As the bots take over Verdansk, Warzone and Stalker are beginning to meld in my brain


I’ve never met a ghost in the machine, but I remember every time an AI enemy surprised me by doing something deeply human. I know where in the church rafters I was standing when a Wolfenstein paratrooper started bunny-hopping on the spiral staircase, so that he could get a better look at me. And I’ll always recall knocking a warhammer from the hands of an orc bandit on the road south of Cyrodiil. I dangled the glass weapon mockingly in front of my enemy’s face—only to watch the toothy bugger pluck the hammer out of the air and start swinging again.

Stalker: Shadow of Chernobyl was designed to produce moments like these. During the Ukrainian shooter’s development, GSC Game World imbued NPCs with goals and desires. These characters would set out to find artifacts in the Chernobyl Exclusion Zone, bring them to dealers, and pick up new quests. If opponents bumped into each other on the road, the game would roll to decide whether they fought to the death, traded goods, or avoided confrontation altogether. There were even plans to let NPCs uncover the mysteries of the Zone all by themselves—making the player frankly a little redundant.

(Image credit: GSC Game World)

By all accounts, this A-Life system was toned down by the time of Stalker’s release, but even its echoes are evocative. It’s the real migration of NPCs around the Zone that provides Stalker with its most iconic recurring image: a campfire surrounded by masked nomads, playing guitar and chewing whatever fat they can get their hands on.



buspartabs.online