Stalker Shadow Of Chernobyl Xbox One
| S.T.A.L.K.Eastward.R.: Shadow of Chernobyl | |
|---|---|
| | |
| Developer(due south) | GSC Game World |
| Publisher(due south) |
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| Director(s) |
|
| Producer(s) | Anton Bolshakov |
| Designer(due south) | Alexey Sityanov |
| Developer(s) |
|
| Artist(s) | Andrey Prohorov |
| Writer(due south) | Alexey Sityanov |
| Composer(s) | Vladimir "MoozE" Frey |
| Series | S.T.A.50.K.E.R. |
| Engine | 10-Ray Engine |
| Platform(s) | Microsoft Windows |
| Release |
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| Genre(s) | Starting time-person shooter, survival horror |
| Mode(s) | Single-actor, multiplayer |
S.T.A.L.K.E.R.: Shadow of Chernobyl is a commencement-person shooter survival horror video game developed by GSC Game Globe and published by THQ in 2007 following a long evolution. The game is set up in an alternative reality, where a second disaster of mysterious origin occurred at the Chernobyl Exclusion Zone, causing strange changes in the surface area effectually it. The game features a not-linear storyline and includes role-playing gameplay elements such every bit trading and 2-fashion communication with not-actor characters.
In the game, the player assumes the identity of the Marked 1, an amnesiac human trying to find and kill the mysterious Strelok within the Zone, a forbidden territory surrounding the Chernobyl Nuclear Ability Plant. Information technology is set later a fictitious second Chernobyl disaster, which further contaminated the surrounding area with radiation, and caused strange otherworldly changes in local fauna, flora, and the laws of physics. The groundwork and some terminology of the game are borrowed from the Russian novella Roadside Picnic and its motion-picture show adaptation Stalker.
A prequel, S.T.A.L.Chiliad.Eastward.R.: Articulate Heaven, was released in 2008. A sequel, Southward.T.A.L.K.Due east.R.: Phone call of Pripyat, followed in 2010. There are likewise multiple fan remakes trying to restore the cut content from the original version of the game like S.T.A.L.K.E.R.: Oblivion Lost Remake.
Setting [edit]
S.T.A.50.G.Eastward.R. takes place in an surface area chosen the Zone, which is based on the existent-life Chernobyl Exclusion Zone and partly on the settings of the source cloth, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky's film Stalker, also equally the latter'south subsequent novelization by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the Chernobyl surface area extending south from Chernobyl Nuclear Power Constitute; geographical changes for artistic license include moving the city of Pripyat into this expanse (it is actually to the north-west of the power station), although the urban center itself is directly modeled on its real-life counterpart, albeit smaller in size, and features in-game recreations of many actual locations from the urban center.[1] The term Stalkers was also used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus later its hasty construction in 1986.[ii] In addition, the Zone is also a term used to refer to the xxx kilometer Exclusion Zone around the ability found.
In the game's backstory, after the initial Chernobyl disaster, attempts were made to repopulate the expanse, primarily with scientists and military machine personnel. However, in 2006, near xx years afterward the first incident, a mysterious 2nd disaster occurred, killing or mutating most of the inhabitants.[3] S.T.A.L.K.East.R. begins years later, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear disuse inside the Zone, extreme radiation has caused mutations among animals and plants in the area.[four] As a result of the second disaster, the Zone is also littered with dangerous small areas of altered physics, known as anomalies. Explorers and scavengers operating inside the Zone, known as Stalkers, possess an anomaly detector, which emits warning beeps of a varying frequency depending on their proximity to an bibelot.
Gameplay [edit]
A screenshot of Southward.T.A.L.Thousand.E.R.
S.T.A.50.Thou.E.R.: Shadow of Chernobyl is primarily a first-person shooter survival horror video game, simply it also features many RPG elements. The role player does non gain additional abilities or statistics like most RPGs (though the player does level through game play from "novice" to "expert" which has slight effects on the ability to aim accurately), merely is instead allowed to adhere artifacts which can increase or decrease actor attributes. Artifacts institute within the Zone have both positive and negative effects except for some rare artifacts which have just positive attributes.
