
The title is “S.T.A.L.K.E.R. - Shadow of Chernobyl” a FPS/RPG game based on real life events. If you are unfamiliar with what happened at the Russian Chernobyl nuclear power plant in the mid-80’s, watch the following youtube clip.
[Clip below is a real documentary of what happened at Chernobyl]
S.T.A.L.K.E.R. - Shadow of Chernobyl [PC/2007] takes place in the year 2012 wherein you play as a “S.T.A.L.K.E.R.”, a mercenary/treasure hunter. The game is free roam with no scripted or set paths and has been compared to the likes of Oblivion or Fallout 3 in the way it handles main missions and side quests.
Apparently in Shadow of Chernobyl, the power plant and surrounding city are now inhabitable and are infested with marauding scavengers, squatters, traders, mutated humans and military personal who will shoot at you on sight. You’ll need to manage your extensive inventory, stay fed, accept missions, buy and sell items and maintain relations with the local in order to survive. Further details from the developer THQ…
- Artificial Intelligence
We see AI in our game as a system of realistic character behaviour. Game characters live in a world the player can only drop into, they have their own joys and sorrows. We thoroughly work out artificial intelligence for the player never to feel artificiality of the happening. This principle basically refers to our approach in general, and not only to efforts on AI. We work out all the possible actions of the player and prepare natural reaction of characters to them. As character would react in life, so as he should react in the game. If the player attacks and kills one of the guards, the rest will go to seek hiding, radio their headquarters, and won’t stand still, or what’s worse, run out towards the player.
- Communication with NPCs
The Player’s communication with the game characters will serve an essential part of the gameplay. By means of communication the player will find out important information, acquire tasks, trade or make deals to accomplish a task co-operatively. Apart from humans, the player will also be able to communicate with sapient mutant creatures. The game will be strongly influenced by communication and NPCs’ attitude towards the player. For example, under a bad attitude, trader will refuse to trade or will charge an exorbitant price, and stalkers will open fire as soon as they recognise the player.
- Trade
Trade will be realistic, as you are given a chance to purchase, exchange or sell everything: ammunition, equipment or artifacts. You can trade with the army, dealers, stalkers and scientists. To give you an idea how this will look in the game: the player comes across with a veteran stalker in the Zone, they greet each other, agree to remove weapons, then come closer to each other and start trading. They exchange phrases through a communication system. Soviet roubles will go in the game as the currency.
The developers have gone out of their way to make the game’s environment as accurate to the actual location as possible.

They’ve added on a good deal of exaggeration to the game of course, but with such an eerie place as Chernobyl not much needs to be done before the chills start setting in. I haven’t had the chance to play the game as I use a PC running a Vista OS which is not compatible with the retail release of the game. However, a really good review of the game can be found at acegamez.co.uk. *UPDATE* Found a patch page at THG-Games.com.
Gameplay & Inventory Management System:
Press average based on 32 ratings: 8.1
Note - If the Chernobyl imagery looks familiar it’s because it was used heavily in Call of Duty 4: Modern Warfare. Image Comparison Video
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