Stalker shadow of chernobyl iso 1 link
Sitting comfortably? If you choose to buy STALKER, you need to be aware that this is not a supersilky Hollywood production - there are rough edges and it's not tied up with a pink frilly bow.
Despite this, despite the epic wait and despite the amount of scissoring that's obviously gone on, we've still ended up with an excellent shooter.
With that in mind, let's delve deeper. It begins with you, a token FPS amnesiac, waking up knowing only that you want a chap called Strelok dead. You're not just anywhere either - you're in a living, breathing representation of the forbidden zone that lies around the more infamous reactor at Chernobyl.
A trader who lives in a hole asks you to do some odd jobs for him, including tracking down a few people, and everything progresses from there.
First stop is a village full of guttural men, and then you're out into the wastes. The game isn't endlessly free-roaming a la Oblivion, but instead is divided into ten or so separate levels with loading zones in between. The general direction of travel is north, as the storyline urges you further and further towards the Chernobyl reactor, and leads you on a merry dance through underground laboratories, undead Stalker-infested swamps and many and varied army bunkers.
As you move from map to map there'll normally be things kicking off that you can help out with too - defending a barricade from a rival faction's onslaught perhaps, or protecting a warehouse full of friendly Stalkers from the military. Finally, if you can't be arsed with the scripted stuff, certain missions ask you to do semi-random stuff like clearing out warehouses and mutant nests or seeking out rare radioactive artefacts that, rather than rendering you sterile and making your hair fall out, offer a variety of RPG-lite upgrades.
All around you, meanwhile, is what developers GSC Game World call A-Life' - a landscape teeming with packs of creatures and humans who roam and behave according to their own whims whims that generally involve killing each other or maybe running away. Low-powered weapons and general insecurity about exactly what you're supposed to be doing plague your opening hours, but after a little while you realise that the action is very much a blend of Far Cry and Deus Ex.
The inventory system and 'any which way you can' mentality of JC Denton merges with the unpredictable, sniper-centric and really bloody difficult stylings of Jack Carver, making for sonic excellent action that gives yon moments of extreme self-congratulation as you pull off swift headshots hither and thither.
The need to salvage bullets and med-packs from your deceased foes' backpacks, meanwhile, adds a subdued survival element that's completely lacking in most modern-day mainstream shooters. The setting too, is brilliantly weird and stunning in its design. From the ominous click of your Geiger counter, to absurdly stunted and warped trees with radioactive fuzz hanging from their branches, to an otherworldly yellow bleaching effect that consumes your screen in heavily radiated areas - you've honestly never seen anything quite like it.
The game world is without a doubt the best thing about the game, and is hands-down my favourite shooter environment since the original Half-Life. Just make sure you're packing a fair amount of RAM - I'd say more than the recommended 1GB myself, since load times are a bugbear. OK, so, ten hours into the game, I'm creeping towards a downed helicopter in a sickly forest - not because the story wants me to.
I'm surrounded by a fine radioactive mist, and as I rummage around in my inventory for an anti-radiation injection, I see a blur of movement on the periphery of my monitor - something running between the trees, apparently circling me.
Alerted, I worriedly look around and see another skinless dog dashing through the trees parallel to my path. I leg it to a nearby rock, hoping to escape to higher ground, but get savaged from behind before I get halfway there -and killed.
As the Game Over' motif swims into view I notice one of the dogs dragging my corpse further into the woodland. Now that, my friend, is extremely cool. Such moments of brilliance, however, come with a price. Learning the way the world works, meanwhile, is largely a matter of trial and error, since beyond basic textual introductions to jumping, touching and avoiding anomalies, you're pretty much left to your own devices from square one.
Indeed, I only realised had alternate firing modes about a day or two into reviewing the game. But as you sit there smouldering, with no idea what to do, you can't help but think it's the game's obtuse structure that's left you in such a confusing situation.
Especially considering that no-one has actually explained what a fire anomaly is or indeed that invisible flying fire-mutants exist. What this does provide in spades, however, is a supreme element of surprise. You never know quite what's going to ' happen - you may return to a border crossing and find a rival Stalker faction fending off a pack of dogs, you may find it vacant, you may find it occupied by your friends.
Better still, if you're tasked with defending an NPC and they die, the game simply rolls on without them - the lack of a Game Over screen being nothing but a good thing even if this docs result in stick-thin characterisation, more on which later.
Page actions. OVGME is a popular modding tool for DCS that allows you to selectively enable and disable mods individually, by saving them in a seperate folder and only linking to this folder when a mod is enabled in the program. Installation Extract to your S. Delete gamedata directory to remove existing addons. Create new sub directories in S. Install each of your addons to their new directories. JSGME will start and a screen will display. Your property was freely available and that is why it was published on our website.
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