There are a large number of items in the game, so the player has customization choices which are constrained primarily by how much exploring they do. The game also attempts to alloy the story and character interaction which are unremarkably associated with RPGs. However, conversation branches are extremely limited and do not significantly influence the course of the game, aside from accepting or declining missions.
The Zone itself is a large and varied area, consisting of wilderness, homo settlements, and several heavily guarded armed forces bases. However, the game world is not a true contiguous world, simply rather eighteen dissimilar maps separated past loading screens. Transfer from one area to another tin only be accomplished at certain specific passageways; wire fences and extreme radiation levels block the thespian from attempting to cross the map in any other area.
Creatures within The Zone are vastly different from their existent-world counterparts: dogs, boars, crows, and many more. Additionally, some areas contain mutated humans who have become affected by the so-called Brain Scorcher. Artificial intelligence of wildlife is highly adult and presents many realistic behaviors, such as fights over food and pack mentality, which can exist observed in non-scripted events. The game engine was designed and then that animal beliefs is calculated even if the player is in a different part of the Zone.
There are several different variations of anomaly, each ane having a unique impact upon those who cross its path. They can be potentially deadly to the player and the NPCs, delivering electric shocks, or pulling them into the air and crushing them.[5] [6] Most anomalies produce visible air or lite distortions and their extent can exist adamant past throwing bolts (of which the player carries an space supply) to trigger them.[vii] Artifacts are found scattered throughout the Zone, oftentimes near clusters of anomalies. Too as being traded for coin, a number of artifacts can be worn and so that they provide certain benefits and detriments (for example, increasing a stalker's resistance to gunfire while as well contaminating him with small amounts of radiations) although sure rarer artifacts provide benefits without any negative furnishings.[8]
The game does not feature controllable vehicles (although vehicles are programmed in the game code, they are non bachelor without the utilize of a third political party modification,[ix] [ten] and fifty-fifty if added, they are non entirely stable, equally a single knife slash tin destroy information technology completely) and thus players are required to get from identify to place on foot. A sprint option using a limited stamina bar can be used to temporarily increment the histrion's charge per unit of motion, though this is reduced by the weight of objects the actor is carrying, and weapons cannot be fired while sprinting. Information technology is possible to dart indefinitely by using artifacts and keeping below a certain weight limit (l kg); however, it is impossible to dart with sure weapons (e.g. RPG-7 and SVD).
Radioactive contamination caused past the nuclear incidents at Chernobyl occurs in specific invisible patches throughout the Zone. Although most areas are non contaminated, areas almost abandoned construction equipment that was used in the post-accident clean-up, certain military vehicular wreckage and a diverseness of other locations create fields of radiations of varying intensity and size, some of which cannot exist passed through without the proper protective equipment and anti-contaminant agents. The equipment is simplified into various sets of armor that have different levels of radiations protection. Additional radiation resistance may exist conferred by some artifacts, and radiations sickness may exist treated by medication or by consuming vodka.
When the player enters a highly irradiated surface area, they will begin to receive radiations poisoning. During this time, a radiation icon appears on the screen and fades through from dark-green to xanthous to red, signifying the strength of the poisoning, which grows the longer the role player remains present in the afflicted areas. The stronger the poisoning, the faster the player'southward health decreases. Unless the player dies from damage caused by radiation poisoning, in that location are no permanent effects from contracting it other than health loss. Yet, radiation will persist and proceed to drain health until either radiation medication or a substantial corporeality of vodka is consumed. Radiation tin can primarily be avoided by wearing certain artifacts that neutralize radiations or more advanced suits that will effectively protect the role player from radiation.
