Follow TV Tropes

Following

History VideoGame / STALKER

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

->''"Get out of here, stalker!"''
Is there an issue? Send a MessageReason:
None


** Also, "prekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ''ModernWarfare2''.

to:

** Also, "prekroy menya" used by the military, which is equivalent to "open "Open fire!" and/or "engage "Engage the enemy!". This expression also appears in ''ModernWarfare2''.
Is there an issue? Send a MessageReason:
None


** Also, "pekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ''ModernWarfare2''.

to:

** Also, "pekroy "prekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ''ModernWarfare2''.
Is there an issue? Send a MessageReason:
None


** Also, "pekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ModernWarfare2.

to:

** Also, "pekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ModernWarfare2.''ModernWarfare2''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also, "pekroy menya" used by the military, which is equivalent to "open fire!" and/or "engage the enemy!". This expression also appears in ModernWarfare2.
Is there an issue? Send a MessageReason:
None


*** Actually, contrary to what some games might tell you, FMJ, or full metal jacket rounds are almost always standard. The 5.45 BP ammunition is the type that chews through the Spetsnaz Berill-5M armor.

to:

*** ** Actually, contrary to what some games might tell you, FMJ, or full metal jacket rounds are almost always standard. The 5.45 BP ammunition is the type that chews through the Spetsnaz Berill-5M armor.
Is there an issue? Send a MessageReason:
None


* AmplifierArtifact / UpgradeArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.

to:

* AmplifierArtifact / UpgradeArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to the various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.
Is there an issue? Send a MessageReason:
None


** On the other hand, you can use your knife to slay certain mutants, especially Burers, as they at least cannot use firearms.

to:

** On the other hand, you can use your knife to slay certain mutants, especially Burers, as they at least cannot use firearms. The only mutants that are too impractical to use the knife on are Bloodsuckers, Chimeras, and Pseudogiants since they deal too much damage on you to try. [[PersonalSpaceInvader Especially Bloodsuckers.]]
Is there an issue? Send a MessageReason:
None


* AmplifierArtifact/UpgradeArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.

to:

* AmplifierArtifact/UpgradeArtifact: AmplifierArtifact / UpgradeArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.
Is there an issue? Send a MessageReason:
None


* AmplifierArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.

to:

* AmplifierArtifact: AmplifierArtifact/UpgradeArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AmplifierArtifact: Both played straight and subverted. Various artifacts provide a boost to your resistance to various hazards of the Zone, whether it be electricity, fire, acid, or what have you. The drawback here is that most of these same artifacts are filled with radiation and can kill you if you don't have countermeasures, so it can be a double-edged sword if you're out trekking in the more dangerous areas of the Zone.
** On the other hand, there are artifacts that help protect you from radiation so that you won't be in danger of radiation poisoning from either the environment of the Zone or those other artifacts that you're carrying.
Is there an issue? Send a MessageReason:
None


* NoCanonForTheWicked: The good ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''.

to:

* NoCanonForTheWicked: [[spoiler: The good ending of ''Shadow of Chernobyl'' is made canon in ''Call of Pripyat''.]]
Is there an issue? Send a MessageReason:
None


** And yet another subversion: in ''Shadow of Chernobyl'', one arena match in Rostok forces you to use the knife against a Stalker clad in a Exoskeleton and an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy.

to:

** And yet another subversion: in ''Shadow of Chernobyl'', one arena match in Rostok forces you to use the knife against a Stalker clad in a an Exoskeleton and an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy.
Is there an issue? Send a MessageReason:
None


* NeverBringAKnifeToAGunFight: Both played straight and subverted. Every faction likes using guns that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal, except as a last resort. The stealth aspect in the series is nearly non-existent.

to:

* NeverBringAKnifeToAGunFight: Both played straight and subverted. Every While you always have your knife with you, every faction likes using guns so much that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal, except as a last resort. The stealth aspect in the series is nearly non-existent.
Is there an issue? Send a MessageReason:
None


** Another subversion; the knife can be useful against zombies (barring the ones that appear in GameMods) provided that you don't get in their line of sight and you approach quietly.

to:

** Another subversion; the knife can be useful against zombies (barring the ones that appear in GameMods) [[GameMod game mods]]) provided that you don't get in their line of sight and you approach quietly.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NeverBringAKnifeToAGunFight: Both played straight and subverted. Every faction likes using guns that it has become the standard rule of engagement, so trying to knife your way into a gunfight is downright suicidal, except as a last resort. The stealth aspect in the series is nearly non-existent.
** On the other hand, you can use your knife to slay certain mutants, especially Burers, as they at least cannot use firearms.
** Another subversion; the knife can be useful against zombies (barring the ones that appear in GameMods) provided that you don't get in their line of sight and you approach quietly.
** And yet another subversion: in ''Shadow of Chernobyl'', one arena match in Rostok forces you to use the knife against a Stalker clad in a Exoskeleton and an F2000. However, you also receive about four grenades in the match to hopefully get the drop on that guy.
Is there an issue? Send a MessageReason:
None


* VaderBreath - The player, whenever they equip anything with a gas mask.

to:

* VaderBreath - VaderBreath: The player, whenever they equip anything with a gas mask.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheSoulless: The Monolith faction.

