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: S.T.A.L.K.E.R.: Call of Pripyat
GAMEINATOR forums > > S.T.A.L.K.E.R. English version
The Plot.

The events of Call of Pripyat – the second stand-alone project in the S.T.A.L.K.E.R. universe (Clear Sky being the first) is taking place two weeks after the events of the original game: S.T.A.L.K.E.R.: Shadow of Chernobyl. As Gunslinger shut the psy-antennas down, lots of stalkers rushed to the center of the Zone trying to lay their hands on the treasures it conceals. But only few made their way into it safely, as a new faction war broke out. The survivals are mostly neutrals, Duty” and Freedom” members as well as some bandits.
As the psy-barrier broke down, the military started to develop an operation called Fairway” in order to establish full control over the new territories. As a first step of the operation, 5 reconnaissance helicopters were sent to investigate the new areas and find a safer way through the anomalous fields for their full-scale ground operation. Despite all the precautions made, the operation fails with all HINDs being vanished from the radars leaving only approximate coordinates of the crash sites.
The player takes a role of major Degtyarev, an ex-stalker who signed the contract with the military in the past, and now is an undercover agent sent to the center of the Zone to investigate the reasons behind the operation failure.

The Zone.

First of all, there will be no faction wars in Call of Pripyat, the number of NPCs will be greatly reduced, as opposed to Clear Sky, and the developers promise us to create a bigger back to the roots, explore-the-surroundings” feeling of the game, more common to the original: Shadow of Chernobyl. Among other game improvements, the games locations are one of the most important ones with three new huge locations that include a photorealistic Exclusion Zone – Pripyat (the eastern part of the town), Yanov railway station, Jupiter factory, Kopachi village and others, recreated by their true-to-life prototypes with the use of satellite photographs. There are also two underground locations which are kept secret for now.
The first location, where the game starts, is Zaton (The Backwater) – a huge 1.5x1.5 km area, featuring a dried out river with some shipwrecks, a factory of some sort and lots of anomalies. As the player arrives to Zaton, other stalkers have already accustomed to the area, so we can find the Bar in one of the ships carcasses, the bases of the Duty” and Freedom” factions who share one ship by having a cease-fire agreement (but only within the walls of their base), and the mercenary base somewhere in the industrial area.
The Blowouts (aka Emissions) will now be random and deeply incorporated in the local ecosystem: with every Blowout, new artifacts are born in the anomalies, and some anomalies will change their positions (only random anomalies and not the unique looking, static anomalous fields). Stalkers will seek cover during Blowouts and will fight for it, if members of others factions will attempt to use the same hideout; this works for the player as well: staying on the open field during the Blowout is lethal, but finding a safe spot (they will be marked on your map) can cost you your life as well, if it is already occupied by your rivals. The new types of anomalies will also be introduced in the game.
It is also worth mentioning, that now both stalkers and mutants will have their own day/night cycle, with mutants being more active at night, while stalkers will be going to bed. As for the mutant additions, we will see the good old, finally made functional Chimera and Burer. Chimera will be your most fearsome night encounter, as it moves rapidly, hiding in the dark, always trying to attack you from the rear; however it wont be such a menace during day time, as it can be easily spotted under the sun light. The Burer uses telekinesis to grab and throw objects at you, which can be a heavy barrel or even your own weapon pulled out of your hands and thrown at you. It was also mentioned in some previews that Burer is able to cast a bulletproof shield with his telekinetic abilities. But the good thing about Bruer is that he is not really an aggressive creature and, for the most part, will only attack if the player bothers him.
The behavior of the older and more familiar mutants been reworked as well. For example, dogs and snorks are now attacking on the move, instead of just stopping in front of you and biting like before; so fighting them is now much harder, especially when they attack in packs. The packs, however, can now be formed with the mutants of each type, and since all the mutants are now divided into carnivores and herbivores, we can expect one hunting the other. The Bloodsucker has been redone as well, so it can now literally grab the player and start sucking the blood out of him. If you think they now have an unfair advantage over you, the developers made it fair by removing the invincibility of the bloodsucker while he is invisible.
The stalkers, as mentioned before, have a timetable” of what to do during the day: they leave the base in the morning, alone or as a small group, roaming across the landscape in search of artifacts and finally return to the base in the evening for some rest. The developers are promising to make a fair system of an artifact trade, so if you happen to run across some stalker, you can see the stuff he has already collected and trade with him by offering something more worthy than just vodka or a lump of bread.
Searching for an artifact with the detector is also in the game, and both positive and negative effects of the artifacts are rebalanced.


