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stalker soc find out what happened to ghost

2007 video game

2007 video game

Due south.T.A.L.K.E.R.: Shadow of Chernobyl
Shadow of Chernobyl cover.jpg
Developer(s) GSC Game World
Publisher(s)
  • WW: THQ
  • UKR: GSC World Publishing
Director(south)
  • Andrew Prokhorov
  • Anton Bolshakov
Producer(due south) Anton Bolshakov
Designer(s) Alexey Sityanov
Programmer(s)
  • Oles Shyshkovtsov
  • Alexander Maksymchuk
  • Dmitriy Iassenev
  • Andrew Kolomiets
Artist(due south) Andrey Prohorov
Author(southward) Alexey Sityanov
Composer(s) Vladimir "MoozE" Frey
Series Due south.T.A.L.K.Due east.R.
Engine X-Ray Engine
Platform(s) Microsoft Windows
Release
  • NA: 20 March 2007
  • AU: 22 March 2007
  • European union: 23 March 2007
Genre(southward) First-person shooter, survival horror
Mode(southward) Single-histrion, multiplayer

Due south.T.A.L.K.Eastward.R.: Shadow of Chernobyl is a first-person shooter survival horror video game developed by GSC Game World and published by THQ in 2007 post-obit a long development. The game is fix in an alternative reality, where a second disaster of mysterious origin occurred at the Chernobyl Exclusion Zone, causing strange changes in the area around information technology. The game features a non-linear storyline and includes function-playing gameplay elements such every bit trading and two-way communication with non-role player characters.

In the game, the player assumes the identity of the Marked 1, an amnesiac man trying to find and kill the mysterious Strelok within the Zone, a forbidden territory surrounding the Chernobyl Nuclear Power Plant. It is ready after a fictitious second Chernobyl disaster, which farther contaminated the surrounding area with radiation, and caused strange otherworldly changes in local animal, flora, and the laws of physics. The background and some terminology of the game are borrowed from the Russian novella Roadside Picnic and its pic accommodation Stalker.

A prequel, Due south.T.A.L.K.E.R.: Articulate Sky, was released in 2008. A sequel, S.T.A.50.K.E.R.: Call of Pripyat, followed in 2010. There are besides multiple fan remakes trying to restore the cut content from the original version of the game like South.T.A.50.K.E.R.: Oblivion Lost.

Setting [edit]

S.T.A.L.K.E.R. takes place in an area called the Zone, which is based on the existent-life Chernobyl Exclusion Zone and partly on the settings of the source material, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky'south movie Stalker, as well equally the latter's subsequent novelization by the original authors. The Zone encompasses roughly 30 foursquare kilometers and features a piece of the Chernobyl area extending south from Chernobyl Nuclear Power Plant; geographical changes for artistic license include moving the metropolis of Pripyat into this area (information technology is really to the north-westward of the ability station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size, and features in-game recreations of many actual locations from the city.[1] The term Stalkers was as well used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus afterward its jerky construction in 1986.[2] In add-on, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.

In the game'due south backstory, after the initial Chernobyl disaster, attempts were made to repopulate the area, primarily with scientists and armed forces personnel. Notwithstanding, in 2006, near 20 years after the beginning incident, a mysterious 2nd disaster occurred, killing or mutating most of the inhabitants.[iii] S.T.A.Fifty.K.East.R. begins years later on, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear disuse within the Zone, extreme radiation has caused mutations amidst animals and plants in the surface area.[4] As a result of the second disaster, the Zone is also littered with dangerous pocket-size areas of altered physics, known as anomalies. Explorers and scavengers operating within the Zone, known as Stalkers, possess an bibelot detector, which emits warning beeps of a varying frequency depending on their proximity to an anomaly.

Gameplay [edit]

A screenshot of Due south.T.A.L.K.Eastward.R.

Southward.T.A.L.K.E.R.: Shadow of Chernobyl is primarily a offset-person shooter survival horror video game, but it also features many RPG elements. The thespian does not gain boosted abilities or statistics like most RPGs (though the thespian does level through game play from "novice" to "expert" which has slight effects on the ability to aim accurately), merely is instead allowed to attach artifacts which tin can increase or subtract actor attributes. Artifacts plant within the Zone have both positive and negative furnishings except for some rare artifacts which have just positive attributes.

There are a large number of items in the game, and so the actor has customization choices which are constrained primarily by how much exploring they do. The game also attempts to blend the story and character interaction which are normally associated with RPGs. However, conversation branches are extremely express and do not significantly influence the course of the game, aside from accepting or declining missions.

