I’ve waited for so long to write this… A disaster ensues any time your favourite pieces of entertainment and art become unavailable. That was exactly the case with Clear Sky. None of the earlier patches removed a bug that made the game unplayable on my system. However, version 15.0.7 came out later (better late than never!), and solved the problem. So I started from the beginning again, but this time with fresh ideas on how to proceed.
Just like the first S.T.A.L.K.E.R., Clear Sky has you do quests, gather equipment, talk to weird people, and see even weirder places of utmost beauty, then progress through the storyline at your leisure. There are several differences in this prequel, however. Weapon/suit repairs and upgrades are introduced; hunting for the necessary upgrades, stored on USB sticks, is almost always necessary. Faction participation has been expanded so that it means more in this game. Zone emissions have been added, which stirs up the game-play a bit and increases the gorgeousness of the graphical presentation enormously.
Of course, some annoyances were not completely removed even by the latest patch. After my character had died for the n-th time and I pressed F9 to quick-load, I always crashed back to desktop, whereas F9 functioned normally while the character was alive. Factions are so persistent that one cannot take them out of the game by simply killing all their members; as I once joked, players can reload as many times as they wish, but NPCs can respawn. I only once managed to wipe the Bandits almost fully off the map by sweeping their base clean 3 or 4 times as a member of the Loners, and then joining Freedom and helping them establish their foothold in Garbage. The effort was rewarded by waves of warm pleasure every time I saw no disgusting Bandits in Garbage, but they continued to stubbornly respawn in one corner of that area, so small raids kept my aiming skills in good shape.
Beside that, two other things irritated me. First, the factions I joined (quite unlike the swift Clear Sky faction at the very beginning) acted very slowly, expanded their territories like snails on a hot summer day, and lost them in minutes. The Loners got massacred by mutants in hundreds. With Freedom, I could never make them move beyond Garbage and into Agroprom Institute to take care of the hot-air balloons in Duty. That, however, was not so central. The second thing that surprised me unpleasantly was the short end fight. In the first game, the final battle took place in a sublimely apocalyptic environment and was long, brutal, and exhausting, but very rewarding. Here, one gets to battle the Monolith minions for about 5 minutes. Not only is the battle short, it is also quite confusing, and initially seems impossible.
Nevertheless, the shortness of the end fight in Clear Sky is well established, logical, understandable. This can be generally extended to the whole story of the game. Although the storyline is pretty straightforward, it’s not without appeal; it motivated me to gather and upgrade equipment and practise while I have time (good targets, those Bandits). The weaponry is one of the things that kicked ass for me. Riddle those ugly dogs with bullets, snipe the slimy Bandits or Renegades or Dutiers, and blow up the moronic Monolithians with the grenade launcher. One of the most ingenious moments in the game was the under-barrel mounted grenade launchers for the assault rifles. Wait for the right moment, let those mutants get near enough but not too near, shoot a grenade in their midst and watch them roll to all sides or fly through the air… then switch back to bullet and muzzle and finish off the rest. The bigger, individual grenade launcher I found toward the end works on the same principle but with even more bang and blast. The Monolithians definitely appreciated it. The sniper rifles, especially after upgrades, are the final piece of the puzzle: they make you want to run through the whole game world and sweep it clean of mutants and exploiters like the Bandits or Duty. (Un-)Fortunately, munition for those was scarce, which made me realise how important and useful they are.
Finally, the strongest part of this game was the atmosphere, the setting, the places. Rarely do people manage to reproduce the twisted beauty of post-apocalyptic scapes with such moving power. The trees, the hills, the lakes of slime, the dilapidated buildings, the enormous factory complexes, the anomalies, the radiation, and the emissions… This is not to be described; one has to see it, to experience it in the darkness of the late night. Nothing’s real until you feel, says one of my favourite musicians, and this holds very much for the world of S.T.A.L.K.E.R. So, while the story may be simple, the characters are tangible and the world is real. Clear Sky has the clear intention of establishing a history for the protagonist and the events in Shadow of Chernobyl, and it does that with aplomb.
Q. W3ary