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MessagePosté le: Dim Fv 11, 2007 3:16 pm    Sujet du message: S.T.A.L.K.E.R ™ full version pc game download. 100% free Rpondre en citant



S.T.A.L.K.E.R Shadow of Chernobyl™ full version pc game,

Coming March/2007


Overview

S.T.A.L.K.E.R.: Shadow of Chernobyl brings to life the actual Chernobyl terrain in the year 2012 - six years after a mysterious second explosion rocks the landscape. As a "stalker" exploring the vast "Exclusion Zone" to procure artifacts for the black market, players must survive mutant creatures, dangerous anomalous areas, competing "stalkers" and a military charged with quarantining the 30 square kilometer area.

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S.T.A.L.K.E.R.: Shadow of Chernobyl has been in development by GSC for five years now. They are now promising the game will get a 2007 release. On the stalker game forum they noted some changes:

One key change concerns the game’s storyline, GSC explaining that “under the initial advancement through the game the focus is on the story (player-friendly) content”, although “By the time the player… ‘understand’[s] the laws of the game (and the game is anything but simple), and will get a ‘feel’ of it, the A-Life will run full-throttle.”

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S.T.A.L.K.E.R.: Shadow of Chernobyl Hands-On Review
We finally get a playable disc in the office. Early impressions and new screens included.
by Charles Onyett

January 29, 2007 - This preview has been a long time coming. Since 2002 we've been writing about GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl, detailing the roller coaster ride of its development with a keen interest in when the game would finally release. After several years of anticipation and bouts of despair over whether it would ever be finished, it seems all is in readiness for this long awaited first-person adventure to hit shelves in March of this year. We got the opportunity to play a near-final build of S.T.A.L.K.E.R. over the weekend, and managed to get a good sense of the game's structure and feel.

S.T.A.L.K.E.R. takes place in an area known as the Zone, which surrounds the infamous Chernobyl nuclear power plant that, in 1986, irradiated a 20 mile radius in Ukraine following a reactor explosion. The game intensifies the sense of calamity associated with the ruined plant, as in 2008 yet another explosion rocked the surrounding countryside. Through satellite data it was determined the new explosion didn't actually occur at Chernobyl, but around half a kilometer away. The Zone was then created by the army, as they barricaded the land affected by the new fallout. Rescue and research teams were sent into the heart of the Zone, only to die. Eventually the Zone expanded again, instantaneously killing all armed forces patrolling its borders. Anyone who hadn't fled before did so now, so by the time the game begins in 2012, all that's left are militant bandits, mutated monstrosities, pockets of a paramilitary outfit known as Duty, a violent sect known as the Monolith, as many other undesirables bearing the unfortunate characteristics of being both unhappy and armed.



You play as a S.T.A.L.K.E.R. who's recently been dumped off a death truck. To be more accurate, the death truck actually gets hit by lightning and blows up, and in contrast with the truck's name, you just happen to be alive. Found alongside your mostly dead body is a PDA, which reads "Kill the Gunslinger." Once the game begins in an area known as Cordon, you're in conversation with a trader named Sidorovich. Known as Marked One (presumably because you've got S.T.A.L.K.E.R. tattooed on your forearm), you're immediately presented with two characteristics about yourself that will color the rest of the game. First, you've got amnesia. That tired cliché aside, there's the more interesting second characteristic, which is your need kill someone named Strelok. It turns out you also have a picture of the guy in your PDA, so armed with the name and face of your enemy and a pair of binoculars you head out into the desolate Zone to spill blood and discover your past.

