Uploaded October 2020 | Updated September 2026, 2 weeks ago
S.T.A.L.K.E.R.: Shadow of Chernobyl + Stalker Complete 2009 1.4.4
Synopsis:
S.T.A.L.K.E.R.: Shadow of Chernobyl is a first-person shooter survival horror video game developed by Ukrainian game developer GSC Game World and published by THQ in 2007 following a long development. The game is set in an alternative reality, where a second nuclear disaster occurred at the Chernobyl Exclusion Zone, causing strange changes in the area around it. The game features a non-linear storyline and includes role-playing gameplay elements such as trading and two-way communication with non-player characters.
In the game, the player assumes the identity of the Marked One, an amnesiac man trying to find and kill the mysterious Strelok within the Zone, a forbidden territory surrounding the Chernobyl Nuclear Power Plant. It is set after a fictitious second Chernobyl disaster, which further contaminated the surrounding area with radiation, and caused strange otherworldly changes in local fauna, flora, and the laws of physics.
S.T.A.L.K.E.R. takes place in an area called the Zone, which is based on the real-life Chernobyl Exclusion Zone and partly on the settings of the source material, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky's film Stalker, as well as the latter's subsequent novelization by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the Chernobyl area extending south from Chernobyl Nuclear Power Plant; geographical changes for artistic license include moving the city of Pripyat into this area (it is actually to the north-west of the power station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size. The term Stalkers was also used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus after its hasty construction in 1986. In addition, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.
In the game's backstory, after the initial Chernobyl disaster, attempts were made to repopulate the area, primarily with scientists and military personnel. However, in 2006, almost 20 years after the first incident, a mysterious second disaster occurred, killing or mutating most of the inhabitants. S.T.A.L.K.E.R. begins years later, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear decay within the Zone, extreme radiation has caused mutations among animals and plants in the area. As a result of the second disaster, the Zone is also littered with dangerous small areas of altered physics, known as anomalies. Explorers and scavengers operating within the Zone, known as Stalkers, possess an anomaly detector, which emits warning beeps of a varying frequency depending on their proximity to an anomaly.
S.T.A.L.K.E.R.: Shadow of Chernobyl + Stalker Complete 2009 1.4.4
Synopsis:
S.T.A.L.K.E.R.: Shadow of Chernobyl is a first-person shooter survival horror video game developed by Ukrainian game developer GSC Game World and published by THQ in 2007 following a long development. The game is set in an alternative reality, where a second nuclear disaster occurred at the Chernobyl Exclusion Zone, causing strange changes in the area around it. The game features a non-linear storyline and includes role-playing gameplay elements such as trading and two-way communication with non-player characters.
In the game, the player assumes the identity of the Marked One, an amnesiac man trying to find and kill the mysterious Strelok within the Zone, a forbidden territory surrounding the Chernobyl Nuclear Power Plant. It is set after a fictitious second Chernobyl disaster, which further contaminated the surrounding area with radiation, and caused strange otherworldly changes in local fauna, flora, and the laws of physics.
S.T.A.L.K.E.R. takes place in an area called the Zone, which is based on the real-life Chernobyl Exclusion Zone and partly on the settings of the source material, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky's film Stalker, as well as the latter's subsequent novelization by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the Chernobyl area extending south from Chernobyl Nuclear Power Plant; geographical changes for artistic license include moving the city of Pripyat into this area (it is actually to the north-west of the power station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size. The term Stalkers was also used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus after its hasty construction in 1986. In addition, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.
In the game's backstory, after the initial Chernobyl disaster, attempts were made to repopulate the area, primarily with scientists and military personnel. However, in 2006, almost 20 years after the first incident, a mysterious second disaster occurred, killing or mutating most of the inhabitants. S.T.A.L.K.E.R. begins years later, after people have begun coming to the Zone in search of money, valuable artifacts, and scientific information. In keeping with the post-nuclear decay within the Zone, extreme radiation has caused mutations among animals and plants in the area. As a result of the second disaster, the Zone is also littered with dangerous small areas of altered physics, known as anomalies. Explorers and scavengers operating within the Zone, known as Stalkers, possess an anomaly detector, which emits warning beeps of a varying frequency depending on their proximity to an anomaly.

![F.E.A.R. Platinum playthrough (no commentary) pt.34
F.E.A.R. (Perseus Mandate)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.34](https://i.ytimg.com/vi/iYHEcrMQZ7M/mqdefault.jpg)

![F.E.A.R. Platinum playthrough (no commentary) pt.3
F.E.A.R. (vanilla)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.3](https://i.ytimg.com/vi/jO2PwMdf504/mqdefault.jpg)

![F.E.A.R. Platinum playthrough (no commentary) pt.39
F.E.A.R. (Perseus Mandate)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.39](https://i.ytimg.com/vi/je9nMxiYnuc/mqdefault.jpg)

![F.E.A.R. Platinum playthrough (no commentary) pt.26
F.E.A.R. (Extraction Point)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.26](https://i.ytimg.com/vi/k4LTXqQGHi4/mqdefault.jpg)

![F.E.A.R. Platinum playthrough (no commentary) pt.30
F.E.A.R. (Extraction Point)
Synopsis:
The games story revolves around a supernatural phenomenon, which F.E.A.R. — a fictional special forces team — is called to contain. The player assumes the role of F.E.A.R.s Point Man, who possesses superhuman reflexes and combats an army of cloned soldiers, and at the same time uncovers the secrets of a paranormal menace in the form of a little girl.
F.E.A.R. simulates combat from a first-person perspective. The Point Mans body is fully present, allowing the player to see the characters torso and feet while looking down. Within scripted sequences, when rising from a lying position or fast-roping from a helicopter or climbing ladders, the hands and legs of the Point Man can be seen performing the relevant actions.
A prominent gameplay element is Slow-Mo, which slows down the game world while allowing the Point Man to aim and react at normal speeds. This effect is used to simulate the Point Mans superhuman reflexes. Reflex time is represented by stylized visual effects, such as bullets in flight that cause air distortion or interact with the games particle effects. F.E.A.R. lead designer Craig Hubbard stated that Monolith Productions primary goal was to make combat as intense as the tea house shootout at the beginning of John Woos Hard-Boiled. He continued on to say that defeating... enemies... with style was crucial to this goal and that reflex time plays a large role in making the player feel like an action movie hero.
F.E.A.R. artificial intelligence back routes to surprise the Point Man, using suppressive fire or taking cover if under fire. The games artificial intelligence is often cited as being highly advanced, and its efficiency helped the game win GameSpots 2005 Best AI Award.
A core element of F.E.A.R. is its horror theme, which was heavily inspired by Japanese horror. The design team attempted to keep [the] psychology of the encounter in the players mind at all times, in order to get under [the players] skin, as opposed to the in your face monsters jumping out of closets approach. The main source of the games horror is Alma Wade, a ghostly little girl.While Alma has been compared to the character Samara from The Ring (Sadako in the original Japanese), Craig Hubbard stated that she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. F.E.A.R. Platinum playthrough (no commentary) pt.30](https://i.ytimg.com/vi/kPlfRHQYfmc/mqdefault.jpg)