The game features over 70 ”hand-made” quests (no more randomly generated missions), which can be received from not only faction leaders and a barman, but from ordinary stalkers as well. As already mentioned there will be three factions to cooperate with (but not join, as the main character is already an undercover military soldier). ”Dutys and Freedoms leaders and members are controlled by the criminal authority nicknamed Sultan, who is ready for cooperation with everyone if it is beneficial to him. However, even without joining a faction, it will be possible to become a dominant force by cooperating with others, for example when the scientists will lose the protection from the military, it will be possible to give them a hint about some guys from Freedom who are eager to grant scientists their services for a small price. For the Freedom faction it will mean a stable financial income and for the player – good relations with the faction and an access to their up-to-date equipment. ”Duty” will support you with machineguns, assault rifles and heavy armor, while ”Freedom” will equip you with sniper weaponry and their armor which is more suitable for exploration and protection from the environmental hazards. The bandits will possibly equip you with shotguns, but it is not clear yet.
Some side-quests have already been shown. For example, we can take a quest from the barman to find a specific artifact on the abandoned fishing vessel – the player finds the ship being surrounded and filled with anomalies, and when he finds his way through all the traps, finds the artifact and leaves the ship, he will be greeted by a stalker, who will ask the player to give him this artifact, as it is the only thing which can save his dying friend. If youll refuse to handle him the artifact - two heavy armed stalkers will block the road and ask you the same thing but in the less polite manner. If you will give the artifact, the two heavy armed stalkers will wait until the first one will run away, and then you can find him at the barmans place selling the artifact. Of course the barman doesnt care who found it first and the only thing he will say to your complaints is: ”This is the Zone, son.”
Another quest that has been showcased is from Sultans bandits. They try to establish control over stalkers, so they are attempting to make a raid at night on one of the stalkers bases. You can accept their offer and kill the stalkers or you can warn the stalkers of this threat and they will give you a counter-mission to engage the raid with the bandits but shoot them in the back. What to do is up to the player, but the both decisions will affect his reputation among stalkers and bandits.
The game is expected to have 20 unique characters with unique appearances taken from real life people.

Smaller improvements.

The inventory has been redone as well. An armored suit is now divided into a suit (which mainly provides defense against physical threats) and a helmet (which will protect the player against the anomalous hazards); ammo is now highlighted, when you click on the weapon, to show what gun it belongs to. Both inventory slots, which were previously divided into pistol/main weapon classes, can now fit any type of weapon, so it is possible to carry two rifles at the same time. The weapons will be rebalanced for greater distances in combat and there will be some new guns as well (we will at least lay our hands on DAO 12, an automatic shotgun).
The inventory also contains four quick access slots, so it is possible to bind your first-aid kits, or canned food to the F1-F4 keys. The first-aid kits, by the way, no longer restore health instantly but will take some time to restore the health bar to the fullest; so it wont be as easy to run through the action by rapidly clicking the first-aid kit hot key. Moreover, the player can obtain some boosters which affect the characters abilities (like running faster for a long time, or increasing the bloods coagulability) but there are some rare ones that can give your character a chance to survive the Blowout in the open space.
The weapon and armor upgrade systems were rebalanced and now are more intuitive. The number of artifact slots available will depend on the upgrade level of the stalker suit.

The Engine.