While the game is a first person shooter, it feels distinctly different from anything out on the market right now. The outdoor environments in the game are massive, usually taking several minutes to sprint across, assuming you don't run into any stray mutant dogs, packs of bandits, temporal distortions, or sources of intense radiation. Calling S.T.A.L.K.E.R. a pretty game wouldn't exactly be accurate, since the environments, structures, and characters are so drab, disheveled, and depressed. A feeling of desolation, of unavoidable strife and impending doom radiates from the game's sprawling, rolling fields of dead foliage that sway in the Zone's brisk winds. While trekking through shrubs, over rusted train tracks, and through the interiors of crippled industrial facilities, the graphics never allow you to be comfortable. Looking up from the dreary countryside allows for a view of a gorgeous sky, that changes from night to day and back again, and occasionally serves as the stage for spectacular thunderstorms, replete with rain, winds, fog, lighting, and thunder. A lot of care has gone in to crafting a realistic, gritty environment for S.T.A.L.K.E.R., and from what we've seen so far, the visuals greatly enhance the mood and themes of the game, which in turn enhances your ability to immerse yourself in your adventures across the dystopian Zone.



Perhaps even more impressive than the visuals are the sounds, which from what we've experienced so far go a long way to creating a believable game world. S.T.A.L.K.E.R.'s soundscape is full of haunting, forlorn string arrangements that complement the bleak but striking graphics to add tension in appropriate situations or merely underline the notion that you exist and operate in a defeated, hopeless landscape. You may have seen screens of some of the mutated creatures in this game, but you really don't know how frightening they are until you actually hear them. Otherworldly grunts, groans, and screams of incomprehensible anguish are emitted by these attractively unfamiliar entities. During one sequence we played in an underground research facility, we were struck by the unsettling heights the indoor sequences can reach, particularly when we saw our first Pseudogiant. Since there's barely any electricity in the Zone, you'll frequently have to rely on your flashlight, which has an unending power source. Thanks to some particularly impressive lightning effects, exploring near pitch black sewage tunnels or abandoned underground laboratories full of invisible, telekinetic, flame spitting ghosts, mutated babies, rumbling misshapen juggernauts, and crab-walking masked abominations can be a truly intense, unnerving experience.

To battle these kinds of foes, you'll have plenty of firepower. Nearly every resident of the Zone has a firearm, which can be looted from their corpses, though you can't go looting everything in sight since you're limited by a weight restriction. The two active weapon slots allow you to assign a pistol and rifle simultaneously, all of which can be fired from the hip or brought up close for a down-the-sights view. So far we've managed to find a Fort-12Mk2 pistol, a Walker P9m, a PMm, a Fort-15 experimental prototype, and a silenced PB1s. Each pistol variation has a different weight, different ratings for accuracy, damage, handling, and rate of fire, and a condition rating which, if too low, will cause frequent gun jamming. In terms of larger guns, we've found numerous sawed-off double barreled shotguns, Akm 74/2U (basically an AK-47), a more powerful Akm 74/2, a Viper 5 SMG, and a scoped IL 86 rifle we pulled from a researcher's body in a testing lab. The seven kinds of ammunition we've picked up before can only be used with specific weapons, so while juggling what kinds of firepower to use while staying under the carry weight cap, you'll need to play close attention to what kind of bullets you're bringing along. If you find your inventory swelling too frequently, the game offers a few areas where you can stash items for later use.

Warding against bullet or mutant related player death are different armors and artifacts scattered around the Zone that buffer your resistances. We've only come across two kinds of armor so far, a leather jacket and a S.T.A.L.K.E.R. suit, neither of which are as impressive looking as some of the military outfits worn by Duty and army soldiers. The parameters armor upgrades affect include burn, impact, electric shock, rupture, chemical burn, explosion, bulletproof cap (which we're assuming protects against headshot kills), and radiation. The artifacts, which can be found all over the Zone, can be strapped to your five slot belt and modify these statistics. A Stone Flower artifact will, for instance, subtract five percent of your radiation resistance in exchange for a 10 percent boost of your bulletproof cap rating. A Soul artifact will bolster health by six percent while dropping impact, rupture, and bulletproof cap ratings by a costly 10 percent. With five slots to work with and an increasingly powerful array of artifacts to collect, it's clear that there will at least be some sort of character customization in S.T.A.L.K.E.R.. Other items we've picked up so far include several varieties of health packs, which vary in their effects from simply restoring health to purging the body of radiation levels and stopping bleeding, numerous alcoholic beverages that dampen radiation effects, sausages, canned food, anti-radiation meds, bread, and bandages.

