Beetje aan de late kant maar moet zeggen ben niet super op de hoogte van Clear Sky's info
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It's been over a year since we first stepped into the Zone, the irradiated wasteland that served as the setting for GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl. Considering how long that game was delayed, it was first announced back in 2001 as Oblivion Lost and shipped in March of 2007, it's surprising to see the prequel, S.T.A.L.K.E.R.: Clear Sky, getting ready for release so soon. And yet here it is, a preview build running on the monitor in front of me.
Maybe the reason this game was developed so much more quickly is because it covers a lot of the same ground. Though new territories like the Swamp starting area and Red Forest further into the zone have been included, you'll still be treading through a lot of familiar territory. So far I've seen Cordon and Garbage, and on the map are other spots from the first game like the Agroprom Research Institute, the Army Warehouses, and Yantar.
Yet all isn't exactly the same this time around. Things are a little more built-up, a little less desolate and decayed. Buildings in Cordon left dark and abandoned in Shadow of Chernobyl are populated by faction groups in Clear Sky. The grasses are greener, the skies significantly brighter, and there seem to be less horrifying mutants populating the landscape.
Factions are one of the elements of the first game fleshed out for the prequel. Though we've yet to meet them, Freedom and Duty are still in the game. They populate the top two ranks on the new faction top six list, located in tab within your PDA menu, which shows who's strongest at any given time. Below those two are the Stalkers, Bandits, Clear Sky, and Renegades. The menu also shows your degree of affinity to each faction, where they're based, and lists statistics for how long you've been playing, money earned and spent, quests accepted and completed, and kill counts.
Conflict between factions takes place through a series of localized battles. In Clear Sky you play as Scar, a mercenary who at the game's outset is blasted with a tremendous wave of energy, called an emission, that originated somewhere deep within the Zone. These are apparently occurring more frequently than they should be, and the cause for the increase is unknown. Some think it's because somebody passed beyond the Brain Scorcher around the Chernobyl Nuclear Power Plant, and the emissions are the Zone's way of trying to fight back, trying to restore some kind of balance the interloper may have upset.
If you didn't play the first game and don't know what the Brain Scorcher is, even better. A lot of this game's appeal, at least for me, is entering this strange, poisonous Zone and trying to figure out why anyone in their right mind would ever stay there. Some are treasure hunters, in it for whatever riches might lie in the zone's more peculiar areas. Some, like the military presence in Cordon, are there because they have to be. Others, like the new Clear Sky faction, are in it out of scientific curiosity and some kind of warped, overly-idealistic environmentalism. Even though everyone's got their reasons for staying in the Zone, you've got to figure they're bonkers. There's so much about the game that feels unfamiliar and alien that, right from the beginning, it manages to establish an irresistible pull, much like the feeling you get when watching one of the better X-Files episodes.
That kind of feeling has to be lessened somewhat in returning players, but the tone is definitely still there. Things are more populated this time around, there seems to be more of a social order, however violent. Instead of pockets of humanity existing within a noxious expanse of radiation, otherworldly anomalies and vile creatures, you get the feeling that things are much more structured in Clear Sky's world.
As you're told in Clear Sky's camp when you wake up at the game's beginning, the emissions are tearing that order apart, igniting faction conflict. That's only a part of the mystery, though, as the scientist examining your body exclaims the emissions are having some sort of strange effect on you, making you more resilient to the dangers of the Zone. Yet at the same time the emissions are killing you, and with continued exposure you'll soon die. Not exactly a pleasant situation.
Before long you're sent on a preliminary mission to meet up with some nearby tower guards in the Swamp to fend off a few mutated beasts. On the way you'll encounter anomalies, humming with their characteristic bass drone and giving off translucent distortion waves. The game gives you a little bit of a tutorial here, explaining how to throw bolts to determine where exactly the anomalies are and find the safest route through. In case you're unfamiliar, triggering anomalies can have deadly effects, from simple explosions to wind vortexes to the eruption of fiery columns. They are worth approaching for a reason, however: they sometimes contain artifacts. Rare types of these are the objects of desire for many of the Zone's treasure hunters, can sell for quite a bit on the market, and can be equipped on your body armor for special effects.
Once you've reached the tower, another emission erupts around you, landing you back at Clear Sky's camp in the care of their scientists. Because of your strange condition you're back on your feet rather quickly, and you're soon out in the field again. Your goal then becomes to help out Clear Sky regain control of the Swamps, as a Renegade faction has started moving in. Alerts to where help is needed at camps across the zone pop up in your PDA, and by looking up the spots on your map you can head over, help out, and ideally win the spot in the name of Clear Sky. After a victory you can return to a friendly base to claim a reward and earn some money. At larger bases you can find traders to sell off extra inventory for cash and pick up bandages, first-aid kits, ammunition, antiradiation drugs, and whatever new types of weapons and armor are in stock. It's also possible to upgrade and repair weapons and armor, which doesn't seem to be all that expensive.
After a few successful raids on Renegade positions I was able to afford numerous upgrades for my pistol, including +4 to the magazine size, -50% recoil, +25% rate of fire, -20% weight, and +40% accuracy. Many of your weapon model upgrades come from killed enemies, at least early on. You'll go through varieties of simple shotguns to more powerful combat shotguns with higher shell capacities fairly quickly. You'll also find within the first few zones an MP5 and S.T.A.L.K.E.R.'s version of an AK-74u and AK-47.
Heading out on these raids is a pretty simple process. In the Swamps you're given a main target, such as assaulting the main Renegade position, and then you can wait around for friendly NPCs to move out in a group or head to the location on your own. In the meantime you'll also receive updates of other non-vital camps that are either being attacked or defended and choose to help out there as well. It turns out you don't even have to be there for the main objective assaults, so don't worry about how engaging in side-missions could hurt your overall chances of success. In one instance I was back at the Clear Sky base looking over some armor upgrades when I got a message saying the Renegade bases guarding the entrances to Cordon had been conquered, and received a new primary mission to head into the next zone.
So out I went to Cordon, and upon arriving in the zone found Clear Sky's affinity toward me got reset for some reason. But before long I was talking with Sidorovich and the Stalker outfit there, who had captured a corrupt military leader. Upon talking with the leader the game seems to indicate it's possible to double-cross the Stalkers by doing a mission for him, but I didn't like the way he looked, so I ignored his request and returned to the Stalker leader to find out what more I could do.
From here, Cordon played out much like the Swamps, only this time with Stalkers versus the military instead of Clear Sky versus Renegades. Stalkers called out locations of camps under attack and during the course of completing the primary missions it's possible to help out in the less vital skirmishes. Once enough military bases were under Stalker control, I returned to the Stalker leader and asked to join his faction. Then, without giving too much of the plot away, I returned to Sidorovich and was tasked with heading out into the Garbage which, like the rest of this retouched Zone, had a more vibrant atmosphere to it.
As for how the game plays, well, it feels much like Shadow of Chernobyl. You still bandage yourself when bleeding, have to deal with weapon jams if you use a gun too frequently, and can perform simple fetch quests for some of the NPCs standing around camps. The visuals have definitely improved from before, with better textures and even more spectacular lighting effects and better performance, though I still experienced some issues when trying to run everything maxed on one of our gaming rigs. This is still a preview version, though, so we'll see how everything turns out in the final. As before, the game swings though a day and night cycle, complete with changing weather patterns. It may be sunny at mid-day, blustery and overcast toward the late afternoon, then transition to a thunderstorm as things go dark. And perhaps you'll even be treated to a blast of reddish light as the sun momentarily peeks through the clouds just before darkness overtakes everything and you're forced to switch on your flashlight.