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Jim Mander's avatar

Stalker: SoC is one of those games I've been meaning to play one of the big mods of for probably a decade now, and I haven't managed because each time I wind up just playing it over vanilla. Even though I have a lot of problems with the way that first game turned out and how broken and frustrating it always is, there's something about it that none of the sequels [including the most recent] really captured, and that's the very genuine sense of responsibility you have as a player for THINKING about what you're about to attempt BEFORE you begin. From deciding which angle to begin an assault or approach on a building from, deciding what to pick up and what can or must be left behind, and most importantly, deciding what to take with you when you set out from 'civilization,' it's all something that feels so much more impactful than similar choices in other games. I go through and toss out every gun I've collected that looks like it'll jam or simply isn't polished up enough, because I know how much harder it'll be to outrun a mutant if I'm struggling to catch my breath. I watch for watch towers, stairwells, and elevated positions, because if I take cross fire when I think I'm covered I won't have the opportunity to scurry away. And I leave my favorite new gun behind, because I know I can't carry enough of its preferred lead to keep it fed on the road ahead. It accomplishes what every shooter at least PRETENDS to aspire towards, and it does it, frankly, without being all that good in so many other ways. It really is the definitive FPS of the 2000s to me, despite how much more superficially influential 'bigger' titles were.

But you've sold me - it sounds like Gamma, as you said, doubles down on something crucial. I promise, to myself mainly, that the next time I need to play Stalker, I'll finally dip in. Hopefully the VSS isn't as much of a hassle to maintain as I suspect it is.

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