In much the same mode radiation works as a gameplay mechanic, the player volition occasionally go hungry during their travels. During this country, an icon of a crossed fork and spoon will announced. Consuming in-game food items returns the player state from hungry to not hungry, which removes the negative affect on stamina that the hunger status gives. However, if one ignores eating, information technology will result in the death of the role player in a sure amount of time.
As with radiation and hunger, haemorrhage is another country of detriment which the player must endeavour to avert or manage while playing the game. Bleeding occurs when the player sustains certain kinds of injuries of certain severity (such equally existence shot or stabbed). The player will lose the amount of health adamant by the landed blow and will continue to lose small amounts of health every bit they hemorrhage. Haemorrhage can sometimes stop on its own, but the role player tin can prevent farther bleeding by applying bandages or using first help kits, thereby preventing farther health loss.
Plot [edit]
Shadow of Chernobyl offers 7 different endings based on the player'south actions. The ending beneath is considered canon in the serial.
The game opens with lightning hit a vehicle, causing information technology to crash. The role player character is the sole survivor and wakes up in a local blackness-market trader's bunker. The thespian suffers from amnesia and has only two clues to his identity. The first is a tattoo of the acronym "South.T.A.L.Grand.E.R." and the second is a PDA, with the entry "Kill Strelok". Sidorovich, the trader, gives them the nickname "Marked Ane". The Marked One performs several tasks for Sidorovich as payment for saving his life. Through these missions and new contacts, the actor discovers clues to Strelok'due south possible location. These bring them deeper into the Zone and provide more details about Strelok and his squad. Along the way, the Marked One begins to have flashes of his lost memory.
To progress further into the Zone, the player must disable a device known as the Miracle Machine. This device is homo-fabricated and causes those within its range to lose their listen, becoming zombies. While disabling the device, the Marked I finds a clue that leads to Doc, a member of Strelok's team. A trap injures the thespian, who is so rescued by Doctor. He tells the Marked One most a monolithic artifact known as the Wish Granter, located at the center of the Zone. This artifact is sought later by all the factions and a group known as Monolith protects it. Doc also implies that the thespian is in fact Strelok, before parting.
New leads point to the Chernobyl Nuclear Power Institute as the location of the Wish Granter. A second, larger Miracle Motorcar, named the Brain Scorcher blocks the path to Pripyat. After disabling this device, the player can travel into Pripyat and through to the plant. With the path open, Pripyat becomes a warzone as dissimilar factions fight for control. The player must fight Monolith fanatics and the military machine to reach the plant. Once inside the sarcophagus, the player discovers the Wish Granter and a hole-and-corner laboratory beneath information technology. Inside the lab is a last, where an entity known every bit the C-Consciousness resides.
The C-Consciousness reveals that the actor character is Strelok, likewise as explaining the Zone and its history. After the Chernobyl disaster in 1986, the Soviet Wedlock used the complete vacancy of the Exclusion Zone for unhindered secret research into the human mind. This resulted in the development of ESP and psychic weapons. Vii scientists were neurally-linked, creating a hivemind known as the C-Consciousness. When the Soviet Union fell five years later on, the C-Consciousness took command of the Zone and connected the enquiry. The hivemind attempted to create world peace through global mind-command. This endeavour failed and caused the anomalies and reality-warping nature of the Zone. To protect itself, the C-Consciousness created the Brain Scorchers and Wish Granter. The Wish Granter brainwashes those who achieve it, turning them into Monolith soldiers.
The C-Consciousness gives Strelok the choice to merge with it and become part of the hivemind. The player can either have this offer or endeavour to stop the C-Consciousness. If Strelok rejects the offer, the hivemind teleports him away. To reach the hivemind Strelok must fight through Monolith soldiers and mutants, and navigate anomalies. Upon reaching the C-Consciousness, Strelok shoots the capsules holding the scientists, killing the hivemind. He and so destroys the unit prepared for him and leaves.
