


It tightens up the gameplay, improves the graphics (some of the environments are simply breathtaking), removes some of the need for traditional RPG tedium, and makes the whole experience a little more linear than in Shadow of Chernobyl. It’s not that Clear Sky is a bad game it’s just that it seems to lack many of the elements that made the original great-elements like an unpleasant, surreal atmosphere oppressive dungeon exploration that makes you glad to see pixelated daylight again the lonely, derelict feeling of long missions in an unforgivingly hostile world the desolate feel of a barren countryside full of decaying, abandoned buildings… I could go on.Ĭlear Sky does look great on paper. I finally reached the ending last night, but I now have somewhat of a sour taste in my mouth. S.T.A.L.K.E.R.: Clear Sky finally came out last Friday over here, and I eagerly rushed to the local video-game shop to purchase a copy.

You might understand, then, why I’ve been looking forward to the prequel ever since GSC Game World announced it in July 2007. If you were browsing TR in March of last year, you might have seen the blog post where I lauded S.T.A.L.K.E.R.: Shadow of Chernobyl for being a unique, captivating, and sometimes frightening experience with an atmosphere thick enough to cut with a knife.
