Stalker free game download




















Zona again in three years at the latest, we have prepared a bucket of cold water. The Ukrainian team is very comfortable with planned premiere dates. The Shadow of Chernobyl was originally due out in !

In the end, it hit the shelves four years behind schedule. In the meantime, succumbing to so many slips, the best free PC games that many people no longer believe will ever be finished. Of course, we keep our fingers crossed that this scenario does. Not repeat itself in the case of the newly announced title. But some skepticism is perfectly justified. We know a lot about the developers themselves. A handful of additional information comes from Sergey Galonkin, known primarily as the creator of Steam Spy.

Plus, he works at Epic Games, so when he was one of the first. This would be a much smarter solution than relying on proprietary technology. Which would incur additional costs and certainly cause more problems.

Worked on the later versions of the X-Ray engine, offering atmospheric tuning, but also generating a lot of errors. Download the game from the host. Decompression exe. Run the. Go through the game installation process according to the on-screen instructions. It is full and complete game. Just download and start playing it we have provided direct link full free setup of the game. Impressive use of animations. Easy to controls. Single player or multi player game.

Great storyline with unique characters. Sleep function added. Awesome graphics and visuals of this game. 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.

What's more, this feeling of unpredictability extends to the scripted moments too - there's always a sense of anticipation as you discover a fresh mutant, bear witness to another bold move of artistic direction or have the tables turned on you in the pit of an underground reactor.

Combat too is very good - whether you're deep in corridor-iana or out on the wider vistas of the surface. I'm not saying individual grunt Al is spectacular, but they certainly don't disappoint either. During earlier parts of the game it's sometimes difficult to perceive whether or not your bullets are connecting, but the satisfaction grows alongside your firepower.

As such, the introduction of bullet-absorbing Stalker zombies may be a bum note, but the monster menagerie is otherwise on key, dripfeeding glowing nasties into the game at a measured rate rather than going for outright overkill. Overall, there's no doubt that the combat and the whole game gets more and more satisfying the longer yon play. I struggle to think of the last time I played a game with a meatier arsenal than this -it might even be as far back as Far Cry.

The necessity of ammo-juggling makes every bullet count, and when that bullet strikes cranial matter, both yon and the ragdoll system know it straight away. Extremely satisfying stuff. The health system is also a welcome relief from the surge in magically regenerating war heroes we've seen of late. If yon get shot even once yon bleed, and if yon carry on bleeding yon die, meaning bandages are essential. If you're particularly close to death, meanwhile, an entire med-pack can be used to regenerate - though if you're just feeling a bit off-colonr yon can usually find a Ukrainian sansage to munch.

Cleverly, this health system is shared by yonr human enemies, so the more swiftly you dispatch enemies, the more likely you are to find health items in their backpacks. By the same token, wounded enemies will often lope off, leaking from multiple bullet holes, only to be found lying near-dead on the floor.

It's at this point that I usually bend down and issue a merciful stab of the knife, but friendly Al, quite brilliantly, will sometimes wander over to their helpless foe and calmly shoot them in the head. Life's tough in the wasteland you see. And on top of all this there's radiation to consider, the effects of which can be faced down with the use of vodka and injections.

What voice-acting exists is OK, bar some repeated Al barks, but most of the NPCs simply wibble on in text form, text that's so devoid of life or sense that it's very hard to care about anything but the rudiments of what's going on.



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