In a military operation gone wrong, several helicopters crash in the area known as the Zone. In response, the military sends Major Alexander Degtyarev on an undercover mission to investigate the cause of the crash.
Its the only STALKER game i have played, and from what i saw, the only really i need. Not because the others are bad, but this one just seems to me like a more refined, and stable, version of the stalker series.
You play as a newly arrived stalker on the zone, and your first objective is to investigate the crashing sites of 5 STINGRAY helicopters. This is only a very weak thread to lead on you on, as there are tons of npc with interesting side quests. These will give you money, that in turn can be used to buy better equipment.
The game is really masterful in creating an environment and making it believable. The zone is a highly dynamic location, with random events occouring such as natural disasters and fights between bandits and mutants. Its really the grim version of the wasteland. The game shines in delivering a bleak, scary atmosphere, without never recourring to jumpscares. I was legitematly terrified to play at night in game, as the noises you hear are genuinly terrifying.
The game could be called a RPG, but i dont like this definition. Its true that you progress through the story by aquiring better equipment, but you never develop skills as an individual. Besides, mechanically the game is very much an FPS first. The weapon handling is realistic, but never enough to make the game frustrating.
The game is really something else, and there is really nothing that brings this sort of atmosphere out there. The latter half of the game loses punch since it goes more in an action and militaristic direction, but its still enjoyable. Unfortunatly i couldnt enjoy this game so much at the time as i was playing Fallout New Vegas at the same time. That was too much wasteland for me, and New Vegas trumps this game for me. STALKER can be just too much one note bleakness, that makes playing for longer amounts of time uncomfortable. Maybe thats a sign that the game accomplished what it was intending.
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I love Pripyat and Anomaly. I am sure Heart will be great. However, I hate Shadows and still have no opinion on Clear Sky.
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Call of Pripyat displayed a more professional vision of their style. Having established their trademark scrappy gunplay two years earlier, GSC opted to streamline it for a broader audience, with accessibility add-ons (equipment repair, frequent autosaving, readily available fast travel, etc.) and various tweaks that make it a much friendlier version of Shadow of Chernobyl. Gone is the ruthless, indomitable world of the debut, now replaced by a more spacious setting with lots of unique landmarks to plunder. Given the much-tamed gameplay, this work also marks a surprising return to form, a worthy follow-up (more than Clear Sky) that explores SoC's many quirks: Valuables (contained in more platforming-centric challenges and clever setpieces), mobs (featuring upgraded returnees and ferocious newcomers) side quests (packed with memorable scenarios) and especially NPCs (whose reactions to the environment extend to faction territories and even artifact zones). Emissions - previously limited to story events or specific areas, evolves into a full-fledged mechanic that affects the whole game world in a cataclysmic lightshow. Each of these upgrades advance open-world's idea of organic drama and self-imposed questmaking.
The game aims for variety over impact. Across artifact hunting, missions, cramped fights and loot-based micro-quests, they largely restore their credentials as gurus of extreme tension, but what's missing from these moments is a genuine feeling of danger (perhaps reserved for higher difficulty levels this time).
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The atmosphere is only a tiny bit weaker, but the gameplay doesn't suck this time around. By far the biggest improvement, however, are the quests, which are much more thought out than just "go there kill that" and are actually very fun in their own right (as opposed to SoC.) However, the scripted nature of the quests, as well as each major location having a quest tied to it, can make the world feel pretty shallow at times. I can see why some people prefer SoC, especially for replayability's sake.
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only a bit worse than SoC, has everything that stalker games should, the world is big and really fun to explore, lots of subtle reminders of the hell you're in, the graphics can be beautiful (but not always) the gunplay and gameplay mechanics are fantastic. I love this series.
9/10
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This is a game for people who want an open-world RPG FPS that is more of the former, and less of the later. When you start the game there is a story intro, then you are placed into a wide-open world. I hated the pacing of this game as soon as I started playing it, because unlike the first two games in this series, you are mostly questing and artifact hunting, and there's very little shooting.
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Just recently finished SoC and started playing this one, and right off the bat it seems like a MAJOR improvement. Loved SoC but a ton of quality of life improvements and a greater emphasis on survival and strategic/punishing gunplay (let’s face it, SoC felt like run and gun at certain points) seem to give CoP a leg up.
good gunplay, great aesthetic, but the game itself is really boring. Core gameplay loop is just grabbing artifacts (which itself gets super easy once you get the right detector) and hitting random locations to kill the same enemies. Would have worked a lot better as a linear shooter tbh because as it stands the open world is barren.