How you tackle each section - say, a fortified military stronghold - is up to you. We were led to a sewer opening by a friendly STALKER, to give us a safe approach. Only, along the way, we noticed how sweet his gun was. Naturally, we killed him and took it. He seemed to be important, but STALKER didn't bat an eyelid: it just reshuffled its cards and allowed us to carry on as a murderer - one with an awesome gun.
We later came across what seemed to be a hostage situation - three STALKERS surrounding a fourth, all pointing guns at his head. It appeared that sneaking safely past could be the prescribed course of action. Our grenade sent all four spiralling through the air, which gave me the chance to ransack their belongings and, again, the game accepted our actions without complaint. In this way, the missions are bound together by a world that's continually evolving around you to provide interesting challenges.




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