Posts Tagged ‘Stalker: Clear Sky’

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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Oh, Completely: Clear Sky Complete

By Jim Rossignol on April 11th, 2011.

Get out of here, etc.
This is a random sort of update, but it’s just a polite recommendation for all of you. Way back in the mists of 2009 I took a look at the state of mods for Clear Sky, and concluded that while a markedly improved experience was possible, none were a perfect fix to that flawed gem. I’d like to revise and update that, having spent the weekend playing Clear Sky with its Complete mod. That’s the most fun I’ve had playing an FPS since, well, since I played Call Of Pripyat. And the Complete stuff cranked up to maximum on everything seems like the best way to exercise a decent PC. I’ve spend quite a bit of time marvelling at the visuals, but lots more time enjoying the challenge of the unscripted manshoots. It really is something.

What a shame that no other studio seeks to emulate GSC’s achievements with these games. The one time we want people to shamelessly rip something off…

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Further New Dawns For Clear Sky

By Jim Rossignol on July 1st, 2010.


A few people have mailed us over the past few weeks suggesting that we take a look at the Total Faction War mod v1.8 by PhoenixHeart, Darkenneko and Smoq2. I finally got around to doing that this week, and I’ve written up some thoughts below. Long term readers will recall that I previously attempted to mod the errant son of the Stalker dysnasty into a place in my heart last year, with mixed results. This is the first mod I’ve had installed that comes close to fixing what was otherwise the weakest aspect of Clear Sky, even after modding: the factional warfare.
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GamersGate: Redesigned, Crazy Sales

By Alec Meer on May 27th, 2009.

Who says I never write alt-tags?

This is the kind of thing we’d normally leave for LewieP to herd into his weekly Bargain Bucket post, but if we wait to mention it till Sunday, most of the great offers will be gone. So, call this the RPS Bargain Jar or something. Quite a few of you have griped about digital store GamersGate‘s general design over the past few months, and it seems they too were aware of their fugliness. There’s just been a big old redesign to make the site sleeker and noticeably faster – and, if you ask me, just a little bit GoG-esque. Shiny! And, thank Vonnegut, it doesn’t demand to install yet another icon into our heaving system trays. To celebrate, they’ve a week of ultro-discounts – a new price-slashed game each day, plus a particularly splendid one lasting the course of the week. Buy buy buy!
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Stalker: The Mods, Return To Clear Sky

By Jim Rossignol on April 27th, 2009.


The past week of my gaming time has been dominated by Stalker mods: downloading, testing, crashing, deleting, reinstalling, and even a few hours of playing. For Shadow Of Chernobyl there’s pretty much a one-stop shop for changes, which is the extraordinary Oblivion Lost mod. It’s a comprehensive, colossal piece of compilation modding, much of it done by the author, and the rest factored in from across the community. It isn’t to everyone’s taste, especially since the list of changes is immense, but it includes drivable vehicles, sleep, alcoholism, and reworked NPC behaviour. (And that means grenades, annoyingly.) Oblivion Lost is, given the difficulty of combining and over-writing various Stalker mods, a worthwhile download – but it also completes Shadow Of Chernobyl on a profound level. This is modding at its finest. The problem for me, however, was that the Stalker I wanted to return to wasn’t an augmented Shadow of Chernobyl, but a fixed Clear Sky, which I hadn’t played since the pre-release review version. Could it be time to go back?
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Clear Sky: The First Patch

By Alec Meer on September 3rd, 2008.

BE ADVISED!

We’ll be talking more about Clear Sky soon, once gamers have had a chance to actually play it rather than just shout conspiracy theories about the mixed-bag scores it’s been receiving. On the pre-eve of the game’s European release, however, there’s already a patch out. Notably, it addresses a few of the things Jim’s, Kieron’s and my respective reviews complained about, such as easing the penalties from bandit muggings (note to everyone in the world: the multiple random, avoidable bandit muggings and the single, cutscene-based, unavoidable bandit mugging that happens partway through the main quest are not the same thing), improving performance, increasing the cash won from missions and vague talk of balance improvements. I’ve stuck the complete patch notes beneath the cut, too.

