Posts Tagged ‘Stalker: Call of Pripyat’

MISERY Diary: Playing Stalker’s Hardest Mod

By Angus Morrison on October 20th, 2014.

Get to the chopper!

There are lots of survival games, but there are also lots of games which could be survival games with the right mods installed. Over the course of Survival Week we’ll highlight a few of those games and i) write a diary of our experience playing with it ii) explain how to do it yourself.

Honour is for better folk than I. Honour is for the short-lived. Honour is for the people not playing MISERY. Accordingly, I choose to play as a Sniper. I’ll pick off monsters from the safety of a nice, cosy bush, although odds-on that’ll eat me too.

MISERY is a mod for STALKER: Call of Pripyat, two all-caps games which combine to form an experience which shouts death and despair at anyone who tries to play it.

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How To Make STALKER: Call of Pripyat A Survival Game

By Angus Morrison on October 20th, 2014.

There are lots of survival games, but there are also lots of games which could be survival games with the right mods installed. Over the course of Survival Week we’ll highlight a few of those games and i) write a diary of our experience playing with it ii) explain how to do it yourself.

Evil is nothing if not thorough. Usually I prefer to hone my experience with a series of small mods – other entries in this week-long series will do just that – but no combo comes close to the scope of the most twisted survival retool yet hatched: MISERY.

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All STALKER Games Saved From GameSpy Server Meltdown

By Nathan Grayson on June 2nd, 2014.

GameSpy has officially exploded, and games are still fleeing from ground zero while green smoke and shrapnel billows every which way. It’s been a messy process, to say the least, with some games finding happy new homes while others collapsed on the street side, never to rise again. STALKER, thankfully, has made it out at the last second, with whatever remains of GSC releasing a patch for STALKER, STALKER: Clear Sky, and STALKER: Call of Pripyat to migrate online functionality onto their own servers.

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In the Zone: How Gamers Experience The Real Chernobyl

By Nick Rush-Cooper on May 14th, 2014.

I am standing in the middle of Pripyat in what was intended to be the site of the 1986 May Day festivities. Now an expanse of cracked concrete, the iconic rusting ferris wheel stands behind me. No one else is in sight, as I’ve been left here alone to get on with some measurements. Looking down at the Geiger counter in my hand I slowly make my way back and forth across the area, taking readings at regular intervals. This is my last research trip to the Chernobyl Exclusion Zone, the end of six months spent tagging along with tour groups and later helping as a tour guide.

I should be used to this space now, but I feel uneasy. Occasionally I anxiously look up and scan the thick line of trees and shrubs that border this area and break line of sight with the nearby ruined buildings. I try to rationalise my way out of this fear – I tell myself the worst thing that’s likely to happen is the embarrassment of trying to cobble together an explanation in Russian for what I’m doing if Pripyat’s police guard wanders by.

But there’s more to my unease than this. It’s not that I’m alone, it’s that I’ve been alone here before. Only the last time was whilst playing S.T.A.L.K.E.R. Shadow of Chernobyl.

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S.T.A.L.K.E.R. MISERY 2.0 Will Make Summer Grimmer

By Craig Pearson on July 8th, 2013.

Oh god, I want a new Stalker so so much
The sun is beating the UK into sweaty submission. Flowers are blooming, there is blue where there’s usually grey, and lollypops are the staple food source. Summer has finally decided to show up and make the world brighter and sort of happier, so this weekend I closed the curtains and spent my off-time fiddling with Stalker. I decided I wanted to pretty up the original game: I wanted pitch black nights, livelier fauna, blowouts, lovely skies, and more interesting weather. Unfortunately I’d forgotten I’d already modded it, so I ended up with a broken mutant of a game. I’m reinstalling now. It wasn’t at total waste: on my hunt for the Shadow Of Chernobyl mods I discovered that the long-awaited Misery 2.0 for Call Of Pripyat is out this month. And it has a trailer.
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A Quick Call Out For Pripyat

By Jim Rossignol on August 29th, 2010.


I’ve just started a second playthrough of Call Of Pripyat, which impressed me a great deal earlier in the year. Since a few people had been asking me about mods for the game I thought I’d link to the mods I am using this time around. I’ve merged the installs for Atmosphere 2, TGS EZ (pictured) and RCOM. The resulting mixture seems to retain the audio and weather cleverness from Atmosphere, while adding the colour palette and textures from the TGS mod, which introduces a much more washed out, bleak aesthetic. In the first area at least, I think is a considerable improvement on the vanilla version, and hides some of vegetation/texturing problems of the aging game engine. RCOM is a weapon balancing and AI mod, which introduces a bunch of changes, making weapons more powerful, and making it much nastier to get shot. This means that long range single shots from an assault rifle will generally drop an enemy, but it means the AI can give you a beating from range too. Overall this mod mix makes the game slightly prettier and considerably tougher. I’m enjoying it.