Added: 311

Changed: 1

Is there an issue? Send a MessageReason:
None


* PreviousPlayerCharacterCameo: The player character of ''Shadow of Chernobyl'', the Marked One [[spoiler:also known as Strelok]], is an important character in the last act of ''Call of Pripyat''.



* RightHandedLeftHandedGuns: Every single rifle has its ejection port on the left side. ItGotWorse with the world models - they have ejection ports on left and right sides of the receiver.

to:

* RightHandedLeftHandedGuns: Every single rifle has its ejection port on the left side. ItGotWorse with the world models - they have ejection ports on left and right sides of the receiver. receiver.
* RogueProtagonist: [[spoiler:The final boss of ''Clear Sky'' is the player character of ''Shadow of Chernobyl''.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BedouinRescueService: The first two games both begin with the player character left for dead out in the wilderness and then being rescued by passing natives - or rather passing Stalkers, who are the closest thing to 'natives' the Zone has.
Is there an issue? Send a MessageReason:
None


''S.T.A.L.K.E.R.: Call Of Pripyat'', has been released. Unsurprisingly, the Russian-language version (which came out several months before the EU and US versions) was almost immediately translated by modders. It takes place a few days after ''Shadow of Chernobyl'' with the player taking the role of SBU (Служба Безпеки України[=/=]Security Service of Ukraine) Major Degtyarev who is charged with investigating the attempted military takeover of the Zone GoneHorriblyWrong. This game also takes place [[spoiler:after the good ending of ''Shadow of Chernobyl'', so apparently things didn't turn out okay after all]].

to:

''S.T.A.L.K.E.R.: Call Of Pripyat'', has been released. Unsurprisingly, the Russian-language version (which came out several months before the EU and US versions) was almost immediately translated by modders. It takes place a few days after ''Shadow of Chernobyl'' with the player taking the role of SBU (Служба Безпеки України[=/=]Security Service of Ukraine) Major Degtyarev who is charged with investigating the attempted military takeover of the Zone GoneHorriblyWrong. This game also takes place [[spoiler:after the good ending of ''Shadow of Chernobyl'', so apparently things didn't turn out okay after all]].
all]]. ''Call of Pripyat'' is notable for taking place in a completely different part of the Zone from the other games in the series - ''Shadow of Chernobyl'' and ''Clear Sky'' take place fairly close to the Zone's southern edge, while ''Call of Pripyat'' takes place deep within the Zone's northern half.



* TruceZone: Played straight between the Freedom and Duty factions in Yanov station in ''Call of Pripyat''.

to:

* TruceZone: Played straight between the Freedom and Duty factions in The Yanov train station in ''Call of Pripyat''.Pripyat'', out of necessity. It's the only building in the area that is safe from emissions, free from anomalies, and large enough to house a sizable population of Stalkers, so the Duty and Freedom detachments sent to that area of the Zone have agreed to treat it as neutral ground, allow each other to operate freely within the immediate vicinity, and work together to defend it. Once you're out of sight of the train station, however, the two factions are still openly at war, and it's implied that the main Duty and Freedom commanders (who are on the other side of the Zone) are unaware of the train station arrangement.
Is there an issue? Send a MessageReason:
None


** In ''Call of Pripyat'' you can find a Vintar (VSS) in perfect condition right after the beginning of the game, provided you know where to look. [[spoiler: It's on top of one of the burnt-out houses in the fire anomaly location.]] There's also an SVD up for grabs: [[spoiler: it's leaning against one of the trees on the edge of the map.]]

to:

** In ''Call of Pripyat'' you can find a Vintar (VSS) in perfect condition right after the beginning of the game, provided you know where to look. [[spoiler: It's on top of one of the burnt-out houses in the fire anomaly location.]] There's also an SVD up for grabs: [[spoiler: it's leaning against one of the trees on the northwest edge of the map.]]
Is there an issue? Send a MessageReason:
None


* {{Bizarrchitechture}}: A natural and unfortunate side effect of manmade structures existing in an area that has become a [[RealityIsOutToLunch reality-warping]], [[MindScrew mind-bending]] EldritchLocation. You encounter an ''endlessly looping room'' at one point, and that's not even particularly out of the ordinary by Zone standards.

to:

* {{Bizarrchitechture}}: {{Bizarrchitecture}}: A natural and unfortunate side effect of manmade structures existing in an area that has become a [[RealityIsOutToLunch reality-warping]], [[MindScrew mind-bending]] EldritchLocation. You encounter an ''endlessly looping room'' at one point, and that's not even particularly out of the ordinary by Zone standards.
Is there an issue? Send a MessageReason:
None


** One possible option for Major Degtayrev. Knock yourself out with Anabiotic drugs during a blowout thrice, and you'll become "marked by the Zone", allowing you to survive blowouts without shelter (barely).

to:

** One possible option for Major Degtayrev.Degtyarev. Knock yourself out with Anabiotic drugs during a blowout thrice, and you'll become "marked by the Zone", allowing you to survive blowouts without shelter (barely).
Is there an issue? Send a MessageReason:
None


** Again subverted in ''Call of Pripyat''. You run into a mercenary group camping out at a work station. They act (understandably) cautious if you approach, but you can work out a peaceful deal with them, allowing you into their camp if you give them some food. They can even be later recruited to guard an Ecologist outpost.

to:

** Again subverted in ''Call of Pripyat''. You run into a mercenary group camping out at a work station. They act (understandably) cautious if you approach, but you can work out a peaceful deal with them, allowing you into their camp if you give them some food. [[spoiler: They can even be later recruited to guard an Ecologist outpost. outpost.]]
Is there an issue? Send a MessageReason:
None


** ''Call of Pripyat:'' Zaton's bandits have been formed into an organized crime group by [[NamesToRunAwayFromReallyFast Sultan]], and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from Skadovsk. They like to camp out near the big anomaly fields... you do the math. Jupiter's bandits are more the standard variant, though they [[DecapitatedArmy gradually start disappear from Jupiter if their leader there is killed]].

to:

** ''Call of Pripyat:'' Zaton's bandits have been formed into an organized crime group by [[NamesToRunAwayFromReallyFast Sultan]], and will attack Stalkers/Loners (and you) without warning sometimes, maybe even perhaps only a dozen meters from Skadovsk. They like to camp out near the big anomaly fields... you do the math. Jupiter's bandits are more the standard variant, though they [[DecapitatedArmy gradually start to disappear from Jupiter if their leader there is killed]].
Is there an issue? Send a MessageReason:
None


** Eventually subverted with the Military in ''Call of Pripyat'' - no longer glorified gangsters torturing and murdering Stalkers for artifacts, they are now your allies (what with you being from the military and all), and while not actively ''friendly'' to Loners, they will, at least, leave them alone.

to:

** Eventually subverted with the Military in ''Call of Pripyat'' - no longer glorified gangsters corrupt grunts torturing and murdering Stalkers for artifacts, sport, they are now your allies (what with you being from the military and all), and while not actively ''friendly'' to Loners, they will, at least, leave them alone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Bizarrchitechture}}: A natural and unfortunate side effect of manmade structures existing in an area that has become a [[RealityIsOutToLunch reality-warping]], [[MindScrew mind-bending]] EldritchLocation. You encounter an ''endlessly looping room'' at one point, and that's not even particularly out of the ordinary by Zone standards.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** As well as some of the monsters and nontraditionally anomalous locations. In few other games can you say that you just fought through swarms of mutant hamsters and traversed an endlessly looping room to find a magic oasis in the middle of a radioactive concrete bunker, only to be bitten to death by imaginary dogs.
Is there an issue? Send a MessageReason:
None


** [[RasputinianDeath Some mutants also can soak up a lot of damage before finally going down for good]]. The Pseudogiant, for example, while it was only fairly durable in ''Shadow of Chernobyl'', takes ''ungodly'' amounts of punishment to take down in ''Clear Sky'' and ''Call of Pripyat'', and can take ''two'' shots from an RPG-7 in the face, [[OhCrap while at the same time whittling away your health faster than the blink of an eye]]. If you don't have an RPG-7 or Gauss Rifle with you, you better hope you have enough ammo and medkits if you're going to kill this thing, otherwise you'll have to run away, hopefully avoiding its stomp attack which has a damaging area of effect and which can briefly stun you. This makes it a BossInMooksClothing, barring the SoC variant.

to:

** [[RasputinianDeath Some mutants also can soak up a lot of damage before finally going down for good]]. The Pseudogiant, for example, while it was only fairly durable in ''Shadow of Chernobyl'', takes ''ungodly'' amounts of punishment to take down in ''Clear Sky'' and ''Call of Pripyat'', and can take ''two'' shots from an RPG-7 in the face, [[OhCrap while at the same time whittling away your health faster than the blink of an eye]]. If you don't have an RPG-7 or Gauss Rifle with you, you better hope you have enough ammo and medkits if you're going to kill this thing, otherwise you'll have to run away, hopefully avoiding its stomp attack which has a damaging area of effect and which can briefly stun you. This makes it the Pseudogiant a BossInMooksClothing, barring the SoC variant.

Top