The game runs on the improved X-Ray v.1.6 engine, which differes from v1.5 (used in Clear Sky) only by a greater level of optimization, so it can handle huge locations present in the game. Character models and textures were improved, so the normal mapping is taken from the high-poly models. The HUD will be dependent on the type of armor the player carries: for example, his hands will look different when different suits are equipped.
The Zaton level features some places with 800-900 thousands of polygons. Lots of animations have been redone. And yes, now no NPC will block your way in a narrow passage, the will instead lean against the wall to get behind you.
It will be also possible to play the freeplay mode after finishing the game and be able to complete unfinished side-quests.
The main storyline is targeted for 7-9 hours of gameplay.
The release is scheduled to October of this year.
Hi there!
A new sweet little interview with Oleg Yavorsky showed up in the Russian section, so Ive made a brief translation of the most interesting parts:

Q: Which locations can we expect in CoP? Are there any dungeons, faction bases or some old locations?
A: As one can already guess form the name of the project, the main location in the game is Pripyat; and we are proud of this location, as the eastern part of the town (which is featured in this location) is created with every minor detail. We made a trip to the Zone once again, took a lot of pictures, and used satellite photography to make it as authentic as possible. We tweaked it for the gameplay a bit, so it is about 90-95% accurate. Apart from Pripyat, we have a huge Zaton and some smaller locations as well as few dungeons. There wont be any old locations – all of them are new.

Q: And what about the characters in the game? Are we going to see some factions, military, or the foreign troops?
A: If comparing to Clear Sky, then factions wont play as big of a role in CoP - they wont wage a full-scale war. Were going back to the concept of the original game, where the Zone isnt populated with people so much and the stalkers main opponents are mutants and anomalies, as it would be if the Zone was real. Sure youll spot the factions and the military in the game, but each have their own goal, and you can achieve better relations with some, as the hero is neutral at the beginning.

Q: And what about the relations between the factions? Will they fight for the territory and defend their positions?
A: In the prequel (Clear Sky), weve been telling a story about factions establishing their power, fighting for territory and resources. The Faction War was back then – now it is about a month after the events of the original SoC. Each faction has its own goal, according to their ideology – the conflicts are inevitable, but it wont take the scale of the war again.

Q: What about our earnings? Can we find an expensive gun or artifact? How easy will it be to get ammo or medicine in the game?
A: It sure wont be easy to find a rare or expensive gun, but you shouldnt forget, that now stalkers will search corpses, collect artifacts and guns, so it is possible to find a lot of stuff in the backpack of a dead stalker. Ammo or medicine can be found or bought from stalkers or traders – as it would be in the real life.

Q: What can you say about artifacts and anomalies? Their quantity and difficulty of finding an artifact?
A: The search for artifacts is the main business of the stalkers – their bread. Thats why we are trying to make this part of the game as interesting as possible. You cant find a valuable artifact just lying on the ground – you have to equip yourself with a detector and crawl in the anomalous field. Only by making your way through anomalies, constantly being under the harmful effect of the anomalous field, youll have a chance for a big buck. Moreover, after every Blowout the order of the anomalies in the field will change, so it wont be possible to just memorize the safest way and use it over and over again.

Q: What guns and armor will we find in CoP? Will there be something new?
A: One of the biggest innovations in CoP concerning armor is that it is now divided into body armor and head protection – for example bulletproof vest and the helmet. It is also possible to repair and upgrade them. As for weapons – the upgrade system from CS was improved, so it is now possible to upgrade it in a few directions at the same time.

Q: Is it possible to hire some stalkers for your squad? Can we be stealthy by hiding in the bushes with a sniper rifle and shooting enemies from a distance? Will the enemy spot us at once, or will he run around searching for the sniper?
A: Stalkers are loners, so its not possible to find a partner, though you can join stalkers during some missions, or some stalkers can join you during others, but normally everyone is on his own – its the Zone. NPCs have the ability to hear in the defined radius and see in the defined sector – being outside of these, you can easily sneak undetected. As for shooting – each shot has a sound and direction, and it is quite possible being detected after the first one.

Q: In Clear Sky, it is clear that the AI had been greatly improved – NPCs dont leave themselves open, but hide behind the rocks, walls, etc. Will you use the same system and will the AI be improved even more?
A: Well, I'd rather say ”polishing” than ”improvement” – the most radical improvements were made in the monsters AI and the global A-Life system. With every new step, were getting closer to that functionality of the system which suits us most – it is so complicated, that we were improving it all the time since the original game, always making corrections and tweaks here and there.