While you'll spend some time on the game's inventory screens switching weapons and experimenting with artifact combinations, you'll find there's plenty more to see in your PDA. The device has seven tabs, Tasks, Map, Diary, Contacts, Ranking, Statistics, and Encyclopedia, which all function to help you keep track of the Zone's many occurrences. As you enter towns and outposts you'll frequently get quests from NPCs. The kind of information gleaned from these kinds of conversations can apparently be affected by what kind of relationship you have with them, in addition to dropping prices when you trade with them. In S.T.A.L.K.E.R., you aren't limited to trading only with specific vendors. Instead, every character in the game world can be traded with, which is initiated through a large button at the bottom of the NPC dialogue window. As you enter conversations, you'll see a display of the NPC's name, rank, grouping association (bandits, Duty faction, zombified S.T.A.L.K.E.R.s, army, military S.T.A.L.K.E.R.s, Monolith faction, and we're certain several more we haven't discovered yet), and finally the NPC's attitude towards the player. Along with getting new quests, some NPCs will relate historical tales or local folklore, which is thereafter stored in the PDA's encyclopedia. To help keep track of everyone you've met, the PDA also stores the names and pictures of important NPCs, who they're allied with, their reputation, and attitude towards you.

The Diary is another convenient PDA function, which stores recent message log and conversations activity as well as a personal log of your thoughts regarding the game's major events. In addition to filling in plot holes and backstory you missed in
NPC dialogue sequences, you'll also find charts detailing enemy positions, codes for access doors, and plenty more nonessential information to further flesh out the Zone. Quests are stored in the Tasks tab, which lists them in the order acquired. Underneath each are the various sub-objectives, like find a family heirloom rifle and then return it to a hunter. Each sub-objective can be selected via double click, which thereafter plants an arrow on your map in the direction the objective is located. This arrow is still present on the mini-map at the upper left of the screen after exiting from the PDA. If you're still having trouble finding the right route to your objective, you can consult the game's helpful overworld map, which displays locations of important NPCS, notable areas like the fighting arena at the Bar, quest giver locations, your position, along with numerous other spots. Left-clicking the mouse lets you grab the map and move it around, and can be zoomed far back to more easily switch views between zones. Finally, the PDA's Ranking tab shows your ladder ranking versus all the other NPC S.T.A.L.K.E.R.s in the game, and the Statistics keeps a log of what kinds of things and how many of them you've killed.



So far the game's quests have mostly involved killing things and retrieving items. Though such pretexts for questing are grossly overused across the RPG genre, going about completing them has been entertaining so far. Some quests pile on more tension by slapping on a time limit, though such constraints seem relegated to extraneous quests, not the plot critical variety. Many quests require you to traverse between zones, which is one of the rare times when you'll encounter loading in S.T.A.L.K.E.R.. With the exception of zone borders and entrances to subterranean areas, progress across the Zone is interruption free, at least as far as loading goes. There's still plenty roaming around to get in your way.

Aside from the mutants, other S.T.A.L.K.E.R.s, and bandits, there are some curious environmental hazards that presumably resulted from the disaster of 2008. You'll find Springboard anomalies to be plentiful around Cordon. According to S.T.A.L.K.E.R.'s encyclopedia, these unstable gravitational fields erupt in waves of shock damage when anyone approaches. On screen they appear as a translucent but visible bending of the air, like concentric waves of glass emanating from the ground. Should you get too close without seeing one, an alarm will sound in your ears which pulses with increasing frequency as you close in. Another anomaly called a Whirligig sucks you up into a whirlwind if you step on it, an Electro detonates in a torrent of sparks, and a Vortex acts like a temporal vacuum cleaner, sucking in all surrounding debris and items. More important than the threat they pose to your character, these anomalies eventually yield artifacts, the acquisition of which can obviously be beneficial.