The Zone itself is a large and varied area, consisting of wilderness, human settlements, and several heavily guarded military bases. Still, the game world is not a true face-to-face globe, but rather xviii different maps separated by loading screens. Transfer from one surface area to another tin can simply be accomplished at certain specific passageways; wire fences and farthermost radiations levels cake the player from attempting to cantankerous the map in any other area.

Creatures within The Zone are vastly different from their real-world counterparts: dogs, boars, crows, and many more. Additionally, some areas contain mutated humans who have go affected by the so-called Brain Scorcher. Artificial intelligence of wildlife is highly developed and presents many realistic behaviors, such equally fights over food and pack mentality, which tin be observed in not-scripted events. The game engine was designed so that animal behavior is calculated even if the player is in a unlike part of the Zone.

There are several different variations of anomaly, each i having a unique impact upon those who cross its path. They tin can be potentially deadly to the player and the NPCs, delivering electric shocks, or pulling them into the air and crushing them.[5] [half-dozen] Virtually anomalies produce visible air or light distortions and their extent can be adamant by throwing bolts (of which the role player carries an infinite supply) to trigger them.[7] Artifacts are found scattered throughout the Zone, often nigh clusters of anomalies. Besides as existence traded for coin, a number of artifacts can be worn and so that they provide certain benefits and detriments (for example, increasing a stalker's resistance to gunfire while also contaminating him with small amounts of radiation) although sure rarer artifacts provide benefits without whatever negative effects.[8]

The game does not feature controllable vehicles (although vehicles are programmed in the game lawmaking, they are not available without the use of a third party modification,[nine] [10] and even if added, they are not entirely stable, every bit a single knife slash can destroy it completely) and thus players are required to go from place to identify on pes. A sprint pick using a limited stamina bar tin can exist used to temporarily increase the histrion'due south rate of movement, though this is reduced past the weight of objects the histrion is carrying, and weapons cannot be fired while sprinting. It is possible to sprint indefinitely by using artifacts and keeping below a sure weight limit (50 kg); withal, information technology is impossible to sprint with certain weapons (e.g. RPG-vii and SVD).

Radioactive contagion caused past the nuclear incidents at Chernobyl occurs in specific invisible patches throughout the Zone. Although most areas are not contaminated, areas near abandoned construction equipment that was used in the post-blow clean-upwardly, certain military vehicular wreckage and a diversity of other locations create fields of radiations of varying intensity and size, some of which cannot be passed through without the proper protective equipment and anti-contaminant agents. The equipment is simplified into diverse sets of armor that have unlike levels of radiations protection. Boosted radiation resistance may be conferred past some artifacts, and radiation sickness may be treated by medication or by consuming vodka.

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 yellowish to red, signifying the forcefulness of the poisoning, which grows the longer the thespian remains present in the affected areas. The stronger the poisoning, the faster the histrion'due south health decreases. Unless the player dies from harm caused past radiation poisoning, at that place are no permanent effects from contracting it other than wellness loss. Nevertheless, radiation volition 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 go 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 1 ignores eating, information technology volition event in the death of the actor in a sure amount of time.

As with radiation and hunger, bleeding is another state of detriment which the thespian must try to avoid or manage while playing the game. Bleeding occurs when the role player sustains sure kinds of injuries of certain severity (such as beingness shot or stabbed). The player will lose the amount of health adamant by the landed blow and will continue to lose pocket-sized amounts of wellness equally they hemorrhage. Haemorrhage tin sometimes stop on its ain, merely the actor can prevent further haemorrhage past applying bandages or using beginning aid kits, thereby preventing further health loss.

Plot [edit]

Shadow of Chernobyl offers 7 different endings based on the player'due south actions. The ending below is considered canon in the series.

The game opens with lightning striking a vehicle, causing it to crash. The actor character is the sole survivor and wakes upwards in a local black-marketplace trader's bunker. The histrion suffers from amnesia and has simply ii clues to his identity. The beginning is a tattoo of the acronym "S.T.A.L.K.E.R." and the second is a PDA, with the entry "Kill Strelok". Sidorovich, the trader, gives them the nickname "Marked One". The Marked I performs several tasks for Sidorovich every bit payment for saving his life. Through these missions and new contacts, the player discovers clues to Strelok'due south possible location. These bring them deeper into the Zone and provide more details about Strelok and his team. Along the manner, the Marked Ane begins to have flashes of his lost retention.

