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* RenamedToAvoidAssociation: Due to the Russian aggression of Ukraine, ''S.T.A.L.K.E.R. 2'' is now subtitled ''Heart of'' '''''Chornobyl''''' instead of ''Chernobyl'', due to "Chernobyl" being the transliteration from Russian. "Chornobyl" is the Ukrainian transliteration.



** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]]. In the first half of 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.

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** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they made ''[[VideoGame/{{Cossacks}} Cossacks 3]]'' and started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]]. In the first half of 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.
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* LifeImitatesArt: Illegal tourists of the real Chernobyl disaster area are called "Stalkers."

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* LifeImitatesArt: Illegal tourists of People who illegally venture in the real Chernobyl UsefulNotes/{{Chernobyl}} disaster area are called "Stalkers.""Stalkers".

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* DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]].

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* DummiedOut: DummiedOut:
**
''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]].



** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]]. In the first half 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.

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** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]]. In the first half of 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.

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----



** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]].

to:

** ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time, as it was officially canned in 2012 when GSC ceased operations until they started working again on it in 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]]. In the first half 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.
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*** There was originally a plot point in ''Clear Sky'' where blowouts would create clones of Stalkers who got hit by them, and Scar would eventually have to confront a double of himself. The idea was cut due to risk of making the story too confusing, however, a leftover of this idea exists in the final game in the form of an easter egg where one can find a dead copy of Father Valerian in the Red Forest (that was also meant to have [[VideoGame/Fallout1 a unique .223 pistol]]).

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Trimming redundant bits and updating others. Dummied Out is for content that's present in the files of the final product, not development builds. We also don't need to mention Lost Alpha everywhere.


* DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, including unused areas, weapons, the ability to drive vehicles, and a Faction Wars system, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]]. The Faction Wars system was finally implemented in ''Clear Sky'', and it and ''Call of Pripyat'' include some weapons that had been originally cut from the first.
** Several maps were cut from the game, with quite a few having made it late in development and being playable in the aforementioned development build:
*** The map "Darkscape" was cut from the final game when driving mechanics were also cut. It was meant to be a linear gauntlet level with mostly uninterrupted road, giving the player the opportunity to actually drive their vehicle for extended periods of time, while avoiding the pursuing military.
*** Significant portions of Yantar are missing in the final release, with the initial map being massive. It was likely cut simply for being too large and uninteresting, especially as story rewrites cut down the amount of quests in the game significantly. It has since been restored in both the Lost Alpha mod and the Oblivion Lost mod.
*** A map called "Generators" was cut from the game without having a clear purpose, much to the chagrin of players given its incredible, otherworldly design. It was placed somewhere near the CNPP but it got canned with the story rewrites. Once again, most mods restore it, although its remote location and lack of relevance to the rest of the Zone means that it won't be visited much.
*** Another map, "Dead City," was cut when the game's story underwent rewrites. It was going to be a plot critical location where [[spoiler:Marked One would rescue Doc, who would inform him that he is actually Strelok and set him on the journey to unlock the true ending]], and the city was split between Mercs and Bandits, both of which were hostile to the player. Strangely, despite being completely modeled, textured, mapped, and having been given proper spawns, the map was never used in any of the games. It was also home to several named [=NPCs=], all of whom got cut with the map. Modders, however, typically add the map back in.

to:

* DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, including unused areas, weapons, the ability to drive vehicles, and a Faction Wars system, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]]. The Faction Wars system was finally implemented in ''Clear Sky'', and it and ''Call of Pripyat'' include some weapons that had been originally cut from the first.
** Several maps were cut from the game, with quite a few having made it late in development and being playable in the aforementioned development build:
*** The map "Darkscape" was cut from the final game when driving mechanics were also cut. It was meant to be a linear gauntlet level with mostly uninterrupted road, giving the player the opportunity to actually drive their vehicle for extended periods of time, while avoiding the pursuing military.
*** Significant portions of Yantar are missing in the final release, with the initial map being massive. It was likely cut simply for being too large and uninteresting, especially as story rewrites cut down the amount of quests in the game significantly. It has since been restored in both the Lost Alpha mod and the Oblivion Lost mod.
*** A map called "Generators" was cut from the game without having a clear purpose, much to the chagrin of players given its incredible, otherworldly design. It was placed somewhere near the CNPP but it got canned with the story rewrites. Once again, most mods restore it, although its remote location and lack of relevance to the rest of the Zone means that it won't be visited much.
*** Another map, "Dead City," was cut when the game's story underwent rewrites. It was going to be a plot critical location where [[spoiler:Marked One would rescue Doc, who would inform him that he is actually Strelok and set him on the journey to unlock the true ending]], and the city was split between Mercs and Bandits, both of which were hostile to the player. Strangely, despite being completely modeled, textured, mapped, and having been given proper spawns, the map was never used in any of the games. It was also home to several named [=NPCs=], all of whom got cut with the map. Modders, however, typically add the map back in.