Any other suggestions?

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Wot I Think: Call Of Pripyat

By Jim Rossignol on February 2nd, 2010.


The third Stalker game, Call Of Pripyat, has been out in Europe and Russia for quite some time, but it has only just made the leap to English-language release. The UK version due on Friday. I’ve recently completed that edition of the game and my account of that experience follows.
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Pripyat Precipitates Feb 5th

By Jim Rossignol on January 5th, 2010.


Koch Media have confirmed February 5 as the release date for S.T.A.L.K.E.R : Call of Pripyat in the UK, Italy, and “Nordic”, although which countries that stands for isn’t quite clear. Russia, Germany and the rest of Europe have had their versions of the game for a while now, and all feedback points to good. I’ve spent quite a lot of time with the early English-language version myself, and wrote up impressions here. In short: strong stuff, especially in the direction of open-endedness, but I have a few reservations. I’ll be playing the hell out of it when the full version arrives too, obviously. There’s no news about what’s happening with a US version, but presumably it’ll find its way to digital download before long.

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Call Of Pripyat: Pripyat Itself

By Jim Rossignol on November 24th, 2009.


Looks like we’re all going to need some cheering up after that last item, so how about some bleak Ukrainian apocalypse to give your day a bit of buoyancy? This new trailer for Call Of Pripyat flies through Pripyat itself – so I suppose it’s a kind of spoiler – but it gives you some idea of how large the new maps in this game actually are. I’ve yet to get there in my own playthrough of the game, which I talked about here, but last night I did discover a neat “looped” dungeon, which uses some kind of portalling to always bring you back to the same place – a kind of Escher level. Which is odd, because it’s exactly the kind of design I’d been looking to find in games recently, and here it pops up in a minor side-quest in Call Of Pripyat. Interesting stuff.
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Hands On With Call Of Pripyat

By Jim Rossignol on November 23rd, 2009.


This week I’ve been playing the English-language version of Stalker: Call of Pripyat. While the game is already out in Russia and Germany, the English version isn’t coming out until January. The version I am playing is therefore a preview build, and incomplete in a number of ways, mostly in UI English and some bits and pieces of presentation. What does seem to be complete, however, is the new and transformed zone, and its surly denizens. My impressions of this, the third Stalker game, follow.
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When Lighting Attacks: Call Of Pripyat Trailer

By Jim Rossignol on September 11th, 2009.


So it seems that DirectX 11 will be supported by Call Of Pripyat, although it’s not clear what difference that will make to the visual fidelity of the game. This new video (below) shows off lots of lovely real-time shadows and stuff, but I was under the impression that Stalker did that in DirectX 9 anyway… (There’s a slightly bizarre comparison of DX9 and DX10 versions of the game here, in which I’m not sure whether one mode could identifiably called “better” than the other from the stills on display.) The trailer, fortunately, also features an encounter with a monstrous psychic dwarf (above), just for good measure.
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Murky, Moody Footage Of Call Of Pripyat

By Jim Rossignol on August 21st, 2009.


Many things worry the tiny minds of the RPS team, but one of the most oft-concerning thoughts is whether Stalker: Call Of Pripyat, the third (possibly final?) instance of the games of the zone, will ultimately be the best . Can GSC make up for the misstep of Clear Sky and land a game that has the atmosphere and precision of the original, while still being different enough to be worth playing?

If nothing else, the new areas that will feature in Call Of Pripyat should give us plenty of scope for exploration: the clogged, radiation-pooled river valley, a buried and abandoned village, and finally a district of the city of Pripyat itself. All these can be glimpsed in the new trailer (I particularly like the anomaly coming out of the side of a building) which largely consists of fly-through sequences of the new environments. Go check out the spooky new bloodsucker effects.
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Interview: GSC On Call Of Pripyat

By Jim Rossignol on May 25th, 2009.


The announcement of a new Stalker game, Call Of Pripyat, offers an intriguing prospect. It’s a trilogy-completing work – with Clear Sky acting as prequel – and it proports to show what took place in the zone after the events of Shadow Of Chernobyl. The initial announcement seemed to promise a great deal: enhanced A-Life, more freedom, and more survival conditions to consider. But what else is in there? And what did the Ukrainian company learn from Clear Sky? GSC’s Oleg Yavorsky took some time out to answer our questions, and to reveal a bit more about Call Of Pripyat. Foolishly, I forgot to ask about the mystery of the bread. (The images in this article can be clicked on for their full-size.)
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