To progress further into the Zone, the actor must disable a device known as the Miracle Motorcar. This device is man-made and causes those within its range to lose their listen, becoming zombies. While disabling the device, the Marked One finds a inkling that leads to Physician, a fellow member of Strelok'due south team. A trap injures the thespian, who is then rescued by Physician. He tells the Marked Ane about a monolithic artifact known every bit the Wish Granter, located at the center of the Zone. This antiquity is sought after by all the factions and a grouping known every bit Monolith protects it. Physician likewise implies that the role player is in fact Strelok, before departing.

New leads indicate to the Chernobyl Nuclear Power Establish as the location of the Wish Granter. A second, larger Phenomenon Machine, named the Encephalon Scorcher blocks the path to Pripyat. After disabling this device, the player tin travel into Pripyat and through to the constitute. With the path open, Pripyat becomes a warzone as different factions fight for control. The player must fight Monolith fanatics and the military to reach the plant. One time inside the sarcophagus, the player discovers the Wish Granter and a secret laboratory beneath information technology. Inside the lab is a final, where an entity known equally the C-Consciousness resides.

The C-Consciousness reveals that the player character is Strelok, also as explaining the Zone and its history. After the Chernobyl disaster in 1986, the Soviet Union used the complete vacancy of the Exclusion Zone for unhindered cloak-and-dagger research into the homo mind. This resulted in the evolution of ESP and psychic weapons. Seven scientists were neurally-linked, creating a hivemind known as the C-Consciousness. When the Soviet Wedlock cruel five years later, the C-Consciousness took command of the Zone and continued the research. The hivemind attempted to create world peace through global mind-control. This attempt failed and caused the anomalies and reality-warping nature of the Zone. To protect itself, the C-Consciousness created the Brain Scorchers and Wish Granter. The Wish Granter brainwashes those who accomplish it, turning them into Monolith soldiers.

The C-Consciousness gives Strelok the option to merge with it and become part of the hivemind. The player can either accept this offer or endeavour to stop the C-Consciousness. If Strelok rejects the offer, the hivemind teleports him abroad. To reach the hivemind Strelok must fight through Monolith soldiers and mutants, and navigate anomalies. Upon reaching the C-Consciousness, Strelok shoots the capsules holding the scientists, killing the hivemind. He then destroys the unit prepared for him and leaves.

Technical features [edit]

The X-Ray Engine is a DirectX 8.ane/nine Shader Model 3.0 graphics engine. Upward to a meg polygons can exist on-screen at whatever once. The engine features HDR rendering, parallax and normal mapping, soft shadows, motion mistiness, widescreen back up, weather furnishings and day/dark cycles. Equally with other engines that use deferred shading, the X-Ray Engine does non support multisample anti-aliasing with dynamic lighting enabled. Nonetheless, a different form of anti-aliasing can be enabled with dynamic lighting which utilizes an edge detection algorithm to smooth edges between objects.[11] The game takes place in a thirty square kilometer area, and both the outside and inside of this area are rendered to the same amount of detail. Some textures in the game were photographs of the walls in the developers' studio.[12] As of patch 1.0003 the 10-Ray Engine supports "surround screen" monitor setups, including a 16:9 native resolution ratio.

The X-Ray Engine is among the showtime of its kind to feature real time Global illumination through a method called Photon mapping, the GI organisation runs entirely through the CPU on one core and was first seen implemented in a beta build as early equally 2004 however remained experimental through ShoC development about likely due to its massive performance hitting.

The X-ray engine uses GSC Game World's proprietary ALife bogus intelligence engine. ALife supports more than than one thousand characters inhabiting the Zone. These characters are non-scripted, meaning that AI life tin be developed even when not in contact with the histrion. The NPCs have a full life cycle (job 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 not-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 unabridged Zone equally they run across fit. Several attack tactics were cut for difficulty reasons, including the ability for enemies to heal wounded allies and requite orders.

S.T.A.Fifty.K.E.R. uses a heavily modified version of the ODE physics engine. Ragdoll physics, destructible objects, realistic bullet ballistics and skeletal animation tin all be constitute in the game. Bullets are affected past 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, striking impairment is pseudo-realistic, and the histrion can dice after merely being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the histrion's resistance to impairment). Late-game depends heavily on scoped weaponry due to the well-armed and armored enemies that continue their distance from the player.[13]

A weather organization 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 atmospheric condition. Different most dynamic weather systems, the game features complete dynamic wet surfaces such as pavement, concrete, brick walls, etc.