Technical features [edit]
The Ten-Ray Engine is a DirectX 8.1/9 Shader Model iii.0 graphics engine. Up to a 1000000 polygons can be on-screen at any i fourth dimension. The engine features HDR rendering, parallax and normal mapping, soft shadows, motion mistiness, widescreen support, weather effects and day/nighttime cycles. As with other engines that use deferred shading, the Ten-Ray Engine does not support multisample anti-aliasing with dynamic lighting enabled. However, a different class of anti-aliasing tin can be enabled with dynamic lighting which utilizes an edge detection algorithm to polish edges betwixt objects.[eleven] The game takes identify in a 30 square kilometer area, and both the exterior and inside of this area are rendered to the aforementioned corporeality of detail. Some textures in the game were photographs of the walls in the developers' studio.[12] As of patch 1.0003 the X-Ray Engine supports "surround screen" monitor setups, including a 16:9 native resolution ratio.
The X-Ray Engine is among the first of its kind to feature real fourth dimension Global illumination through a method called Photon mapping, the GI organization runs entirely through the CPU on i cadre and was kickoff seen implemented in a beta build every bit early as 2004 all the same remained experimental through ShoC development virtually likely due to its massive performance hitting.
The X-ray engine uses GSC Game Earth's proprietary ALife bogus intelligence engine. ALife supports more than i thou characters inhabiting the Zone. These characters are non-scripted, meaning that AI life can be developed fifty-fifty when not in contact with the player. The NPCs have a full life cycle (task achievement, combat, residuum, feeding and sleep) and the same applies to the many monsters living in the Zone (hunting, attacking stalkers and other monsters, resting, eating, sleeping). These monsters migrate in large groups. The non-scripted nature of the characters means that in that location are an unlimited number of random quests. For case, rescuing stalkers from danger, destroying stalker renegades, protecting or attacking stalker camps or searching for treasure. The AI characters travel around the entire Zone equally they see fit. Several assault tactics were cut for difficulty reasons, including the power for enemies to heal wounded allies and give orders.
S.T.A.L.1000.E.R. uses a heavily modified version of the ODE physics engine. Ragdoll physics, destructible objects, realistic bullet ballistics and skeletal animation tin can all be found in the game. Bullets are afflicted by gravity, bounced confronting solid surfaces at oblique angles, and firearms are highly inaccurate when fired without aiming. To score consistent hits at medium or long range, players must aim using the atomic number 26 sights on their guns. Additionally, hitting damage is pseudo-realistic, and the thespian can die after only being shot a few times (although later in the game various armor suits and artifacts can be acquired that increase the actor's resistance to damage). Belatedly-game depends heavily on scoped weaponry due to the well-armed and armored enemies that go along their distance from the player.[13]
A weather system is integrated into various parts of the mural and allows a diversity of weather effects, such every bit sunshine, storms and showers. The weapons bachelor, behavior of the AI, game tactics and ranking systems depend on the weather. Different about dynamic weather condition systems, the game features complete dynamic wet surfaces such as pavement, concrete, brick walls, etc.
The game features ambient music by Vladimir Frey aka "MoozE".[14] It also has iii songs from the Ukrainian band Firelake.
