You know what I really love about the Zone? It isn't its radioactive death traps, bandits, weapons, artifacts or chilly Russian air. It's not the wonderment of watching an emission tear the sky asunder or a mutant cut down an inch from your face. It's the lawlessness, the feeling of being the composite master of one's destiny. Now, I know what you're thinking, RPG's have been around for years, MMO's let you live a virtual life online etc etc. To the first I say, find me a setting more bleak and frankly downright interesting than the Zone. Your brain is straining tangibly at the thought. As for the second, why the hell would I want such an experience as wandering the desolate Chernobyl wasteland ruined by a bunch of strangers? A couple of friends maybe, but I'll be damned if any snot nosed thirteen year old is going to interrupt me wiping out a bloodsucker den to tell me to "go fuck myself." You want that, get back on your Xbox.
Kill it, kill it now!
There is of course a primary story line in both games, but they always felt a little flimsy to me, especially in Call of Pripyat. I basically did the story missions once I'd exhausted the side quests in an area, for to be honest I had very little interest in why the helicopters had crashed or with what the military was doing poking around the Zone. If anything, I'd say that the main plot was a simple vehicle meant to give you some direction but still let you do your own thing. In this regard, it is easy to understand the underwhelming narrative, it was never meant to be the central part of either game anyway. It would have been nice if they'd both been a little tighter, but I wouldn't sacrifice the Zone's uniqueness in pursuit of it.
WARNING! May be hazardous or give you super powers! |
While playing S.T.A.L.K.E.R you will quickly come to learn that artifacts are pretty handy to have in a bind. They can make you into demi-gods, be traded for a fist full of cash, or irradiate you in my case. Took me a few minutes to figure that one out. Suffice as to say, I'd wind up dead in the Zone faster than a Bandit making friends with the smart end of my shotgun, in reality. Anyway, getting back on point, artifacts exist to create a genuine interest in the Zone rather than it just being a hide out for criminals and a point of interest to scientists. Much like during the gold rush, they act as the prize in this Western style backwater drawing in every type of individual you can imagine. Corrupt military, mercenaries, Stalkers, scientists and idealists. Who wouldn't want a chunk of rock that can help you resist bullets, run faster or in rare cases, regenerate. When I got that particular item, I sold it. So not everyone I guess.
I have to admit that while in Shadow of Chernobyl I was artifact mad, in Call of Pripyat I was far less so primarily due to the increased difficulty of acquiring and equipping them. When I needed a quick influx of money I'd brave the wilds and come back with a few choice pieces, but found that overall, I could do just fine without them. I even snubbed the vast majority of quests were retrieving a specific artifact was required, but that's just how I roll. I made a small fortune in equipment; why diversify?
Meet the wildlife, please do not feed the animals. |
"I found him this way, honest!" |
I could ramble on for several more pages about S.T.A.L.K.E.R, invariably boring you to death with every minute detail of my play through, but that would be an injustice. I'd be taking up valuable time which you could be using to play S.T.A.L.K.E.R, buy S.T.A.L.K.E.R or just think about S.T.A.L.K.E.R. So, I shall let you go now, to do whatever you like. It might even not be S.T.A.L.K.E.R related, but I doubt it.
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