Notes from the Zone

Nope, I haven’t handed in my nerd credentials and stopped playing computer games. As a matter of fact, I recently got a new graphics card, so I’ve been diligently playing those games that didn’t run that smoothly before the upgrade. One of the titles I’d most been looking forward to is Stalker – Shadows of Chernobyl. (Well, technically it’s called S.T.A.L.K.E.R. – Something of Doodah, but unless someone can tell me what the abbreviation is supposed to stand for, I refuse to use that wannabe leet name.)

There’s been a discussion about games as art for a while now. If we look at them as narrative art, then I’d agree that there are few games that tell a story that’s better, or even as good, as your average mainstreamy Hollywood genre piece. (There are exceptions, but that’s material for another entry.) What games can excel at, though, is atmosphere – and that’s what Stalker has in spades. It’s based, though loosely, on Andrei Tarkovsky’s enigmatic film of the same name (which I haven’t seen yet – shame on me!).

The game is set in the area around the radioactive wasteland surrounding the defunct nuclear reactor in Chernobyl. Stalker‘s version of the Zone is populated by lone adventurers, bandits, militia and mutated animals. It is dotted with anomalies that tend to mean your death if you wander into any one of them unawares. (There is grim fun to be had of watching packs of mutated dogs happen into an anomaly that pretty much spins them around like the cow in Twister – and then tears them apart.)

Stalker manages to be one of those games that’s greatly enjoyable but not a lot of fun, and that’s mainly down to its atmospheric setting. On my first day in the Zone, I happened across a camp that other Stalkers had made amidst rusty cars and a broken down Hind helicopter. Just as the sun set, a group of bandits attacked, and most of what I could make out were bursts of fire in the darkness and the flashlight’s circle of brightness illuminating burnt out Ladas and the occasional bandit aiming his semi-automatic at me.

In general, the nights in the Zone are tense and scary – mostly because they are actually dark. Walking towards distant lights, your flashlight barely illuminating the bushes in front of you, while you hear strange animal sounds, and suddenly a pack of dogs attacks, their eyes glinting in the dark… Definitely beats the hell (pun only semi-intended) out of Doom 3‘s predictable haunted house ride and its rubber zombies.

I’m not very far yet, but I’m looking forward to getting closer to the shut-down reactor and entering the parts of the Zone that used to be residential areas. Until then, I will continue being the bane of mutated dogs and hogs everywhere… until I run out of ammo. I run pretty fast (’till I stumble into one of those amusing anomalies and it proceeds to turn me inside out).

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3 thoughts on “Notes from the Zone

  1. Ade Baumann November 21, 2007 / 8:11 am

    Hmmm… Stalker. I played the game some time ago, and while I tremendously enjoyed it, I was actually quite disappointed at just how little it has in common with its Tarkovskij namesake. Pretty much the only two things I could find is that there’s a “zone” and one part at the end which I shall not mention for fear of spoiling something… I’d suggest you get the DVD off me at some stage – now I’m back working in Berne and not even too far from you (Titanic II), that should be arrangeable.

    The film, by the way, is loosely based on the short story “Roadside Picnic” by Arkadij and Boris Strugatskij, downloadable (in Russian) on the authors’ website, or on http://www.cca.org/cm/picnic.pdf in English. Would be interesting to draw a direct comparison between the story and the game…

  2. thirithch November 21, 2007 / 8:39 am

    Thanks for the offer, Ade. I’ve got the DVD at home (the French of all people(s) had a very nice edition on offer!), but I haven’t watched it yet. Thanks also for the link to “Roadside Picnic”, which does sound interesting.

    I’m not that far into the game (I just cleared my first tunnel and have come out in the well guarded military base), but I am constantly amazed at how tangible the world feels, how real. You can almost smell the musty air in the delapidated buildings. And even though the mutated dogs aren’t that dangerous, when a pack of them attacks I always flinch.

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