S.T.A.L.K.E.R.: Clear Sky | |
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Developer(s) | GSC Game World |
Publisher(s) | |
Director(s) | Anton Bolshakov |
Producer(s) | Sergey Grygorovych |
Designer(s) | Yuriy Negrobov Ruslan Didenko |
Programmer(s) | Dmitriy Iassenev |
Artist(s) | Ilya Tolmachev |
Composer(s) | Vladimir Frey Alexey Omelchuk FireLake |
Series | S.T.A.L.K.E.R. |
Engine | X-Ray Engine |
Platform(s) | Microsoft Windows |
Release |
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Genre(s) | First-person shooter, survival horror |
Mode(s) | Single-player, multiplayer |
- 3Development and release
Gameplay[edit]
Plot[edit]
Development and release[edit]
X-Ray 1.5 Engine[edit]
Copy protection[edit]
Special editions[edit]
Reception[edit]
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References[edit]
- ^'S.T.A.L.K.E.R.: How The OpenGL Port is Shaping Up'. Boiling Steam. 1 November 2015.
- ^'OpneXRay/xray Engine 1.5'. GitHub. 15 November 2015.
- ^Williams, Rob (24 September 2008). 'STALKER: Clear Sky Features 5-Time Activation Limit'. Techgage. Retrieved 21 January 2011.
- ^'S.T.A.L.K.E.R.: Clear Sky'. Steam. Valve Corporation. Retrieved 21 January 2011.
- ^ ab'S.T.A.L.K.E.R. Clear Sky for PC Reviews'. Metacritic. CBS Interactive. Retrieved 8 February 2010.
- ^Manion, Rory (9 September 2008). 'S.T.A.L.K.E.R.: Clear Sky Review'. 1UP.com. Ziff Davis. Archived from the original on 3 June 2016. Retrieved 22 April 2018.
- ^ abEdge staff (October 2008). 'S.T.A.L.K.E.R.: Clear Sky'. Edge. No. 193. Future plc. p. 94.
- ^Gillen, Kieron (2 September 2008). 'S.T.A.L.K.E.R.: Clear Sky'. Eurogamer. Gamer Network. Retrieved 2 August 2013.
- ^Biessener, Adam (November 2008). 'S.T.A.L.K.E.R.: Clear Sky: Problems From Original Still Present In This Prequel'. Game Informer. No. 187. GameStop. Retrieved 22 April 2018.
- ^VanOrd, Kevin (23 September 2008). 'S.T.A.L.K.E.R.: Clear Sky Review'. GameSpot. CBS Interactive. Retrieved 22 April 2018.
- ^'S.T.A.L.K.E.R.: Clear Sky Review'. GameTrailers. Viacom. 28 October 2008. Archived from the original on 27 December 2008. Retrieved 22 April 2018.
- ^Callon, Michael (28 October 2008). 'S.T.A.L.K.E.R.: Clear Sky - PC - Review'. GameZone. Archived from the original on 1 November 2008. Retrieved 22 April 2018.
- ^Butts, Steve (5 September 2008). 'S.T.A.L.K.E.R.: Clear Sky Review'. IGN. Ziff Davis. Retrieved 2 August 2013.
- ^Meer, Alec (1 September 2008). 'S.T.A.L.K.E.R.: Clear Sky UK Review'. IGN. Ziff Davis. Retrieved 22 April 2018.
- ^'S.T.A.L.K.E.R.: Clear Sky'. PC Gamer. Future US. December 2008. p. 62.
- ^'Review: S.T.A.L.K.E.R.: Clear Sky'. PC PowerPlay. No. 156. Next Media Pty Ltd. November 2008. p. 51.
External links[edit]
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- S.T.A.L.K.E.R.: Clear Sky at MobyGames
So is this all there is to being in a faction? Just capturing a spot and then defending it? Does it ever end?
Stalker Clear Sky Faction Benefits
The faction strength bars show how the war is going. Destroying enemy groups and stopping attacks will weaken the enemy overall and protecting allied groups will prevent their strength being reduced. You don't always have to take part in a battle; if the ally bars are stronger than the enemy bars there is a greater chance of them holding that location without your help.
Once the allied faction is strong enough you'll get a new task to capture a location currently held by the enemy. The other spots must still be held for this task to appear and be able to be completed--it will cancel if a prerequisite location is lost at any point in the process.