Initially your enemies, both human and mutant, won't be all that powerful, but still present a challenge. Against humans, S.T.A.L.K.E.R. greatly rewards those with an accurate shot. Body armor, especially later on in the game, can withstand severe punishment. We were standing near point blank against some army soldiers unloading entire clips from an IL-86 (a powerful gun) and caused the enemy to do no more but stumble. A single headshot, however, put him down for good. Outside of the scoped IL-86, S.T.A.L.K.E.R.'s early weapons are largely inaccurate at medium to long range, meaning your assaults on enemy strongholds or battles out in the open need to be as stealthy as they are precise. This isn't a game where you can wildly run and gun all over the countryside, rather one where you're constantly on your guard. Once nearby enemies are alerted to your presence, they seem to react with a moderate degree of intelligence to your attack patterns. They'll back out of rooms, run for cover, and pop out from behind walls to attack you. The mutants, at least most of them, aren't so smart, and tend to go for a blind charge more often than not. We have encountered a few enemies with more unique behavioral patterns, including a teleporting enemy and one that could telekinetically fling barrels.



What we didn't get to play was S.T.A.L.K.E.R.'s multiplayer, which should include Deathmatch, Team Deathmatch, and Artifact Hunt. The player limit has yet to be set, but it's likely to settle around 12 to 16 players on large maps with plenty of spots to hide. From what we've been told by THQ, Artifact Hunt will challenge players to find a randomly spawning artifact and return it to base, with a few rule wrinkles added in to keep things interesting. There will apparently be a progressive multiplayer ranking system that allows for access to higher level items, though we're still waiting on more precise details.

Despite all S.T.A.L.K.E.R.'s positives, the build we received wasn't free of technical issues. The game crashed a bit, and there were a few scripting problems with quests and pathing issues with friendly AI. Since this is still a preview build, these could very well be fixed by the title's release in March. Finally, S.T.A.L.K.E.R. does support widescreen resolutions.
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JUST RELEASED



Ghost Recon Advanced Warfighter finally makes its way over to the PC, and as far as the single-player game goes, this version of the game might be the most overall impressive of all. The massive urban areas you fight in are even larger and more detailed than the already spacious areas in the Xbox 360 version of the game, adding a great deal of tension since this added landmass makes for many times more possible hiding places for bad guys. Also, there's more interactivity to the world and flexibility with the tactical map, which gives you more precise control over your teammates. Unfortunately, all this added immersion comes at a heavy price, as playing the game is sure to put a strain on even the highest-spec machines. Barely make the minimum requirements? Don't even think of picking this game up, unless you're satisfied with big compromises in lighting, texture quality, and frame rate. If you have a machine that can handle the game, though, GRAW delivers a hardcore tactical shooter campaign that hearkens back to the original Ghost Recon games on the PC. It's too bad the multiplayer aspect of the game is so bug-ridden as to render it inconsequential.

You take the role of Scott Mitchell, a captain in the elite Ghost Recon squad in the US Army. You find yourself in Mexico City as part of the security entourage tasked with guarding a summit between the leaders of Mexico, Canada, and the US. Disaster strikes when Mexican rebels attack the summit, killing the Canadian prime minister and causing both the Mexican and US presidents to go missing. Over the course of the campaign, you'll explore the massive city--fighting rebel infantry, armored vehicles, and helicopters from within the dense, urban areas in the center to the dilapidated shanty towns on the outskirts. You'll do this solo and with the help of three teammates--who you can issue commands to--and supporting vehicles. Major landmarks, such as Chapultepec and the spire at Angel Plaza, are represented fairly accurately in the game's depiction of Mexico City. The story arc in the PC version of the game is the same as all the others, but the way the levels are laid out and structured is noticeably different than any of the other versions of GRAW. The game's campaign should last most players 12 or so hours, counting restarts from death--maybe more depending on your familiarity with hardcore tactical shooters.


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