zone of alienation or simply "The Zone". Sidorovich is able to save his life, but the wounded stalker is amnesic ; the only clues to his identity are a tattoo on his arm of the acronym "S.

The Marked One repays Sidorovich by performing certain tasks, and in the process receives information about Strelok's possible whereabouts. With no other leads to his past or the cause of his amnesia, the Marked One follows the information from contact to contact, tracing Strelok's past movements and learning more about his supposed assassination target; the more he learns about him, the more he recovers scattered memories.

Eventually, the Marked One follows a lead to a factory in Yantar. Yantar is the home of a Brain Scorcher, a field which effectively destroys the mind of anyone who comes within its range, zombifying and turning them violent and hostile.

Scientists studying the phenomenon determine that it is man-made and recruit the Marked One to enter a secret laboratory underneath the factory to disable it. Information taken from a body in the lab directs the Marked One to track down a member of Strelok's group named Doctor. In an attempt to reach him in Strelok's underground base, the Marked One inadvertently triggers an explosive booby trap and is nearly killed, only to be rescued by a man named Doc.

While he is incapacitated Doc speaks to the Marked One about the rumor of a giant artifact known as the "Wish Granter" located somewhere in the center of the Zone, but also indicates that the Marked One is Strelok, calling him by that name. However, before Strelok can fully recover, Doc leaves. However, the journey to Chernobyl itself has been all but impossible due to the presence of another, larger Brain Scorcher south of Pripyat , as well as the "Monolith" faction of extremely fanatical stalkers who worship the Wish Granter, referring to it as the Monolith, and kill anyone attempting to access it.

Strelok makes his way through a dense forest south of Pripyat and deactivates the second Brain Scorcher, re-opening the path to the abandoned city. Pripyat is in chaos as stalkers of multiple factions, including the military, clash with the heavily armed and numerous Monolith forces. Strelok eventually makes his way to the Chernobyl facility, also held and viciously fortified by Monolith forces.

After fighting his way through both Monolith and military troops, Strelok discovers the giant Wish Granter artifact inside the sarcophagus as well as a secret laboratory underneath it. Inside the heavily defended lab is a large holographic terminal, through which an entity calling itself the "C-Consciousness" communicates. It readily answers Strelok's questions, revealing what it is, who Strelok is, and the events prior to his amnesia. In the aftermath of the Chernobyl disaster , the Soviet Union decided to use the Exclusion Zone for special research into the human mind.

Results included enhanced ESP , psychic weapons, and the eventual formation of a hivemind of seven neurally-linked scientists known as the C-Consciousness.

After the dissolution of the Soviet Union , the self-aware C-Consciousness took control of the Zone and continued its research. It attempted to bring about world peace through global mind-control by directly interacting with the noosphere ; however, these attempts resulted in the unintentional twisting of the physical terrain around Chernobyl as well as the mutation of resident life forms, creating the Zone.

In an attempt to hide its existence, the C-Consciousness created the two Brain Scorcher fields and erected a Monolith artifact - the Wish Granter - in the center of the Zone, which it uses to brainwash any stalkers who reach it; brainwashed stalkers are tattooed with the "S. Rumors of the Wish Granter began to spread throughout the Zone. A group of four stalkers, Strelok, Ghost, Fang, and Doc, attempted to reach the Wish Granter by battling on their way to Chernobyl, but after encountering the fanatical Monolith faction and a man named Scar they were forced to retreat.

Strelok was knocked unconscious during a "blowout" while the others were able to escape. On the way back, Fang was killed by a sniper in Pripyat.

Some time later, Ghost was killed in the Brain Scorcher control facility under Yantar. The unconscious Strelok was discovered by the C-Consciousness; unaware of his identity, it had him brainwashed, reprogrammed him and mistakenly assigned him the task of killing himself. On the way out of the Zone, the truck carrying the still unconscious Strelok was destroyed in a lightning storm and he was discovered by another passing stalker, leading to his discovery.

Once the C-Consciousness has finished answering Strelok's questions he is given a choice: Strelok refuses to assist the C-Consciousness. He is transported to the exterior of the Chernobyl plant, where he navigates his way through teleportation anomalies, elite Monolith soldiers, and mutants in order to reach the source of the C-Consciousness. Once inside, Strelok shoots the encapsulated scientists which form the C-Consciousness.

Strelok then kills his own C-Consciousness unit and is released out of the nightmare. Afterwards, Strelok is shown standing in a grassy field, watching the sky as the clouds break and the sun comes out. The Zone is apparently gone.

He questions whether or not he made the right decision, but as he lies down in the grass he concludes that while he may never know what was right, he is happy that he survived. He lies down on the grass and falls asleep. Up to a million polygons can be on-screen at any one time. As with other engines that use deferred shading , the X-Ray Engine does not support multisample anti-aliasing with dynamic lighting enabled.

However, a different form of anti-aliasing can be enabled with dynamic lighting which utilizes an edge detection algorithm to smooth edges between objects. Some textures in the game were photographs of the walls in the developers' studio.

As of patch 1. ALife supports more than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed even when not in contact with the player.

The NPCs have a full life cycle task accomplishment, combat, rest, feeding and sleep and the same applies to the many monsters living in the Zone hunting, attacking stalkers and other monsters, resting, eating, sleeping. These monsters migrate in large groups. The non-scripted nature of the characters means that there are an unlimited number of random quests. For instance, rescuing stalkers from danger, destroying stalker renegades, protecting or attacking stalker camps or searching for treasure.

The AI characters travel around the entire Zone as they see fit. Numerous tactics can be employed to complete the game, such as rushing or using stealth and sniping. The NPCs will react in a different way to each of them. Ragdoll physics , destructible objects, realistic bullet ballistics and skeletal animation can all be found in the game.

Bullets are affected by gravity, bounced against solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the iron sights on their guns. Additionally, hit damage is pseudo-realistic, and the player can die after only being shot a few times although later in the game various armor suits and artifacts can be acquired that increase the player's resistance to damage.

Late-game depends heavily on scoped weaponry due to the well-armed and armored enemies that keep their distance from the player. A weather system is integrated into various parts of the landscape and allows a variety of weather effects, such as sunshine, storms and showers. The weapons available, behavior of the AI, game tactics and ranking systems depend on the weather.

Unlike most dynamic weather systems, the game features complete dynamic wet surfaces such as pavement, concrete, brick walls, etc. The game features ambient music by Frey Vladimir aka "MoozE". It also has three songs from the Ukrainian band Firelake. The game was first announced in November and had its release date, originally in , pushed back several times.

Meanwhile, hundreds of screenshots of the game had been released, as well as a dozen preview video clips, accompanied by other forms of promotion by GSC, such as inviting fans to their offices in Kiev to play the current build of the game.

However, due to the delays some considered S. In late December , a pre-alpha build of the game was leaked to peer-to-peer file sharing networks. This build, marked as version , inadvertently acted as a fully functional tech demo of S. In February , THQ expressed a desire to see the game released toward the end of its fiscal year 31 March but maintained that no release date had been set.

In , the game came 9th in Wired ' s Vaporware '06 award. THQ ran a competition in January offering the winners the chance to play the beta version of S.

The event, scheduled to take place on 24 January , was subsequently changed to a hour session days before it was supposed to occur. On the morning of the event, the winners were met at the venue by the THQ staff that had organized the event, who were embarrassed to report that they had been unable to get any copies of the game. In late February GSC managed to release a public beta.

A multiplayer demo was released to the public on 15 March On 2 March , it was announced that the game went gold.

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