The game features ambience music by Vladimir Frey aka "MoozE".[fourteen] Information technology also has 3 songs from the Ukrainian band Firelake.

Evolution and release [edit]

The game was get-go announced by GSC Game Globe in November 2001, equally S.T.A.L.K.E.R.: Oblivion Lost,[15] although it had been talked most as early as 2000.[16] Information technology had its release engagement, originally equally summertime 2003, 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.T.A.Fifty.K.Due east.R. to be vaporware.[17]

In late Dec 2003, a pre-alpha build of the game was leaked to peer-to-peer file sharing networks.[16] This build, marked as version 1096, inadvertently acted equally a fully functional tech demo of S.T.A.L.K.E.R.'s engine, despite its lack of NPC enemies and animate being.[eighteen] Subsequently that, with the game missing the 2003 release appointment and nonetheless far from beingness finished, the publisher THQ sent Dean Sharpe (the afterwards CEO of Metro developer 4A Games, which would exist formed by some ex-members of GSC Game World who had worked on Shadow of Chernobyl) to oversee cut many features and downsizing the overall scale and ambitions to save it from development hell, leaving much of it to be picked up in a sequel.[16]

In February 2005, THQ expressed a desire to encounter the game released toward the end of its 2006 fiscal year (31 March 2006) but maintained that no release engagement had been gear up.[19] In October 2005, THQ confirmed that Southward.T.A.L.K.E.R. would not exist out "until the second half of THQ'southward 2007 financial yr - October 2006 at the earliest."[twenty] In February 2006, THQ revised this possible release window, saying the game would not be in stores until the offset quarter of 2007.[21] In an interview at the Russian Gameland Awards, PR Manager Oleg Yavorsky indicated that release was planned for September 2006. In 2006, the game came 9th in Wired 'due south Vaporware '06 award.[22]

In belatedly February GSC managed to release a public beta. A multiplayer demo was released to the public on 15 March 2007. On ii March 2007, it was announced that the game went gold.[23]

In February 2009, due to pop demand GSC Game World released "xrCore" build 1935, dated xviii Oct 2004.[24] It uses a completely different physics engine with many cut monsters, levels, and vehicles. It was also significantly larger than the retail release. It is however somewhat unstable, but features the full game along with a "fully functional ALife organization". It is currently available for free download from the GSC servers and mirrors.[25] Multiple other builds of the game have been since publicly released as well, along with design documents.

Reception [edit]

Disquisitional reception [edit]

S.T.A.L.G.E.R.: Shadow of Chernobyl received by and large positive reviews, with critics praising the game for its style and depth while criticising technical issues, mentioning the number of bugs nowadays. It received a score of 82.70% on GameRankings[32] and 82/100 on Metacritic.[26]

The game design of the Zone was 1 of the most favored aspects. GameSpot praised the style and level design, stating "This is a dour game, merely in a good way, as information technology captures its post apocalyptic setting perfectly",[28] while Eurogamer called information technology "1 of the scariest games on the PC", going on to say "Like the mythological Chernobyl zone it is based upon, this game is a treacherous, darkly cute terrain."[27] Game Informer did not find the gameplay particularly innovative, but still complimented the basic FPS pattern, proverb, "S.T.A.L.Chiliad.E.R. isn't the revolution that nosotros all hoped information technology would be. It is, even so, a respectable and sometimes splendid offset-person run a risk"[30] whereas GameSpot called information technology "one of the best ballistics models always seen in a game, and as a result, firefights feel authentic as y'all try and hit someone with what can exist a wildly inaccurate rifle".[28]

Upon release, S.T.A.L.M.E.R. was criticized for having numerous bugs, peculiarly when used with the then-recently released Windows Vista. IGN found the game "tended to stutter quite oft, sometimes pausing for 3 or four seconds at regular intervals, which occurred on 2 different Windows XP computers at maximum visual quality," and some cases of game crashing glitches.[31] Another criticized aspect was the story, which to some reviewers was "breathless"[28] and which PC Gamer stated "fails in the specific story of your character".[33]

Awards [edit]

S.T.A.L.1000.Due east.R. won the Special Accomplishment laurels for Best Atmosphere in GameSpot's Best and Worst 2007, stating that "S.T.A.Fifty.K.E.R. captures the 'ghost town' nature of the zone, from the abandoned cities to the overgrown wilderness. And so, the game adds its own paranormal elements, which assist make a spooky environs almost terrifying at times."[34]