Development and release [edit]
The game was first announced by GSC Game World in November 2001, equally S.T.A.L.M.E.R.: Oblivion Lost,[15] although it had been talked well-nigh as early as 2000.[16] It had its release appointment, originally as summer 2003, pushed dorsum several times. Meanwhile, hundreds of screenshots of the game had been released, likewise every bit a dozen preview video clips, accompanied by other forms of promotion by GSC, such as inviting fans to their offices in Kiev to play the current build of the game. Even so, due to the delays some considered South.T.A.L.K.East.R. to be vaporware.[17]
In belatedly Dec 2003, a pre-alpha build of the game was leaked to peer-to-peer file sharing networks.[16] This build, marked as version 1096, inadvertently acted as a fully functional tech demo of Due south.T.A.Fifty.K.E.R.'due south engine, despite its lack of NPC enemies and animate being.[18] After that, with the game missing the 2003 release date and still far from being finished, the publisher THQ sent Dean Sharpe (the after CEO of Metro developer 4A Games, which would be formed by some ex-members of GSC Game World who had worked on Shadow of Chernobyl) to oversee cutting many features and downsizing the overall scale and ambitions to save it from development hell, leaving much of it to be picked upwards in a sequel.[16]
In February 2005, THQ expressed a desire to run across the game released toward the finish of its 2006 fiscal year (31 March 2006) only maintained that no release date had been set.[19] In Oct 2005, THQ confirmed that Southward.T.A.L.K.East.R. would not be out "until the second half of THQ's 2007 fiscal year - Oct 2006 at the primeval."[20] In February 2006, THQ revised this possible release window, saying the game would non be in stores until the offset quarter of 2007.[21] In an interview at the Russian Gameland Awards, PR Manager Oleg Yavorsky indicated that release was planned for September 2006. In 2006, the game came 9th in Wired 'south Vaporware '06 honor.[22]
In late February GSC managed to release a public beta. A multiplayer demo was released to the public on 15 March 2007. On 2 March 2007, it was announced that the game went aureate.[23]
In February 2009, due to popular demand GSC Game World released "xrCore" build 1935, dated xviii October 2004.[24] It uses a completely unlike physics engine with many cut monsters, levels, and vehicles. It was also significantly larger than the retail release. It is however somewhat unstable, but features the full game along with a "fully functional ALife system". It is currently bachelor for gratuitous download from the GSC servers and mirrors.[25] Multiple other builds of the game have been since publicly released besides, along with design documents.
Reception [edit]
Critical reception [edit]
S.T.A.L.Grand.Due east.R.: Shadow of Chernobyl received generally positive reviews, with critics praising the game for its manner and depth while criticising technical issues, mentioning the number of bugs present. It received a score of 82.70% on GameRankings[32] and 82/100 on Metacritic.[26]
The game design of the Zone was one of the nearly favored aspects. GameSpot praised the style and level design, stating "This is a bleak game, but in a good way, as it captures its post apocalyptic setting perfectly",[28] while Eurogamer called information technology "ane of the scariest games on the PC", going on to say "Similar the mythological Chernobyl zone information technology is based upon, this game is a treacherous, darkly beautiful terrain."[27] Game Informer did non observe the gameplay peculiarly innovative, but still complimented the bones FPS blueprint, saying, "Due south.T.A.L.K.Eastward.R. isn't the revolution that we all hoped it would be. It is, even so, a respectable and sometimes first-class first-person adventure"[30] whereas GameSpot called information technology "one of the best ballistics models always seen in a game, and as a effect, firefights experience authentic as you effort and hit someone with what can be a wildly inaccurate rifle".[28]
Upon release, S.T.A.50.K.E.R. was criticized for having numerous bugs, specially when used with the then-recently released Windows Vista. IGN found the game "tended to stutter quite often, sometimes pausing for iii or four seconds at regular intervals, which occurred on two dissimilar Windows XP computers at maximum visual quality," and some cases of game crashing glitches.[31] Another criticized aspect was the story, which to some reviewers was "breathless"[28] and which PC Gamer stated "fails in the specific story of your character".[33]
Awards [edit]
Due south.T.A.L.K.Due east.R. won the Special Achievement honor for Best Atmosphere in GameSpot'southward All-time and Worst 2007, stating that "S.T.A.L.M.E.R. captures the 'ghost boondocks' nature of the zone, from the abased cities to the overgrown wilderness. Then, the game adds its own paranormal elements, which help make a chilling environs almost terrifying at times."[34]
Sales [edit]
Due south.T.A.L.K.East.R. received a "Argent" sales honor from the Entertainment and Leisure Software Publishers Association (ELSPA),[35] indicating sales of at least 100,000 copies in the United Kingdom.[36] As of September 2008, S.T.A.L.K.E.R. has sold 2 one thousand thousand copies worldwide. GSC Game World CEO Sergiy Grygorovych has said "We are very pleased that Due south.T.A.Fifty.Thousand.Due east.R. became and then pop amidst players from all over the world. Financial success volition allow us to develop Southward.T.A.L.G.Due east.R. in different directions as a brand."[37]
Legacy [edit]
Due south.T.A.Fifty.K.Eastward.R.: Clear Sky [edit]
Southward.T.A.L.Thousand.E.R.: Articulate Sky is a prequel set eight months before Shadow of Chernobyl. The game world consists of a mix of erstwhile, redesigned areas and completely new levels. The updated engine supports the Inverse Kinematics animation system, allowing more than and improve animations. New effects such as volumetric lighting were also included. In general, the developers sought to take the basics of everything in Shadow of Chernobyl and enhance them. Improve AI, graphics and new game-play additions, such as faction wars, were some of the added features.