Even if it’s as good as it sounds, I’m really not convinced it can lift the game to the level of its predecessor, but I’ll be glad to be proved wrong. I adore Stalker, and I had dearly hoped Clear Sky would be awesome. I’ll give the patch a spin tomorrow and see whether it takes the game any closer to my obscenely high standards.
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Eurogamer: Stalker: Clear Sky Review

By Kieron Gillen on September 2nd, 2008.

This is going to be the new The Witcher, innit?

After Jim and Alec’s reviews have found their way into the world, Eurogamer eject my take on Clear Sky onto the Internet. In it I say things like:

“It’s a graphically improved prequel that integrates a mass of things that were promised for Stalker with assorted game tweaks that – on paper – sound as if they’d improve the immersion of the game considerably. In practice, it mainly shows that there are no good or bad ideas: only good and bad executions.”

And other stuff which is a bit more flowery. As per usual, eh? More here.

EDIT: Jim’s review here.

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Stalker’s Sky Darkens

By Alec Meer on August 31st, 2008.

Bad news for Stalker: Clear Sky – it’s been recalled from stores. Well, only briefly – apparently the initial shipments didn’t contain CD keys, cleverly. So it’s been delayed a few days while some poor sod presumably prints out a load of stickers, meaning its September 5th release date in the US ain’t gonna happen.
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Interview: GSC on STALKER: Clear Sky

By Mathew Kumar on July 23rd, 2008.

Well, we’ve had more than a week of E3 coverage, and I’m sure you’re sick of it by now. So I’m finishing up! I checked my huge pile of notes, recordings and press materials and found I have only one thing left to write about – Stalker: Clear Sky.

This sequel/prequel/remake of the acclaimed, if divisive, FPS is an interesting one because it’s the only game anyone at RPS specifically asked me to check out at E3. Jim Rossignol all but demanded I find out if there was going to be “terrible new English voice acting and music” in the upcoming title, and so I obliged by chatting with GSC Game World’s Valentine Yeltyshev.
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Giganto-Spoiler: First 25 Minutes Of Clear Sky

By Jim Rossignol on July 12th, 2008.


Initially I couldn’t actually bring myself to watch this. Those that had assured me that it was “okay, I suppose”, “looking a bit better the first game,” and – ominously – “Jim, it’s a kill x rats mission.” I hoped that’s wasn’t true. I had to take a look.

Also: it’s almost sarcastically karmic. There was me moaning about trailers that had no game footage, and then along comes twenty-five minutes of a game that I didn’t want to spoil for myself by watching. Sigh.
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Uh-oh: “Take This, You Nazi!”

By Jim Rossignol on July 11th, 2008.

What. Okay, I think that this Clear Sky preview (new footage intermixed with the 1UP team waffling about what they’ve seen) shows that the incidental voice acting for Clear Sky is in atmosphere-shattering English, rather than Russian. There’s also some deeply shit music. GSC, noooo!

The new inventory looks good though.

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Clear Sky Preview

By Jim Rossignol on March 4th, 2008.


My preview of STALKER: Clear Sky, penned jointly with Tim Edwards of PC Gamer, has been posted on computerandvideogames.com. In it we talk to Anton Bolshakov about how the original game came to be, before moving on to the nature of the new beast:

Central to that is what GSC are doing with the various factions that inhabit the zone. While there were a large number of factions in the original game (Freedom, Duty, the military, the mercenaries, the scientists, the neutral stalkers and the servants of the monolith) you were only really able to follow three paths: Neutrality, Freedom, or Duty. In Clear Sky you’ll be able to join up with seven different factions, work with them, fight them, and ultimately lead your chosen side to victory.

“It’s a global war of factions within the zone,” says Bolshakov. “Now each faction has a fully fledged main camp with a number of key characters in there, like a trader, a mechanic, a leader, a barman, and all of those perform specific roles.”

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