S.T.A.L.K.E.R: Shadow Of Chernobyl Playthrough | Part 21

S.T.A.L.K.E.R: Shadow Of Chernobyl Playthrough | Part 21

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What is S.T.A.L.K.E.R: Shadow Of Chernobyl?

S.T.A.L.K.E.R. is primarily a first-person shooter survival horror video game, but it also features many RPG elements. The player does not gain additional abilities or statistics like most RPGs (though the player does level through game play from “novice” to “expert” which has slight effects on the ability to aim accurately), but is instead allowed to attach artifacts which can increase or decrease player attributes.

Artifacts found within the zone have both positive and negative effects except for some rare artifacts which have only positive attributes. There are a large number of items in the game, so the player has customization choices which are constrained primarily by how much exploring they do.

The game also attempts to blend the story and character interaction which are commonly associated with RPGs. However, unlike RPGs, conversation branches are extremely limited and do not significantly influence the course of the game, aside from accepting or declining missions.

It was revealed by the developers that the Artificial Intelligence had to be extremely slimmed down, as it could actually complete the game by itself if given the task, and several attack tactics were cut for difficulty reasons, including the ability for enemies to heal wounded allies, give orders, and throw grenades with pinpoint accuracy.

The Zone is a large and varied area, consisting of wilderness, human settlements, and several heavily guarded military bases. However, the game world is not a true contiguous world, but rather 18 different maps separated by loading screens. Transfer from one area of the Zone to another can only be accomplished at certain specific passageways; wire fences and extreme radiation levels block the player from attempting to cross the map in any other area.

When the player enters a highly irradiated area, they will begin to receive radiation poisoning. During this time, a radiation icon appears on the screen and fades through from green to yellow to red, signifying the strength of the poisoning, which grows the longer the player remains present in the affected areas. The stronger the poisoning, the faster the player’s health decreases.

Unless the player dies from damage caused by radiation poisoning, there are no permanent effects from contracting it other than health loss. However, radiation will persist and continue to drain health until either radiation medication or a substantial amount of vodka is consumed. Radiation can primarily be avoided by wearing certain artifacts that neutralize radiation or more advanced suits that will effectively protect the player from radiation.

In much the same way radiation works as a gameplay mechanic, the player will occasionally become hungry during their travels. During this state, an icon of a crossed fork and spoon will appear. Consuming in-game food items returns the player state from hungry to not hungry, which removes the negative impact on stamina that the hunger status gives. However, if one ignores eating, it will result in the death of the player in a certain amount of time. Unlike reality, not eating in game results in a much quicker death.

As with radiation and hunger, bleeding is another state of detriment which the player must try to avoid or manage while playing the game. Bleeding occurs when the player sustains certain kinds of injuries of certain severity (such as being shot or stabbed). The player will lose the amount of health determined by the landed blow and will continue to lose small amounts of health as they haemorrhage. Bleeding can sometimes stop on its own, but the player can prevent further bleeding by applying bandages or using first aid kits, thereby preventing further health loss.

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