S.T.A.L.K.E.R.: Shadow Of Chernobyl Preview
THQ will release S.T.A.L.K.E.R.: Shadow of Chernobyl for PC in 2007, and to wet everyone's appetites the publisher is releasing a series of development diaries. The second dev diary can be found below and focuses on the origins of the game's story.
S.T.A.L.K.E.R.: Shadow of Chernobyl - Dev Diary #2
The story of S.T.A.L.K.E.R. is a hypothesis based on real events that took place in the 1980s. During this time, a huge antenna was built in Chernobyl to emit radio-waves some experts believed were psychoactive. Some of our photos taken during the trip to Chernobyl captured the structure of the antenna far away on the horizon. According to several unsubstantiated rumours, the emission was directed into Western Europe - and that it was indeed a covert military experiment to determine the psychotropic impact on the human psyche. These rumours have been loosely proven and are the kind of experiments that the S.T.A.L.K.E.R. storyline is built around. We touch upon fact, fiction and conspiracy theory, where the lines are blurred, presenting a credible less salubrious undercurrent. It is the story of a post-apocalyptic world littered with its own tragedies, heroes and laws - a 'what if' scenario loosely rooted in reality. More poignantly it represents a disturbing window into a future that could still grace this earth.
In 2006, a second explosion occurs at Chernobyl, followed by strange occurrences - flashes of bright light, raucous thunder, lighting, earthquakes - all coming from the hub of the exclusion zone. While common belief is 'the reactor has exploded again', nobody knows for sure. Scientists who go in to research the occurrences disappear without trace, as do their followers. Clearly, the exclusion zone becomes a dangerous place. Witnesses report spots of 'invisible' deadly energy consuming the area. Ultimately, the government, given little alternative, cordon off the area and seal it from intrusion until a solution is found. As time passes, the Zone continues to be active and even grows by several kilometres in size.
In 2008 eerie mutant creatures appear at the borders of the Zone, with the army, driven by fear, forcing their retreat through firepower. At the same time, curiosity among civilians in the area grows as they become more intrigued by the occurrences, myths and rumour that pervade within the Zone. Some of the more courageous decide to venture into the Zone, sneaking through the army cordons. Many die, but those who manage to return bring back not only unbelievable stories, but also 'artefacts' (bearings of the Zone - objects which have absorbed its anomalous energy), which instantly command a high price from curious scientists, corporations and the like.
Since then, more and more have tried their luck in the Zone. Those who go into the Zone in search of artefacts and fortune soon pick up the moniker of 'stalkers'.
The game begins in 2012 as you, the player, is found comatose in the Zone after a brutal crash. You appear to be one of the stalkers, but have lost all memory of your past.
You wind up on the desk of a zone dealer. In an effort to repay the dealer (of arms and valuable artefacts) who helps you recover, you will need to complete several missions, taking your first steps into the Zone.
Good luck to you, young stalker, and beware!




User Comments
TomTom
Let's hope the game is a positive thing on what is probably a highly sensitive subject.
The screens do look pretty damn good!