STALKER: Shadow of Chernobyl

You need to be logged in to track this game

On the afternoon of April 12 in 2006, a massive explosion shattered the Chernobyl area. The Zone, as the area got to be known, was characterized by anomalous energy disturbances, rendering even the most advanced form of protective suits worthless to would be rescue teams.

Format: PC
Release 23 Mar 2007
Developer: GSC Gameworld
Publisher: THQ
Players: Online (1-16)
PEGI Rating: 16
Editor Score: 6 User Score: 9
STALKER: Shadow of Chernobyl boxshot on TotalVideoGames.com

More Articles on STALKER: Shadow of Chernobyl

IconS.T.A.L.K.E.R. Dev Gets Xbox 360 Certified
IconGerman S.T.A.L.K.E.R. Community Strikes
IconGSC Hints At S.T.A.L.K.E.R. Future
IconS.T.A.L.K.E.R. Patch Drops Saves
IconMonumental S.T.A.L.K.E.R Patch Available

Latest Features

IconLeft 4 Dead Q&A
IconCity of Heroes Issue 12: The Midnight Hour & Me
IconMass Effect PC - Q&A
IconCrisis Core: Final Fantasy VII Q&A
IconDe Blob Q&A - THQ Gamers Day 2008

User Reviews

There are currently 1 User Reviews for STALKER: Shadow of Chernobyl

Write your own review for this game today and you will receive 100 Gamer Points.

IconClick here to register

STALKER: Shadow of Chernobyl Developer Diary - "Creating the Zone" Feature

Chris Leyton

05/01/2007

Chris Leyton

GSC takes us on a trip to "The Zone" and the demands of creating a game environment...


We had the idea of a Zone with anomalies, artifacts and stalkers from the very beginning and we were searching for a realistic location to set this in. We wanted to create something as realistic as possible, given that our newly-created X-ray engine allowed near-photo realism.

It didn't take us long to find a perfect setting, having the Chernobyl exclusion zone virtually next door. Moreover, it was a truly 'our' location - so personal and known, our experience of the past. The atmosphere of destruction and abandonment which was preexisting for the game was more than fitting for the concept. Naturally, to immerse the game world within the Chernobyl zone authentically, we needed to research information on what this area actually contained.

The many trips to the Zone undertaken by us helped us to truly experience atmosphere we wanted to recreate in the game. Looking at the barren streets of Pripyat, the murky sarcophagus of the reactor #4, the red forest, destroyed settlements and the irradiated vehicle cemetery, we envisioned how this all would look at night, when alone and under the hostile gaze of eerie creatures. Add in to that the added the risk of being killed by powerful monsters or a soulless anomaly and we realised that this was exactly the atmosphere we needed.

We wanted the player to live in the Zone and to be able to sense the world around him. We initially thought about creating one big level where there would be no loading points. However, as we were doing everything in maximum detail and quality and the performance capacity of computers today inevitably have a certain limit, such a plan was soon changed to a more feasible one. The world in its entirety got split into 18 huge areas the player was free to traverse as he wills.

To recreate the environment we've known since childhood using realistic textures, we processed an incredible number of photos and video material along with architectural layouts of industrial and residential structures. Of course, we didn't attempt a total match of the in-game areas with the Chernobyl zone locations as we understood that this would make the game very empty in many areas - hardly anyone would enjoy running several kilometers down a monotonously empty field! We instead recreated the familiar, iconic places and images, joining them into levels as required. Some locations are virtually identical to their prototypes: the central lane and the main square in Pripyat and the Chernobyl power plant itself, for example.

To make things seem more realistic and true-to-life we utilised disturbing ambient music playing in the background, the life simulation system and the visible (and audible) consequences of the other living creatures' actions; it is these that make us believe in the reality of the surrounding world. The possibility to approach situations in many different ways, the freedom of movement around the world, communication to other stalkers, stories eavesdropped at campfire - this is what makes the environment in the game. There's no limit to what we feel we can achieve and we feel that we have risen to the task we put to ourselves and created the living, mysterious and dangerous world of the Zone.
[ Newest Post ]   Page: 1 2 3 4 5 6 7 8 9 10 >>   [ Oldest Post ]
User Avatar
Gamer Points
-

Anonymous


Date Added:Sun 23rd Mar 2008 04:33
the effect of those obstructions is always, more or less, either b37MXfm6x3 inhabitants have not capital sufficient to transport the produce of their
IP Address: ***.***.244.34
User Avatar
Gamer Points
-

Anonymous


Date Added:Wed 9th Jan 2008 23:56
Sigh there are some bad things about the game other than that its beautiful the shadowing the dynamic weather change, stalkers sitting up at the fire talking eating playing guitar its such an atmospheric game and im not surprised that it won most at... [ Read full comment... ]
IP Address: ***.***.177.123
User Avatar
Gamer Points
-

Anonymous


Date Added:Mon 31st Dec 2007 03:15
I have a low-level pc. My experience with the game has been less than satisfactory.Mostly do to my own hardware restrictions.Game-wise, I can't even load a saved game afer I die. Pretty frustrating. And it can be pretty chppy at times.
IP Address: ***.***.219.75
User Avatar
Gamer Points
-

Anonymous


Date Added:Mon 24th Dec 2007 21:10
he threw his own feeling, his own force finding a way through the hASeQuoRRK I do I recollect all you can suggest and I must have my will
IP Address: ***.***.16.8
User Avatar
Gamer Points
-

Anonymous


Date Added:Mon 24th Dec 2007 20:37
truly tranquil my quiescence. But as matters really stood, to watch xHZnvbAiSQ chanced to see the third storey staircase door (which of late had
IP Address: ***.***.136.4
User Avatar
Gamer Points
-

Anonymous


Date Added:Sun 23rd Dec 2007 20:51
I passed with my new guide she shut and locked it behind her. rUPhYMTcPE looked round me it was an inclement day for outdoor exercise not
IP Address: ***.***.207.10
User Avatar
Gamer Points
-

Anonymous


Date Added:Thu 20th Dec 2007 23:10
The city had once been beautiful. Even in the darkness it's elegant and almost delicate form and construction was quite clear. Every odqvzgxbvw building had a mapquest en espanol different decorative style, with different materials and shapes used in... [ Read full comment... ]
IP Address: ***.***.244.34
User Avatar
Gamer Points
-

Anonymous


Date Added:Mon 10th Dec 2007 20:34
Contrary to popular belief, the end of the year is one of the best times to look for, awesome descion
IP Address: ***.***.244.34
User Avatar
Gamer Points
-

Anonymous


Date Added:Fri 30th Nov 2007 14:19
He said, as she threw back her light opera wrap for a moment in the porch and displayed a single flash of that snowy neck pe2s4o2g82
IP Address: ***.***.73.56
User Avatar
Gamer Points
-

Anonymous


Date Added:Sun 18th Nov 2007 06:19
this game reminds me of a modern day "wasteland." The more I think about it, it is wasteland, radiation, mutants, guns, trading...
IP Address: ***.***.79.72
User Avatar
Gamer Points
0

Anonymous, post a comment on STALKER: Shadow of Chernobyl

Post a comment anonymously, or Login and get 5 Gamer Points
Not a member? Click here to register
* All IP addresses are logged. Min in 50 chars, currently: 0 chars
Comments deemed offensive will be deleted and points deducted.
All post subject to our Terms & Conditions

Quick Tags

Click on the links below to see related articles.


PC | STALKER: Shadow of Chernobyl | STALKER | GSC Gameworld | THQ | FPS | Released in 2007 | Russia |

Editor and User Scores


Editor Score: 6 User Score: 9