** Many types of mutants were cut from the game at various stages of development:
*** The ones that were nearly complete were the burers, cats, and chimeras, all of which had their models, textures, and relevant scripting. There's no word on why they didn't make it into ''Shadow of Chernobyl'' (altough WordOfGod says that GSC couldn't get the burers' AI to work quite right before release), but the burers and chimeras were re-added for ''Call of Pripyat'', while the cats haven't been seen in any vanilla entries, aside from a stuffed version at the Duty bases in ''Shadow of Chernobyl'' and ''Clear Sky''.
*** Zombies were originally going to behave more like [[OurZombiesAreDifferent Romero Zombies]], being shambling, desiccated corpses that required headshots to put down completely. They had a unique variant called the Izlom, a horribly distended zombie that would [[RunningOnAllFours run on all fours]] towards the player, giving the Zombies a faster variant to keep players on their toes. When re-added by mods, it becomes clear why they were cut: Izloms didn't fill any unique role that boars, fleshes, and pseudo-dogs didn't already, and the slow bullet sponge zombies were pathetically easy to fight or bypass.
*** Early on in the development cycle, Lab X-18 was going to be inhabited by two races of mutant dwarfs, with the final boss being a "dwarf king." Said mutants were modeled and textured but ultimately never coded properly, and their basic design and combat functions were repurposed for the burers.
** A shocking number of weapons were cut from the game, at various stages in development, including a double-barrled hunting shotgun with ludicrous damage, a minigun, the FN P90, two heavy machine gun variants, the Browning High-Power Pistol, the MAC-10, and several enhanced variants of weapons that were already implemented. Of these, the hunting shotgun returned (with a serious damage nerf), as did the heavy machine guns and the Browning High-Power Pistol.
** The Faction Wars mechanic that had been cut from ''Shadow of Chernobyl'' was reimplemented in the sequel, ''Clear Sky.'' However, it was notoriously buggy in the best of times and outright unstable at worst, and ultimately it didn't create the more lonesome, atmospheric gameplay experience that the games were angling for, leading to it being dropped for ''Call of Pripyat.'' As with almost all of the cut content, it is often re-enabled by modders.
** Several mods unlocked the original game content - and eventually releasing an official "development build" patch (at least, for the Russian version). You think the game wasn't NintendoHard enough? ''You'll have to fight your way through a zombie assault right after exiting the bunker [[WithThisHerring with a knife and a handgun]]''.
** ''Lost Alpha'' is a complete reconstruction of Dev Build 1935, with some additions (such as a major story rewrite and a complete retooling of most of the levels to be larger, due to the presence of vehicles). It is released as a free stand-alone game that doesn't require a ''Shadow of Chernobyl'' install to play.
** Sin was originally planned to be in ''Shadow of Chernobyl'', their presence was mentioned in some of the leaked builds, but they were cut from the game entirely and their role was filled by Monolith. They're restored in ''[[VideoGame/LostAlpha S.T.A.L.K.E.R: - Lost Alpha]]'' [[GameMod remake]], however.
** The International Scientific Group were originally going to be present in an in-engine intro level/cutscene in ''Clear Sky'', where Scar would lead them before they get killed by an emission. It is unclear if they would play any role in this story beyond the intro, but a faction logo exists in the game files, suggesting that they might have taken place in the game's Faction Wars.
** Izlom is cut from ''Shadow of Chernobyl'', the Izlom would make its way into several [[{{GameMod}} mods]], as most of its assets had already been created.
** A cat was originally going to be in ''Shadow of Chernobyl'', the cat was cut late enough into development that almost all of its assets and scripts remained in the game, and it was easily added back in by [[{{GameMod}} modders.]]

to:

** Many types of mutants were cut from are left in the game at various stages files in varying states of development:
functionality:
*** The ones that were nearly complete were the burers, cats, and chimeras, all of which had their models, textures, and relevant scripting. There's no word on why they didn't make it into ''Shadow of Chernobyl'' (altough (although WordOfGod says that GSC couldn't get the burers' AI to work quite right before release), but the burers and chimeras were re-added for ''Call of Pripyat'', Pripyat''. while the cats haven't been seen are slated to be in any vanilla entries, aside from a stuffed version at ''Heart of Chornobyl'' as the Duty bases in ''Shadow of Chernobyl'' and ''Clear Sky''.
Bayun.
*** Zombies were originally going Along with the above functional enemies is an unused Zombie (not to be confused with the zombified stalkers) which behave more like [[OurZombiesAreDifferent Romero Zombies]], being shambling, desiccated stalkers who've mentally and physically decayed to the point of being like walking corpses that required headshots to put down completely. They had a unique variant called the Izlom, a horribly distended zombie that would [[RunningOnAllFours run on all fours]] towards the player, giving the Zombies a faster variant to keep players on their toes. When re-added by mods, it becomes clear why they were cut: Izloms didn't fill any unique role that boars, fleshes, and pseudo-dogs didn't already, and the these slow bullet sponge zombies were pathetically easy to fight or bypass.
bypass, and that the zombified stalkers presented more of a threat while filling the same gameplay role.
*** Early on And related to the above is the Izlom (Fracture). Design documents describe it as an intelligent mutant with telekinetic powers that would act like a friendly NPC until the player let their guard down, attacking them when they weren't paying attention, but the version left in the game's files is little more than a faster version of the cut zombie enemy with different animations. It was nearly brought back in ''Call of Pripyat'', but there wasn't enough development cycle, Lab X-18 time to realize the version described in the documents and so it was going to be inhabited by two races of mutant dwarfs, with the final boss being a "dwarf king." Said mutants were modeled and textured but ultimately never coded properly, and their basic design and combat functions were repurposed for the burers.
cut again.
** A shocking number of weapons were cut from ''Shadow of Chernobyl'' with their assets left in the game, at various stages in development, files, including a double-barrled full-length version of TOZ-34 hunting shotgun with ludicrous damage, a minigun, the FN P90, (with unbalanced damage values), two heavy PKM machine gun variants, P90 and MAC-10 sub-machine guns, the Browning High-Power Pistol, the MAC-10, and several enhanced variants of weapons that were already implemented. Of these, the hunting shotgun returned (with a serious damage nerf), as did the heavy machine guns PKM and the Browning High-Power Pistol.
** The Faction Wars mechanic that had been cut from ''Shadow of Chernobyl'' was reimplemented in the sequel, ''Clear Sky.'' However, it was notoriously buggy in the best of times and outright unstable at worst, and ultimately it didn't create the more lonesome, atmospheric gameplay experience that the games were angling for, leading to it being dropped for ''Call of Pripyat.'' As with almost all of the cut content, it is often re-enabled by modders.
** Several mods unlocked the original game content - and eventually releasing an official "development build" patch (at least, for the Russian version). You think the game wasn't NintendoHard enough? ''You'll have to fight your way through a zombie assault right after exiting the bunker [[WithThisHerring with a knife and a handgun]]''.
** ''Lost Alpha'' is a complete reconstruction of Dev Build 1935, with some additions (such as a major story rewrite and a complete retooling of most of the levels to be larger, due to the presence of vehicles). It is released as a free stand-alone game that doesn't require a ''Shadow of Chernobyl'' install to play.
** Sin was originally planned to be in ''Shadow of Chernobyl'', their presence was mentioned in some of the leaked builds, but they were cut from the game entirely and their role was filled by Monolith. They're restored in ''[[VideoGame/LostAlpha S.T.A.L.K.E.R: - Lost Alpha]]'' [[GameMod remake]], however.
** The International Scientific Group were originally going to be present in an in-engine intro level/cutscene in ''Clear Sky'', where Scar would lead them before they get killed by an emission. It is unclear if they would play any role in this story beyond the intro, but a faction logo exists in the game files, suggesting that they might have also taken place in the game's Faction Wars.
** Izlom is cut from ''Shadow of Chernobyl'', the Izlom would make its way into several [[{{GameMod}} mods]], as most of its assets had already been created.
** A cat was originally going to be in ''Shadow of Chernobyl'', the cat was cut late enough into development that almost all of its assets and scripts remained in the game, and it was easily added back in by [[{{GameMod}} modders.]]
Wars.