S.T.A.Fifty.Thou.E.R.: Call of Pripyat [edit]
Due south.T.A.L.K.E.R.: Call of Pripyat is a sequel prepare after the events in Shadow of Chernobyl. The game features new areas recreated by their truthful-to-life locales such as Pripyat town, Yanov Railway Station, Jupiter Manufactory, Kopachi Village and more. Other features include an improved A-Life system, a new player interface, a make-new story and a number of unique characters, two new monsters and behavior and abilities, an extended system of side quests, a sleep function and a gratuitous play mode.
S.T.A.L.M.E.R.: Oblivion Lost restoration projects [edit]
In 2014, a mod aimed at restoring cancelled features from the early on versions of the game was released as a standalone game titled S.T.A.L.M.Due east.R. - Lost Alpha, development of which has since nonetheless continued with Lost Alpha - Developer's Cut released in 2017. Stone, Paper, Shotgun's Craig Pearson praised many aspects of the 2014 version, but too noted the presence of stability problems and bugs.[38]
S.T.A.L.One thousand.E.R. two: Heart of Chornobyl [edit]
Southward.T.A.L.K.Eastward.R. 2: Heart of Chornobyl is an upcoming video game currently slated for release on 2023.[39]
References [edit]
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- ^ Kroft, Steve (13 December 1999). "Chernobyl Revisited". CBS News.
- ^ "Due south.t.a.fifty.thousand.e.r. Zone World". GSC Game World. Retrieved 24 July 2008.
- ^ "South.t.a.l.k.eastward.r. Zone World". GSC Game World. Archived from the original on 26 Oct 2007. Retrieved 24 July 2008.
- ^ "Electro". GSC Game Globe. Retrieved 28 Jan 2011.
- ^ "Vortex". GSC Game Earth. Retrieved 28 January 2011.
- ^ "Burner". GSC Game World. Retrieved 28 Jan 2011.
- ^ "Artefacts". GSC Game Globe. Retrieved 28 Jan 2011.
- ^ "STALKER Vehicle-Mod". pcgames.de. 10 April 2007. Retrieved eleven April 2018.
- ^ "Transport Mod - S.T.A.50.K.E.R. - GameFront". filefront.com. 8 April 2007. Retrieved eleven April 2018.
- ^ Shishkovtsov, Oles. "Deferred Shading in S.T.A.L.Grand.E.R." GSC Game World. Archived from the original on 16 July 2011. Retrieved 12 August 2010.
- ^ "PC Gamer United kingdom of great britain and northern ireland" (135). May 2004: 38–41.
- ^ Game Review Only (28 November 2007). "Southward.T.A.L.K.E.R.: Shadow of Chernobyl". Archived from the original on 12 March 2008. Retrieved 28 November 2007.
- ^ "Mooze". NTS Live . Retrieved 27 May 2021.
- ^ Bramwell, Tom (11 November 2002). "Stalker trails into view". Eurogamer . Retrieved 17 May 2019.
- ^ a b c Purchese, Robert (31 July 2018). "The Californian sent to relieve Stalker: Shadow of Chernobyl from development hell". Eurogamer . Retrieved 17 May 2019.