You should only conquer or defend bases if friendly forces are present at that spot otherwise allied forces might not move into it and the enemy will reappear as soon as you move far enough away. The lighter-coloured party dots on the map show groups that are moving to a specific location so you can watch for those and help them reach and capture their destination.
Once your faction holds all the locations the war is considered won (some enemy forces will still spawn).
A faction's resources determines the quality of the stuff the squads get outfitted with. With high resources, they get exo suits and sniper rifles. With low, simple jackets and pistols/smg's. As you can imagine, a faction with low resources will have a VERY hard time beating a faction with high resources.
It's like this: When a squad dies, a new squad is then created. The new squad dips into their factions resources by equipping themselves with whatever is in their arsenal. This causes a loss of resources. As more and more squads are killed, the enemies resources are depleted by constantly giving out replacement gear to the new squads. Eventually if there arsenal has been cleaned out of all the good stuff, they can only give the new squads crappy equipment, which is when the faction resources are practically at zero.
Factions get resources by taking and holding territory. If they own everything, resources are easy to get. If all they have is their headquarters, it will be like using a depleted vespene geyser from starcraft. So if an enemy faction loses all it's territory AND is having it's squads wiped out constantly, that will be the fast track to their faction becoming totally crippled.
Although you cannot truly remove a faction from the game since they can always spawn a few squads inside their HQ when you aren't around, it IS possible to put it on lock down so they can never branch out! It's easy:
1. As mentioned above, get the enemy faction to have as low resources as possible so they are stuck using pea shooters and crappy jackets.
2. Wait until your faction has almost full resources so the squads are carrying the best gear.
3. Go to the enemy base and do your thing: but DO NOT LEAVE IT! Enemy squads will not respawn if you are close to their HQ.
4. If you have the patience, wait around for a bit inside the enemy HQ until 2-3 of your faction's heavily equipped squads arrive to secure the place.
With those exo suit wearing squad members armed with snipers/HMG's sitting inside the enemy base, any squads that spawn inside will get wiped out by them about 90% of the time, never being able to retake their own base thanks to their inferior gear! By doing this, you will never have to worry about that faction again...Unless you go rogue and start murdering your own guys.
I never really paid any attention to the resources, nor did I know how they worked. This explanation helps, so I'll try to keep that in mind when I get to the faction wars again.
The trick is to wait till you've gotten one of those endurance boosting artifacts, it's a big help for running around. Then, when you push into duty territory, take out the forward squads as quickly as possible. Then make a mad dash for the HQ as soon as you eliminate the forward squads, killing any new ones that pop up as you go.The idea is to stop the squads from respawning by being near the HQ. This makes it a lot easier for your crew to finally catch up.
![Stalker Clear Sky Factions Stalker Clear Sky Factions](/uploads/1/2/3/7/123717426/300654560.jpg)
Unlike the first game, now you can join one of several factions – having special benefits but also disadvantages. Choose carefully because every faction has an enemy, so in case you are friendly with one you become enemy with the other. Some specific armors and upgrades are only accessible in the appropriate factions. Joining a faction also means you will get the best prices when selling and buying stuff with them, which helps you, especially late in the game.
The Loners have Gordon in control, and their enemy are the Bandits in Garbage zone. They get some nice upgrades for low and mid class weapons. Keep in mind the Bandits have the same upgrades as the Loners, it’s just a matter of preference here.
Duty are the rivals of Freedom. They are the first to offer upgrades for the shotguns and Russian armors, and the second to upgrade sniper and standard NATO weapons.
My personal advice would be to stick with the Loners up to the midgame.
Training Level
The swamps are the training level for new players. It gives you time to get used to the interface and the new game options. You might notice how beautiful the training level actually is, full of DX10 effects which you unfortunately won’t see that much later in the game. Maybe
they are trying to grab you with this first level, keeping your interest – or maybe the effects are just too fancy to pull off when the screen is full of baddies.
In the swamps, you will automatically join the Clear Sky Faction just to see how Faction Wars function. All the guides and transportation are free in the training level, but later on you will have to give your last penny to benefit from these fancy tool.
In the Stalkers base you can steal two AK-47 and a scope, if you manage to climb the roofs and keep above the tech guy. Before you leave the training level, be sure to get the scope from the Lookout Tower, the Viper 5 in the Pump Station, the Chaser 13 shotgun next to the stash in Pump Station and the CS-3 armor – a reward for completing the quests.
Zones
Gordon Zone