
S.T.A.L.K.E.R.: Call of Pripyat is the direct sequel of the S.T.A.L.K.E.R.: Shadow of Chernobyl. As a Major Alexander Degtyarev you should investigate the crash of the governmental helicopters around the Zone and find out, what happened there.
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Languages: German*, English*, French*, Italian*, Russian*, Spanish - Spain*, Ukrainian*, Polish**languages with full audio support
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 608 reviews with recorded playtime.
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Reviews
Najlepszy stalker lepszego nie ma jak cos
Cambiar a la abuela por un detector veles
Сожалею об одном что не прошел раньше игра классная советую всем
Todo bien hasta que tuve que entrar a los laboratorios.... me cague pero no de la risa
[h1] Truly, the best game in the trilogy. [/h1] There is quite the amount of reasons why when any S.T.A.L.K.E.R. fan is asked about which of the games in the series is which, with a high chance, he will name Clear Sky the worst and Call Of Pripyat the best. I will explain the good and the bad sides of this game, and why I consider a purchase of it well worth the money I spent. The review assumes you have played the previous installments of the franchise (Shadow Of Chernobyl, Clear Sky). If you haven't, I do not recommend playing this game first, but rather going through the S.T.A.L.K.E.R. trilogy as follows: Shadow Of Chernobyl → Clear Sky → [b] Call of Pripyat [/b] [h2] 1. Excellent story and immense player choice. [/h2] Call of Pripyat truly could be considered a great ending part of the trilogy. Dozens of interesting quests and quest lines, many ways to drastically alter the world and the lives of many stalkers, great deal of well written characters. The amount of times I had to save scum to save a particular NPC I liked already shows how well the characters were written: I felt shame and sadness over losing an even minor story character, grown to like them so much that I would go out of my way to ensure their safety. There were numerous quests that ended in such bizzare and unpredictable ways that left my mouth gaping, such as (spoilers) [spoiler] Tremor being behind stalkers' dissapearances, having to drink their blood due to his hemophilia and not just killing them because he was insane [/spoiler] and [spoiler] Snag not being dead in a ditch, but rather still alive and twitching, giving me my stuff back [/spoiler]. Almost any choice the player does has lasting consequences and effects on the numerous endings. [h2] 2. Vastly improved gunplay and added realism [/h2] The guns are much better than their counterparts in Clear Sky and Shadow Of Chernobyl. Weapons feel much heavier and more customizeable, now with attachments of different scopes with different zoom or installed night vision. Not to mention the added "Protecta", 12-round 12 gauge shotgun, the best in the game, being able to be outfitted with a night vision scope and modified into rapid, automatic fire. Speaking of modifications, they were finalized and refined. Any gun can be modified to your heart's desire, but modifying one thing locks you away from modifying another one, which prevents you from creating completely overpowered guns and gear, having to find balance between the modifications and many parameters, making the player give much more consideration to any potential upgrade (sacrificing accuracy for comfort, rapid fire for control and etc.). Not to mention that bullets trajectories' and weapons themselves behave much better than the constantly missing piss guns with barely any damage of Clear Sky or the immensely accurate horrors of Shadow Of Chernobyl, having achieved a good mix between accuracy and deadliness. The bullets are now able to go through some materials and ricochet off of others, while also leaving bullet holes according to the material they are on. [h2] 3. Refined artifact hunting and the artefact mechanics themselves. [/h2] Gone is the floor sweeping artefact "hunting" of the Shadow Of Chernobyl and the incomplete one of Clear Sky; CoP now has well defined artifact types, which have a chance to spawn at their designated anomaly types after a blowout or an emission. There is now a dedicated trader NPC, Beard, that gives out side missions to the player, which consist of finding a certain artefact. Beware: alongside you, other stalkers will try to look for such an artifact, as apart of the new feature for the stalker AI that allows them to find artifacts. Upon finding one, they will try to deliver it to Beard, which will result in you failing the mission. You can buy it off the stalker who found it, or just by killing him and taking the artefact. Delivering the artifact will give the player a hefty sum of 18.000-24.000 roubles (depending on the rarity of the artifact), which can be an insane amount in the early game. The artifact hunt side missions can also be failed if the player does not find the artifact in two days. The artifacts themselves have been balanced well. Now, there are no OP artifacts such as the likes of those in SoC (ex. +30% electra resistance), which lead to the player being able to equip 4-5 of these artifacts and not only heal in the anomaly that they grant the resistance against (ex. Electra), but also regenerate the player's suit and health. In CoP, there is no such term as unbalanced when it comes to the artifacts, each of them has an upside and a downside (except the radiation reducing artifacts, which I consider a flaw of the balancing of CoP). You cannot become invulnerable, just a bit harder to damage. You cannot possess infinite stamina, only being able to regenerate it faster. [h1] The flaws [/h1] [h2] Numerous bugs [/h2] An issue that has plagued all of S.T.A.L.K.E.R. majorly, at least CoP has been affected by it the least, albeit there is still a lot of