- ^ "Acme 10 Tuesday: Modern Vaporware". IGN. Archived from the original on thirteen April 2006. Retrieved 31 March 2007.
- ^ "STALKER Pre-Alpha Leaked". MegaGames. 2 January 2004. Archived from the original on 19 June 2008. Retrieved 18 June 2008.
- ^ Adams, David. "S.T.A.L.Chiliad.East.R. Delayed". IGN. Archived from the original on 5 February 2005. Retrieved 31 March 2007.
- ^ "Stalker". GameSpot . Retrieved eleven April 2018.
- ^ Sinclair, Brendan (iii February 2006). "THQ announces holiday results, delays South.T.A.Fifty.K.E.R." gamespot.com . Retrieved eleven April 2018.
- ^ Calore, Michael (27 December 2006). "Vaporware '06: Return of the King". Wired . Retrieved 21 January 2011.
- ^ ""Southward.T.A.L.K.E.R." Goes Gold". GSC Game World. two March 2007. Retrieved xiii May 2007.
- ^ "S.T.A.L.Chiliad.Eastward.R. build 1935 released for free download" Archived 22 June 2009 at the Wayback Machine ClanBase. Retrieved 1 March 2009.
- ^ "S.T.A.Fifty.K.E.R.: Shadow Of Chernobyl, build 1935, Oct xviii, 2004". gsc-game.com . Retrieved eleven April 2018.
- ^ a b "S.T.A.50.Thou.E.R.: Shadow of Chernobyl Reviews". Metacritic . Retrieved 7 November 2007.
- ^ a b Rossignol, Jim (seven March 2007). "Reviews = S.T.A.L.Grand.E.R.: Shadow of Chernobyl // PC". Eurogamer . Retrieved 7 Nov 2007.
- ^ a b c d Ocampo, Jason (20 March 2007). "Reviews = South.T.A.Fifty.Thou.Due east.R.: Shadow of Chernobyl // PC". GameSpot. Archived from the original on 12 October 2007. Retrieved 7 Nov 2007.
- ^ Kuo, Li (5 February 2007). "GameSpy: Due south.T.A.L.K.E.R.: Shadow of Chernobyl". GameSpy. Retrieved 10 August 2009.
- ^ a b Biessener, Adam (March 2007). "S.T.A.L.K.E.R.: Shadow of Chernobyl review". Game Informer. Archived from the original on 27 October 2007. Retrieved seven November 2007.
- ^ a b Onyett, Charles (19 March 2007). "S.T.A.50.K.E.R.: Shadow of Chernobyl Review". IGN . Retrieved 7 November 2007.
- ^ "S.T.A.L.K.Due east.R.: Shadow of Chernobyl Reviews". GameRankings. Retrieved seven November 2007.
- ^ "GamesRadar+". computerandvideogames.com . Retrieved xi Apr 2018.
- ^ "GameSpot'south Best and Worst 2007: All-time Atmosphere". GameSpot. 24 December 2007. Archived from the original on 10 March 2010. Retrieved 24 Dec 2007.
{{cite web}}: CS1 maint: bot: original URL status unknown (link) - ^ "ELSPA Sales Awards: Argent". Amusement and Leisure Software Publishers Association. Archived from the original on 21 February 2009.
- ^ Caoili, Eric (26 Nov 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on xviii September 2017.
- ^ "S.T.A.L.Thousand.E.R. official site". GSC Game Earth. three September 2008. Retrieved 3 September 2008.
- ^ "Impressions: Stalker: Lost Blastoff". rockpapershotgun.com. 12 May 2014. Retrieved 11 Apr 2018.
- ^ "Stalker 2 Center of Chernobyl: Release Appointment, Trailer, Gameplay, and More". Digital Trends. 12 January 2022. Retrieved 15 January 2022.
External links [edit]
- Official website
- South.T.A.L.M.E.R.: Shadow of Chernobyl at MobyGames
Source: https://en.wikipedia.org/wiki/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl
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