NMA is proud to present its own review of S.T.A.L.K.E.R., intended to give some extra focus to the game's RPG elements and its handling of the post-apocalyptic atmosphere.<blockquote>Well, STALKER is finally here, after years in vaporware limbo; finally we get the chance to see if there really are three boobed women in Chernobyl. But how has it aged, how much is left of the RPG in it, and most importantly, is it good enough?
When GSC Game World, a Ukrainian developer, started making S.T.A.L.K.E.R. they pretty much intended the game to incorporate everything from Pac-man to GTA with a little Half-Life in the mix. All of this proved too much for them so the publisher, THQ, stepped in and the victims of the proverbial axe were the overly ambitious elements such as drivable vehicles, huge game world, survivalism elements like sleeping, eating (which is still there but is very basic), and seeking shelter.</blockquote>Link: NMA S.T.A.L.K.E.R. review
When GSC Game World, a Ukrainian developer, started making S.T.A.L.K.E.R. they pretty much intended the game to incorporate everything from Pac-man to GTA with a little Half-Life in the mix. All of this proved too much for them so the publisher, THQ, stepped in and the victims of the proverbial axe were the overly ambitious elements such as drivable vehicles, huge game world, survivalism elements like sleeping, eating (which is still there but is very basic), and seeking shelter.</blockquote>Link: NMA S.T.A.L.K.E.R. review