Sales [edit]

South.T.A.L.K.E.R. received a "Silvery" sales award from the Amusement and Leisure Software Publishers Clan (ELSPA),[35] indicating sales of at least 100,000 copies in the United kingdom of great britain and northern ireland.[36] As of September 2008, Due south.T.A.L.K.E.R. has sold 2 million copies worldwide. GSC Game Globe CEO Sergiy Grygorovych has said "We are very pleased that Southward.T.A.50.Chiliad.E.R. became so pop among players from all over the world. Financial success will allow united states of america to develop S.T.A.L.1000.Due east.R. in dissimilar directions as a brand."[37]

Legacy [edit]

S.T.A.L.K.E.R.: Clear Sky [edit]

S.T.A.L.K.East.R.: Clear Heaven is a prequel ready eight months earlier Shadow of Chernobyl. The game world consists of a mix of erstwhile, redesigned areas and completely new levels. The updated engine supports the Inverse Kinematics animation system, allowing more and improve animations. New effects such as volumetric lighting were also included. In general, the developers sought to take the basics of everything in Shadow of Chernobyl and raise them. Ameliorate AI, graphics and new game-play additions, such as faction wars, were some of the added features.

South.T.A.L.M.E.R.: Call of Pripyat [edit]

S.T.A.L.K.East.R.: Call of Pripyat is a sequel ready afterwards the events in Shadow of Chernobyl. The game features new areas recreated by their true-to-life locales such as Pripyat boondocks, Yanov Railway Station, Jupiter Factory, Kopachi Village and more than. Other features include an improved A-Life arrangement, a new player interface, a brand-new story and a number of unique characters, two new monsters and behavior and abilities, an extended organisation of side quests, a sleep office and a free play mode.

Southward.T.A.50.K.East.R.: Oblivion Lost restoration projects [edit]

In 2014, a mod aimed at restoring cancelled features from the early on versions of the game was released every bit a standalone game titled South.T.A.Fifty.K.E.R. - Lost Alpha, evolution of which has since still connected with Lost Alpha - Developer'south Cut released in 2017. Rock, Newspaper, Shotgun'due south Craig Pearson praised many aspects of the 2014 version, only as well noted the presence of stability issues and bugs.[38]

S.T.A.L.K.E.R. ii: Heart of Chornobyl [edit]

S.T.A.L.K.E.R. 2: Heart of Chornobyl is an upcoming video game currently slated for release on 8 December, 2022.[39]

References [edit]