* OfficialFanSubmittedContent: The Snork mutant came from a contest GSC held to have a fan-made mutant put into the game.



* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]].
* WhatCouldHaveBeen: Due to the aforementioned DevelopmentHell, ''Shadow of Chernobyl'' underwent a ''massive'' number of changes during development.
** What became ''Shadow of Chernobyl'' started as ''Oblivion Lost'', and was originally intended to be a sci-fi game in a futuristic setting akin to VideoGame/{{Quake}} before GSC opted to put the game in a more grounded setting.
** Early builds featured such things as larger maps, player-drivable vehicles, a "faction wars" system that involved dynamic warfare between the factions[[note]]which would be officially implemented in the ''Clear Sky'' expansion.[[/note]], dynamic emissions[[note]]which would debut in ''Call of Pripyat''.[[/note]], and more. Much of this was stripped down or removed when the developers had serious technical issues making all this work, as well as other gameplay elements interfering with these features.
** More mutant enemies such as Cats, hostile Crows, "Proper" Zombies, A freakishly long-armed mutated zombie called the "Fracture", etc were planned, but cut from the game. The Burer and Chimera mutants in ''Call of Pripyat'' were originally intended for ''Shadow of Chernobyl'' as well. As most of them lasted long enough into development that their assets were left in the game's files, there's several mods to add them back into the games.
** The new weapons added into ''Clear Sky'' and ''Call of Pripyat'', such as the PKM and Protecta, were originally intended for ''Shadow of Chernobyl''. Among other cut weapons were several fully-automatic handguns, a number of sub-machine guns, a [[GatlingGood minigun]], and a number of unique variants of existing weapons. At one point, it was intended to be able to use artifacts to enhance weapons and ammunition, such as firing toxic bullets.
** The AI was considerably more complex in earlier builds, being capable of throwing grenades, scavenging dead bodies, searching for artifacts, healing the wounded, and being able to roam across the entire gameworld on its own accord. At one point, the developers bragged that the AI was so complex and human-like, it could beat the game ''on its own''. In the end, the AI had to be toned down significantly due to technical issues and to prevent the game from being too frustrating. ''Clear Sky'' and ''Call of Pripyat'' would both reactivate a number of these cut AI features.
** The storyline featured more locations such as the Swamps[[note]]which would be completely rebuilt for ''Clear Sky''[[/note]], Dead City[[note]]the main base of the Mercs faction, and where the player would have found Doctor being held captive, reintroduced in ''Lost Alpha'' mode[[/note]], Darkscape[[note]]A location bridging the gap between the Dark Valley and Cordon, which was originally planned to be part of a vehicle escape sequence from X-18. When vehicles were cut, this sequence was cut along with the map. Rebuilt for ''Lost Alpha'' mode again[[/note]], and Generators/War Lab[[note]]intended to be the source of the Zone's emissions, whose story role was merged with Chernobyl in the full game. Both were back in ''Lost Alpha'' and the War Lab map would be also reused as X-8 in ''Call of Pripyat''[[/note]]. Much of this was axed due to THQ [[ExecutiveMeddling demanding a more linear, story-driven game upon being shown a version with much of this present]], forcing GSC to hastily cut the game down. Thankfully, the community has created a number of mods that restore much of this cut content back into the games.

to:

