I've just finished playing STALKER, a "first-person survival horror shooter" set in the Zone of Alienation around Chernobyl.
It's been out for about a year now, but I only got part-way through the game last year before I lost interest. Having visited Pripyat, the ghost town near the reactor, in Call of Duty 4 last month, I was inspired to return to STALKER and try to finish it off.
The game's real strength is its mythology, and the creepy, desolate atmosphere that it creates. The Zone is a wasteland of run-down buildings, strange anomalies and aggressive, mutated wildlife, and it's fun to explore. Many of the locations, notably Chernobyl itself, have been closely reproduced from their real-life counterparts, and knowing that really added to my enjoyment of the game.
While most of the enemies you fight are human, not all are. While exploring an abandoned research facility, a couple of hours into the game, I ran into my first mutants. It was a genuinely scary experience. One creature had some kind of telepathic attack that seemed to pull me towards it; the first time I ran into it, I had no idea what was going on, or how to fight it. It was a refreshingly different experience. A similar disorienting effect occurred later in the game while I was exploring another abandoned lab, and ran into some really bizarre anomlies and a poltergeist. STALKER conveys the weirdness of its Zone extremely well.
The game isn't without its problems, however. There are clipping problems galore, and getting around can be tedious. The Zone is large, yet there is no means of rapidly moving from one place to another. When the missions required me to backtrack a long way, I wouldn't bother unless it was essential for me to proceed.
Because of that, I ended up missing a large, important chunk of the game, even though I didn't realise it at the time. About 2/3 of the way through the game I got a mission to go and talk to someone back in the starting area. It seemed important, however I already had a mission to find a monolith inside the Chernobyl sarcophagus, which I assumed was the main quest line. So I didn't bother with the other mission.
When I finally made it to the monolith, I got a perplexing cutscene and the game ended. Baffled, I stared open-mouthed at the screen. Your main objective, given to you at the start of the game, was to kill someone called Strelok. All through the game I had been uncovering clues as to Strelok's whereabouts. Now I realised that the game had ended, and yet I still had no idea who Strelok was.
Now I was wondering what the hell was going on again, but this time it wasn't in a good way. So it was onto Google to find out what I'd missed.
It turned out that the game has multiple endings, and that to get to the "proper" one, I should have done that mission that I skipped. If I had, I would have discovered who Strelok was, and would have found my way into a whole other section of the game within the reactor. Fortunately, thanks to a clipping bug I was able to force my way through the locked door in the reactor that lead to this final section, and play it out. But I was left feeling mildly irritated that the game had allowed my to have such an unsatisfying ending intially. I guess that's the price you pay for a free-form, open world, rather than a game that's on rails.
As a result of the game, I've taken an interest in the real-life Chernobyl and its exclusion zone. It's fascinating to check it out on Google Earth, along with Pripyat and its ferris wheel. The BBC's Horizon program did a documentary on Chernobyl in 1996 and I intend to watch that too. It's spooky to think that there's now a 19-mile wide exclusion zone around the reactor that's almost devoid of human life.
It's amazing that it took someone as long as it did to turn such a mysterious place into a setting for a game.
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