

Clear Sky is very clearly designed around human-on-human ballistic combat. Like the novel plot of the Half-life expansion Opposing Force, the player is fighting against their own interests from a previous game.Ĭombat is where Clear Sky shines somewhat over the other S.T.A.L.K.E.R. games. The player character is a mercenary named Scar who is given the task of stopping the main character in SOC from reaching the centre of the Zone. When accepted for what it is Clear Sky is not the complete failure it is often portrayed to be.Ĭlear Sky functions as a prequel to the story of SOC. From developer pre-release videos and interviews it is clear that GSC were full of ideas for Clear Sky but it had a fairly short development time and was pushed out before many of these ideas were properly or appropriately realised. For all the innovations it brings to the S.T.A.L.K.E.R. table – Artifact detectors, RPG-like upgrade systems, advanced AI, and engine improvements, people only remember the broken faction system, the tunnel-like level design of the second half, and the bugs. “ CODlike” is the word from the modern vernacular which S.T.A.L.K.E.R. fans often refer to Clear Sky by. It has a bad reputation as being buggy, as well as a detour from themes and gameplay elements core to S.T.A.L.K.E.R. The Making of S.T.A.L.K.E.R., part one, CVG Jan 2007Ĭlear Sky is the black sheep of the S.T.A.L.K.E.R. series.


Interviewer: What’s the one thing you would have liked to have included but that didn’t make it in?Īnton Bolshakov: The dynamic by AI NPCs throwing grenades a more developed system of relations with factions, community more developed factions as they are and their actions in the Zone the possibility to play for the factions.