Q: In both STALKER games, we got outstanding visuals as well as the atmosphere. Can we expect further improvements in the graphics department as well as more spoken dialogs and new interface features?
A: The atmosphere will be close to the original SoC game that was critically acclaimed as the most atmospheric game of the 2007. The visuals will be somewhat better then in Clear Sky, but system requirements will be the same due to the optimization. The dialogues will be mostly written, it is better than the voiceover at times because the player uses his own imagination instead of artists expressions to perceive the characters personality. The interface was totally redone to make it more intuitive. The use of hot keys was added, a convenient round mini-map and lots of other stuff. Also, we made a possibility to continue the game after completing the main storyline.

Q: Will there be Blowouts in the game? If yes, will the occur only as storyline-driven events, or will they be completely random?
A: Both, and the player will have to seek shelter to survive one.

Q: Will there be any improvements to multiplayer?
A: Were working on the code optimization, reduction of traffic and new anti-cheat tools. There will be a system of ratings and rewards as well. No radical changes in the gameplay modes.
The GSC company is proud to present to all fans of S.T.A.L.K.E.R. some new screens from Pripyat:

On these photos you can see "Berezka" shop, school 1, Yubileiny service center,kindergarten and also bulding 14 at Lenin avenue. The following map shows you where does these objects can be found in the real Pripyat:

bitComposer, the western publisher of S.T.A.L.K.E.R.: Call of Pripyat has announced the date of the worldwide release: 1st Quarter 2010. It's a pity, that stalker-fans outside CIS and Baltic states shoud wait for the spring to come, but at least you'll be able to enjoy the polished and (I hope) bug-free version of the title. Oh yeah, almost forgot: if you live in Germany, than you can get the game already in November.

The system requirments are as follows:
OS: Windows XP
CPU: 2.0GHz Intel Pentium 4 or AMD Athlon™ 2200+
RAM: 512 MB
GPU: 128 MB RAM DirectX 8.0 compatible Card e.g. GeForce 5700 or Radeon 9600

OS: Windows Vista
CPU: Intel Core 2 Duo E7400 or AMD 64 X2 5600+
GPU: 512 MB RAM DirectX 9 or 10 compatible Card e.g. GeForce 9800GTX or Radeon HD4850
Hi there, it's been a while now, since no interesting news on the title showed up in the recent 2 month... Until now.

GSC releases a benchmark for S.T.A.L.K.E.R.: Call of Pripyat, which includes one of the most interesting ingame locations - Pripyat. While waiting the game to hit the shelves of your local shops, you can already taste the atmosphere of the most famous abandoned city in the world, authenticly recreated with the use of satellite photography.

Here you can read the official press-release:
We are glad to present you a special version of S.T.A.L.K.E.R.: Call of Pripyat Having your PC tested with benchmark you will be able to get detailed information about its performance on various graphical modes and find out how well your system is balanced for gaming and S.T.A.L.K.E.R.: Call of Pripyat in particular.

This benchmark is based on one of the ingame locations – Pripyat . The testing process includes four stages, those utilizing various weather and time of the day settings (day, night, rain, bright sun). In order to test your system thoroughly the benchmark is provided with a number of presets and options including different versions of DirectX (9.0, 10.0, 11), screen resolutions, antialiasing etc, all at your disposal.

If you like competitions pay attention to the special Test and Rate feature we included into this benchmark. The Test and Rate mode enables you to compare your performance results with those of other players. Be assured, when sending us your test results, we collect only the data explicitly visible in the query; GSC Game World has no commercial or harmful purpose with this test.

Independently of the results, every participant will receive a present of personalized web banner with the rating place and overall achievement marked on it.Names and test results will be placed in the official rating boards that will launch publicly once we receive the first 500 test results.

So, enjoy the test, get your results and good luck in the competition!

To download the benchmark click here.
bitComposer, the worldwide publisher of STALKER: Call of Pripyat has announced, that the title will hit the shelves at February 2010, and will be available in english, french, italian and spanish.
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