Press

IGN

9 December 2006

A look at the history of one of the world's worst nuclear disasters.

When the operators switched off the electricity and the turbines stopped supplying power to the water-pumps, even less cooling water was pumped through the reactor core.
The water became ever-hotter and quickly reached boiling point.

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Eurogamer

6 December 2006

Interview with Anton Bolshakov - S.T.A.L.K.E.R. Project Lead

The game casts the player as a S.T.A.L.K.E.R., a mercenary working in the radioactive nightmare left by the mid-'80s disaster. While you generally busy yourself with hunting for artefacts in the Zone to sell in the outside world, going up against other S.T.A.L.K.E.R.s, mutants and the military in a huge and well-varied green-scape, the events of the game see you waking up in a hut with two surly men and a healthy dose of amnesia.

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Eurogamer

6 December 2006

Huge S.T.A.L.K.E.R. presentation coverage on Eurogamer.net

Sitting down with S.T.A.L.K.E.R. today is an interesting experience. Firstly, the game's project lead Anton Bolshakov takes us through the much-publicised "A-Life" system. In a nutshell, S.T.A.L.K.E.R.'s machinations outside scripted level events are completely random.

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GamePro

6 December 2006

S.T.A.L.K.E.R. hands-on feedback on GamePro.com

Much of what is in the game is true to life, from the environments to the "Stalker" occupation of the character you play as. Almost every single crumbling structure from the game is something that exists (we even walked through many of them during one hell of a sketchy tour).

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GameRankings

6 December 2006

Real and ingame Chernobyl impressions on GameRankings.com

The sentiment's echoed in virtually every face on the bus. Unbelievably, we're no more than 200 metres from Reactor 4, the site of the worst nuclear accident in human history.

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