  1. ^ "Southward.T.A.L.Grand.E.R.: Shadow of Chernobyl". www.stalker-game.com . Retrieved xi Apr 2018.
  2. ^ Kroft, Steve (13 December 1999). "Chernobyl Revisited". CBS News.
  3. ^ "South.t.a.l.one thousand.e.r. Zone World". GSC Game World. Retrieved 24 July 2008.
  4. ^ "South.t.a.50.yard.eastward.r. Zone World". GSC Game World. Archived from the original on 26 Oct 2007. Retrieved 24 July 2008.
  5. ^ "Electro". GSC Game World. Retrieved 28 January 2011.
  6. ^ "Vortex". GSC Game Globe. Retrieved 28 Jan 2011.
  7. ^ "Burner". GSC Game World. Retrieved 28 January 2011.
  8. ^ "Artefacts". GSC Game Globe. Retrieved 28 January 2011.
  9. ^ "STALKER Vehicle-Modernistic". pcgames.de. 10 Apr 2007. Retrieved 11 Apr 2018.
  10. ^ "Ship Mod - S.T.A.Fifty.K.Due east.R. - GameFront". filefront.com. 8 April 2007. Retrieved 11 April 2018.
  11. ^ Shishkovtsov, Oles. "Deferred Shading in Southward.T.A.L.Thousand.E.R." GSC Game World. Archived from the original on 16 July 2011. Retrieved 12 Baronial 2010.
  12. ^ "PC Gamer United kingdom of great britain and northern ireland" (135). May 2004: 38–41.
  13. ^ Game Review But (28 November 2007). "Southward.T.A.Fifty.K.Due east.R.: Shadow of Chernobyl". Archived from the original on 12 March 2008. Retrieved 28 Nov 2007.
  14. ^ "Mooze". NTS Live . Retrieved 27 May 2021.
  15. ^ Bramwell, Tom (xi November 2002). "Stalker trails into view". Eurogamer . Retrieved 17 May 2019.
  16. ^ a b c Purchese, Robert (31 July 2018). "The Californian sent to save Stalker: Shadow of Chernobyl from development hell". Eurogamer . Retrieved 17 May 2019.
  17. ^ "Top ten Tuesday: Modern Vaporware". IGN. Archived from the original on 13 Apr 2006. Retrieved 31 March 2007.
  18. ^ "STALKER Pre-Blastoff Leaked". MegaGames. ii January 2004. Archived from the original on 19 June 2008. Retrieved 18 June 2008.
  19. ^ Adams, David. "Due south.T.A.L.K.Eastward.R. Delayed". IGN. Archived from the original on 5 February 2005. Retrieved 31 March 2007.
  20. ^ "Stalker". GameSpot . Retrieved 11 April 2018.
  21. ^ Sinclair, Brendan (3 February 2006). "THQ announces holiday results, delays South.T.A.50.Thou.Eastward.R." gamespot.com . Retrieved 11 Apr 2018.
  22. ^ Calore, Michael (27 Dec 2006). "Vaporware '06: Return of the King". Wired . Retrieved 21 Jan 2011.
  23. ^ ""S.T.A.L.K.Due east.R." Goes Gold". GSC Game Globe. 2 March 2007. Retrieved 13 May 2007.
  24. ^ "Southward.T.A.L.K.E.R. build 1935 released for costless download" Archived 22 June 2009 at the Wayback Auto ClanBase. Retrieved 1 March 2009.
  25. ^ "S.T.A.L.K.E.R.: Shadow Of Chernobyl, build 1935, October 18, 2004". gsc-game.com . Retrieved xi April 2018.
  26. ^ a b "Southward.T.A.L.K.East.R.: Shadow of Chernobyl Reviews". Metacritic . Retrieved 7 Nov 2007.
  27. ^ a b Rossignol, Jim (7 March 2007). "Reviews = South.T.A.L.Thousand.E.R.: Shadow of Chernobyl // PC". Eurogamer . Retrieved 7 November 2007.
  28. ^ a b c d Ocampo, Jason (20 March 2007). "Reviews = S.T.A.L.K.E.R.: Shadow of Chernobyl // PC". GameSpot. Archived from the original on 12 October 2007. Retrieved vii November 2007.
  29. ^ Kuo, Li (5 Feb 2007). "GameSpy: S.T.A.L.Chiliad.East.R.: Shadow of Chernobyl". GameSpy. Retrieved ten August 2009.
  30. ^ a b Biessener, Adam (March 2007). "Due south.T.A.L.K.Due east.R.: Shadow of Chernobyl review". Game Informer. Archived from the original on 27 October 2007. Retrieved 7 November 2007.
  31. ^ a b Onyett, Charles (19 March 2007). "Due south.T.A.L.K.E.R.: Shadow of Chernobyl Review". IGN . Retrieved 7 November 2007.
  32. ^ "S.T.A.50.K.E.R.: Shadow of Chernobyl Reviews". GameRankings. Retrieved vii November 2007.
  33. ^ "GamesRadar+". computerandvideogames.com . Retrieved xi April 2018.
  34. ^ "GameSpot'south Best and Worst 2007: Best Atmosphere". GameSpot. 24 December 2007. Archived from the original on 10 March 2010. Retrieved 24 December 2007. {{cite spider web}}: CS1 maint: bot: original URL status unknown (link)
  35. ^ "ELSPA Sales Awards: Silver". Entertainment and Leisure Software Publishers Association. Archived from the original on 21 February 2009.
  36. ^ Caoili, Eric (26 November 2008). "ELSPA: Wii Fit, Mario Kart Accomplish Diamond Status In Uk". Gamasutra. Archived from the original on xviii September 2017.
  37. ^ "S.T.A.L.K.E.R. official site". GSC Game World. 3 September 2008. Retrieved 3 September 2008.
  38. ^ "Impressions: Stalker: Lost Blastoff". rockpapershotgun.com. 12 May 2014. Retrieved xi April 2018.
  39. ^ "Stalker ii Heart of Chernobyl: Release Appointment, Trailer, Gameplay, and More". Digital Trends. 12 Jan 2022. Retrieved 15 January 2022.

External links [edit]

  • Official website
  • S.T.A.Fifty.K.East.R.: Shadow of Chernobyl at MobyGames

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Source: https://en.wikipedia.org/wiki/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl

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