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4 reviews
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S.T.A.L.K.E.R. : Call of Pripyat


$40.00 Released February, 2010

Product Shot 1 The Pros:Much more open ended design. Fewer enemies lead to a much more spooky atmosphere, invigorating encounters. Artifacts and anomalies are even more deadly and interesting than the previous two games.

The Cons:Larger zones, but there are only three of these to explore. Story along the lines of the earlier games - nothing revolutionary or special if plot is what you're after. Poor English voice acting.

S.T.A.L.K.E.R. : Call of Pripyat is a first-person shooter / RPG released worldwide in February 2010. It is the third installment in the S.T.A.L.K.E.R. series and an immediate sequel to S.T.A.L.K.E.R. : Shadow of Chernobyl.

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It picks up slightly after the original story and centers around the city of Prypiat. Gameplay is a combination of tactical role-playing action (exchanging goods, weaponry upgrades, and factions) and unbridled horror. Critics praise Pripyat for its vast improvements of its predecessors, including the incorporation of photorealistic graphics, terrifying new mutants, and no severe bugs. There are also many more side quests, a sleep function, and the possibly to complete the game after completion via a fun freeplay mode.

Features

  • S.T.A.L.K.E.R. Series
  • Third Installment
  • Microsoft Windows (PC)
  • First-Person Shooter / RPG
  • Photorealistic Exclusion Zone
  • New Story & Characters
  • New Monsters & Behaviors
  • New A-Life System
  • Sleep Function
  • Enhanced GUI
  • Freeplay Mode
  • Supports DirectX 11.0

User Reviews (4)

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80
ProScore
Pros
  • 3

    much more open ended design

  • 3

    fewer enemies lead to a much more spooky atmosphere, invigorating encounters

  • 3

    artifacts and anomalies are even more deadly and interesting than the previous two games

  • 3

    dynamic weather / day & night cycles

  • 2

    closer to the original Shadow of Chernobyl than Clear Sky

  • 2

    healing takes time - spamming your healing items wont help you survive in battle

  • 2

    slightly improved plot attempt over the earlier games, with ties back to the original

  • 2

    the same difficult yet fair gameplay expected from previous games

  • 2

    stable - a huge improvement over the previous installments

  • 2

    at least somewhat realistic - you need to eat, keep your radiation levels low and keep your weapons in tip-top non-jamming status to survive

  • 2

    great S.T.A.L.K.E.R. atmosphere

  • 2

    improved graphics - models, effects, etc..

  • 2

    much improved AI

  • 2

    weapons and armor can be upgraded, repaired

  • 1

    more underground sections as with the original Shadow of Chernobyl to break up the open ended gameplay and provide creepier, tighter and darker areas

  • 1

    optional free-play is available at the game end - no 'points of no return' as with Shadow of Chernobyl and Clear Sky

  • 1

    high level of initial neutrality with human NPCs - relationships are made based on player choice and decision rather than forced

  • 1

    night and abandoned buildings are super scary - pitch black darkness

  • 1

    works well on older hardware

Cons
  • 2

    larger zones, but there are only three of these to explore

  • 1

    story along the lines of the earlier games - nothing revolutionary or special if plot is what you're after

  • 1

    poor English voice acting

  • 1

    story is delivered in an uninspired and straightforward manner

  • 1

    game engine shows its age

  • 1

    no custom map waypoints

  • 0

    slow and predictable pace

  • 0

    stashes are often hidden to well - annoyingly difficult to reach!

Comments (3)

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Yale
Yale: #s_t_a_l_k_e_r_call_of_pripyat If I remember correctly the zombies from the original had lights on their heads, and could see / shoot you as easily as you could see and shoot them. They were always great shots too, so it was best to take them out from afar. This game is a lot scarier, zombies don't have lights - and they don't cheaply shoot you either because you still have yours. I guess you wake / startle them when you're within range / you flash them, and they come back to life and start blasting. A much creepier and fairer encounter! Feb 14, 10
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Yale
Yale: #s_t_a_l_k_e_r_call_of_pripyat

One of the many stories you might find yourself in... I feel like sharing because it just happened, and you feel soooo excited when something like this happens, and works out so smoothly. The beauty is none of this is scripted during the game, and the missions you take are almost completely open ended - and the weather / day cycles, your weapons, and your approach are completely up to you:

Trying to find some tools for the guy who upgrades my weapons - he can only do so much with his hands and the crap he has on hand. I have an upgraded sub-machine gun and a sweet fully automatic with scope and silencer - I also just found a really amazing high-quality sniper, but it only had 10 bullets and it's useless in the dark. Why am I doing it at night? Because sleep is for the weak!

Turns out the area I was pointed towards by a few camping Stalkers is infested with zombies - they only mentioned the radiation, the bastards!

You can see their numbers on your radar - but their blips don't show up because you can't see them in such poor light. They groan and you try to seek them out. Their poor zombie eyes are slightly worse than your own - so often you bump into them (they limp into the beam of your flashlight, a startling sight!) and can take them out before they start shooting. I take a dangerous amount of damage with the first few, and have to use a medkit, this isn't working out... It seems like they're attracted to all the noise you're making, giving them the upper hand.

Suddenly the moon comes out - great! I can see a great deal better. Take out a small group of 3-5 or so without getting hit, but the one left has impeccable aim, and is somewhere in a dark area near or in some buildings. I climb a tower and scan the area visually. Darkness. Can I wait him out? Suddenly as if from some zombie movie my 'blip counter' starts to rise. A whole wave of 6-8 zombies begin to close in on my location, attracted perhaps by all the noise. My ammo is also running low, but the sub-machine gun is also poor at higher distances. Whipping out my trusty fully automatic, I scan and see the shapes of my enemies slowly stumble into my view, highlighted only slightly by the moon. As I watch my tracer-like bullets find their heads and upper bodies they return fire - but this fight goes my way.

Looting the dead I recoup some ammunition for my sub-machine gun and some decent weaponry I can sell, additionally I stumble upon some tools and some additional loot in the attic of one of the buildings... Mission accomplished..

Feb 14, 10
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Yale
Yale: #s_t_a_l_k_e_r_call_of_pripyat The same feelings I had about the original Stalker ring true here - what a pain to start! Steep learning curve, with quite a realistic feel - go out at night and struggle to see 5 meters in front of you, catch a few well aimed bullets and you're dead, carry everything you find and you'll quickly find yourself overloaded and unable to run for more than 5 seconds or even move - it's amazing!!!

Adapt to life in the zone, or learn to enjoy the loading screen - you'll be seeing a lot of it! Travel as light as possible, take care of your weapons and don't waltz into buildings without scoping the whole place out.

The true grit of this game turns to gold once you learn these fundamentals, and you'll forget about any other annoyances you don't begin to enjoy. Feb 14, 10
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