S.T.A.L.K.E.R.: Shadow of Chernobyl is a first-person shooter developed by GSC Game World that takes place in an area known as the Zone (modernly known as the Chernobyl Exclusion Zone). You assume the role of a S.T.A.L.K.E.R. known as the Marked One who has decided to save himself a large amount of backstory through the convenient plot device of amnesia. All that is known of him is the S.T.A.L.K.E.R. tattoo on his arm and the mission on his PDA to kill a man known as Strelok (or The Strelok if you base it off the custsene).
SShoC features multiple aspects of life in the Zone such as radiation hotspots, anomolies, mutants, and artifacts created as a result from mutations through a second Chernobyl disaster. In addition, it also features bleeding, radiation, and hunger damage to make the environments even more dangerous.
The game received average reviews all around by game critics but was widely popular in gaming communities that played it. The roleplaying aspects and free-roaming world allows for exploration and depth that many would praise similar games such as Fallout 3 for utilizing. S.T.A.L.K.E.R. runs on the X-ray graphics engine which allows for lighting techniques that were advanced for the time of the game's release, though many players will generally associate the X-ray engine for its instability and many crashes.
I will be playing through the game by following the most convenient route. This means that I will not go through long side-quests or follow many subplots that do not pertain to the main objective. I will, however, attempt to find useful stashes and interesting areas in addition to getting the more work-involved "good true ending." By doing this well, I should be able to show off many of the aspects the game has to offer.
I began this LP on Youtube up until part 4 before a friend talked me into posting here. So the first 4 parts will be up quickly, the others I will generally post every 1-2 days.
All frame-blending has been fixed from part 6 on
- I have already played and beaten the game before so I will be making sure to not spoil anything. Please do the same and leave out any spoilers
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 1||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 2||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 3||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 4||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 5 And the mysterious white room||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 6||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 7||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 8||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 9||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 10||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 11||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 12||YouTube|
|S.T.A.L.K.E.R.: Shadow of Chernobyl Part 13||YouTube|
Marked One: The main character of the game. Taken off of a death truck, he has suffered amnesia and is only known by the S.T.A.L.K.E.R. tattoo on his forearm and his mission to kill 'The Strelok'
Sidorovich: Your first contact. A big, fat, lazy man, he takes credit for having saved you and therefore feels entitled to send you out on dangerous missions in exchange for tips about your target, Strelok.
Strelok, The: An experienced S.T.A.L.K.E.R. who Marked One is meant to kill. If he can find him.
Barkeep: The owner of the 100 Rads Bar, valuable trader to S.T.A.L.K.E.R.s in the Zone (especially Marked One), and an informant with oodles of information for the right price. Winner of the "Face Most Like A Pseudogiant" award.
S.T.A.L.K.E.R.s: Wanderers in search of artifacts scattered in the Zone in order to make a profit. They are naturally passive towards Marked One. No official uniform but many wear a green jumpsuit or tan/white hoodie.
Bandits: Wanderers who make profit off of theft and the murder of S.T.A.L.K.E.R.s. Needless to say, they try to murder Marked One on sight. Like the S.T.A.L.K.E.R.s they do not have an official uniform but can be recognized by their black jackets or trench coats.
Duty: One of the most powerful factions in the Zone, Duty is a para military organization trying to destroy the Zone. They begin neutral with Marked One, but can be friendly or enemies later depending on faction choices. Duty's colors are red and black and they are often seen wearing exo-suits.
Freedom: Another of the most powerful factions in the Zone. Freedom fights for everybody to be able to access the Zone and attempt to live with it rather than contain it. Like Duty, they are neutral with Marked One but their alignment can be altered based on faction choices. Freedom's colors are green and brown and often wear exo-suits.
Military: The Ukrainian Military has several outposts throughout the Zone but does not usually venture too far from them. They want to contain the zone and keep everybody, especially S.T.A.L.K.E.R.s, out. Military is hostile towards Marked One and will shoot on sight save for a checkpoint or two where they will negotiate for safe passage. Military can be recognized for their camo uniforms and bossy attitudes.
Mercenaries: Mercenaries are hired by various groups to carry out certain actions within the Zone. These include assassinations, searching for artifacts, or fighting for area control. Mercenaries vary and may or may not attack Marked One, it all depends on the individual. They wear blue jumpsuits underneath their armor.
Monolith: Religious fanatics who worship an alien being, known as the Wish Granter, found in the infamous Sarcophagus of the nuclear reactor that caused the Chernobyl disaster. They are regarded as the most powerful faction in the Zone, are hostile to everybody, and have access to gear that will not be seen until the very last few minutes of the game. They are easy to spot, however, as their uniforms are bright white and blue camo jumpsuits with green armor.
Ecologists: Hired by the Ukranian government to research the Zone, they are scientists who often keep to themselves in their research centers. They are friendly towards Marked One and widely passive due to their lack of firepower. Scientists almost all wear hazard suits which gives them resistances to radiation, making the environments they inhabit very dangerous to unprotected S.T.A.L.K.E.R.s