annoying, sometimes game breaking bugs. Spoilerless/Extremely minor spoiler ones: In Skadovsk, stalkers constantly get stuck on the stairwells and prevent the player from accesing Nimble, sometimes Owl. The only way I found of dealing with it is asking the stalkers to lead me to an area not far away, and then returning to the Skadovsk and accesing the traders I need before those morons get stuck on the stairs again. Sometimes, stalkers can move and disrupt the real time cutscenes. I had stalkers randomly bump into Nitro during my first arrival into Yanov station, and Degtyarev circling around while stalkers talk to him. If you are to run against a big prop (monitor, beer case, crate, etc.) there is a chance that you might get launched a few fet into the air and get fall damage. The emission safe zones are pretty weird. Some of them have nonsensical placements (I'm sure in all of a three floor concrete building only a single room is emission-proof), though even those with sense are not properly covering their designated areas. There are multiple areas in Skadovsk, where if you stand even three feet close to the ship walls near Beard you can still die. I've also had a bizzare encounter, in which upon my travel to the Yanov station, there were snorks inside trying to get out, meanwhile all the stalkers inside and the snorks themselves were neutral to eachother. I opened the door and they peacefully crawled away. Spoiler ones: Medium Mid-Game bug: [spoiler] Upon getting the quest for the Compass artifact, Noah is supposed to give it to you. Thing is, in my playthrough, Noah gave me two compasses, which, I assume, is not supposed to happen. [/spoiler] Major Late-Game bug: [spoiler] If you have another quest active, you cannot start the One Shot quest. Upon explaining the situation with the mercenaries to Kovalsky, he will bug out and just stand in front of you, when he is supposed to radio a message to other soldiers. You cannot move, ESC does not work, only Alt+F4 does. [/spoiler] Medium Late-Game bug: [spoiler] Lt. Sokolov may get stuck in the Laundromat during the Evacuation, which allows him to survive and give a good ending of him. [/spoiler] [h3] In conclusion: I would recommend you getting this game. Even with all the bugs, I got my fair share of enjoyment of it. [/h3]
Все проделанные дела Дегтярева были зря, ведь он мог просто принести сломанный вертолет Кардану и прилететь на нем в Припять к Стрелку чтобы узнать о провале операции Фарватер, ну или сделать упряжку из плотей и кабанов
В 2026 году «Зов Припяти» остается самой стабильной и геймплейно выверенной частью оригинальной трилогии. Это идеальный баланс между исследованием, выживанием и живым миром Зоны. Живой мир (A-Life): Здесь система симуляции жизни работает лучше всего. Сталкеры не просто стоят на месте - они ходят в рейды, обыскивают трупы, отдыхают у костров и реально ищут артефакты. Ты постоянно натыкаешься на случайные стычки бандитов с долговцами или охоту мутантов на одиноких бродяг. Дизайн локаций: Затон, Юпитер и сама Припять - это огромные, проработанные территории. Разработчики отказались от мелких коридорных уровней в пользу масштабных зон, где за каждым холмом или ржавым краном может скрываться уникальный тайник или опасная аномалия. Система квестов: В «Зове Припяти» практически нет заданий типа «принеси пять хвостов собак». Почти каждый квест - это маленькая история с выбором. Помочь сталкерам отбить логово кровососов или сдать их бандитам? Выбор всегда за тобой, и он влияет на отношение группировок. Техническая стабильность: По сравнению с забагованным «Чистым Небом», эта часть вышла на удивление отполированной. Движок X-Ray здесь работает на пределе своих возможностей, выдавая отличную картинку (особенно с фанатскими модами на освещение) и минимум вылетов. Атмосфера исследования: Поиск инструментов для техников, охота за редкими артефактами в опасных аномальных полях и ночевки под выбросами создают то самое чувство «сталкера», за которое серию любят во всем мире. Припять: Город-призрак воссоздан с пугающей точностью. Прогулки по пустым дворам пятиэтажек и визит в кинотеатр «Прометей» - это одни из самых сильных моментов в индустрии. Итог: Это вершина классического «Сталкера». Если «Тень Чернобыля» брала атмосферой загадки, то «Зов Припяти» дает тебе быть настоящим исследователем в самом опасном месте на Земле.
A very good game for what it offers. While Clear Skies felt disappointing and underwhelming, this is where the franchise picks up again. I'm still in favor of the repair and upgrade system, but bigger fan of no timed quests which leaves the player to do things at their own pace. I love how the game kept itself to three areas only, but they felt neither small or empty, absolutely plenty of things to do. All in all 9/10.
+ as good as sex - as good as sex
Welcome... Stalker? The third of the trilogy. Preceded by Shadow of Chernobyl and Clear Sky. The best of them all. What made SoC good? What improvements did CK bring? Combine that and we get Call of Pripyat. This one takes the cake as it is the best of both worlds. From a story perspective and a gameplay perspective. While still maintaining the visual identity the previous games had. A-Life is especially more prevalent here as you can see, meet and interact with groups of many differing factions. Even bandits. I've always enjoyed exploring the zone and this just sprinkles in that extra "life" into the zone, making it feel alive. There's not much else to say that I haven't mentioned in my other reviews of the S.T.A.L.K.E.R trilogy. If there's anything I could wish for, it'd be for the final map of the game to actually have more dangerous roaming around. You could argue that it makes sense due to the events that transpired. But regardless. Now that I'm done [i]"Cheeki Breeki iv damke"[/i]
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