* TroubledProduction: TroubledProduction:
** ''Shadow of Chernobyl'' suffered from almost a decade of DevelopmentHell due to GSC's grand ambitions battling with their own X-Ray Engine, along with near-endless feuding between publisher THQ and GSC. The game's direction changed multiple times, a ContentLeak involving a full development build being released, developers walking out ''en masse'' due to GSC's terrible pay and the constant delays (most of which would move on to make ''VideoGame/Metro2033''), and THQ's Dean Sharp [[https://www.eurogamer.net/articles/2018-07-28-dean-sharpe-sent-to-save-stalker?fbclid=IwAR30X-KSnth6hKV-1aEPAz1gnPslShaZjuEgI2OOJ-VXUIsQnAS57b08PTA literally throwing a GSC developer out of his office]] as he took a hatchet to any feature that got in the way of getting the game out the door.
** ''Clear Sky'' suffered from this too, as the entire X-Ray Engine was retooled for [=DirectX=] 10 support halfway through development with only a year of development time, cutting into efforts elsewhere. The final result was a mess of glitches, awful optimization/performance, insanely unbalanced gameplay that flew headfirst into FakeDifficulty, and several bugs that made the game impossible to finish, though patches and fan modifications managed to fix the worst issues.
**
''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time time, as it was officially canned in 2012 when GSC ceased operations until Creator/GSCGameWorld resumed its activities and they started working again on it in 2021. 2018. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in February 2022 delayed it once again, with development resuming in the UsefulNotes/CzechRepublic in June.June of that year. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]].
* WhatCouldHaveBeen: Due to the aforementioned DevelopmentHell, ''Shadow of Chernobyl'' underwent a ''massive'' number of changes during development.development, much of which is restored in ''[[VideoGame/LostAlpha S.T.A.L.K.E.R: - Lost Alpha]]''.
** What became ''Shadow of Chernobyl'' started as ''Oblivion Lost'', and was originally intended to be a sci-fi game shooter in a futuristic setting akin to VideoGame/{{Quake}} before GSC GSC, due to the poor sales of their similarly-themed shooter ''Codename: Outbreak'', opted to put the game in a more grounded setting.
** Early builds featured such things as larger maps, player-drivable vehicles, a "faction wars" system that involved dynamic warfare between
setting inspired by ''Literature/RoadsidePicnic'' and ''Film/Stalker1979''. Even then, the factions[[note]]which would be officially implemented in the ''Clear Sky'' expansion.[[/note]], dynamic emissions[[note]]which would debut in ''Call of Pripyat''.[[/note]], and more. Much of this game was stripped down or removed when the developers had serious technical issues making all this work, as well as other gameplay elements interfering initially set in Crimea with these features.
** More mutant enemies such as Cats, hostile Crows, "Proper" Zombies, A freakishly long-armed mutated zombie called
the "Fracture", etc were planned, but cut from [[https://en.wikipedia.org/wiki/Crimean_Atomic_Energy_Station Crimean Atomic Energy Station]] being the focus of the game. The Burer and Chimera mutants in ''Call of Pripyat'' were originally intended for ''Shadow of Chernobyl'' as well. As most of them lasted long enough into development that their assets were left in the game's files, there's several mods to add them back into the games.
** The new weapons added into ''Clear Sky'' and ''Call of Pripyat'', such as the PKM and Protecta, were originally intended for ''Shadow of Chernobyl''. Among other cut weapons were several fully-automatic handguns, a number of sub-machine guns, a [[GatlingGood minigun]], and a number of unique variants of existing weapons. At one point, it
This was intended changed to be able to use artifacts to enhance weapons and ammunition, such as firing toxic bullets.
** The AI was considerably more complex in earlier builds, being capable of throwing grenades, scavenging dead bodies, searching for artifacts, healing the wounded, and being able to roam across the entire gameworld on its own accord. At one point, the developers bragged that the AI was so complex and human-like, it could beat the game ''on its own''. In the end, the AI had to be toned down significantly due to technical issues and to prevent the game from being too frustrating. ''Clear Sky'' and ''Call of Pripyat'' would both reactivate a number of these cut AI features.
** The storyline featured more locations such as the Swamps[[note]]which would be completely rebuilt for ''Clear Sky''[[/note]], Dead City[[note]]the main base of the Mercs faction, and where the player would have found Doctor being held captive, reintroduced in ''Lost Alpha'' mode[[/note]], Darkscape[[note]]A location bridging the gap between the Dark Valley and Cordon, which was originally planned to be part of a vehicle escape sequence from X-18. When vehicles were cut, this sequence was cut along with the map. Rebuilt for ''Lost Alpha'' mode again[[/note]], and Generators/War Lab[[note]]intended to be the source of the Zone's emissions, whose story role was merged with
Chernobyl in the full game. Both were back in ''Lost Alpha'' and the War Lab map would be also reused as X-8 in ''Call of Pripyat''[[/note]]. Much of this was axed due to THQ [[ExecutiveMeddling demanding a more linear, story-driven game upon being shown a version with much of this present]], forcing GSC to hastily cut the game down. Thankfully, the community has created a number of mods that restore much of this cut content back into the games.part for better worldwide appeal.


Added DiffLines:

** Early builds featured such things as larger maps, drivable vehicles, a "faction wars" system that involved dynamic warfare between the factions[[note]]which would be officially implemented in the ''Clear Sky'' expansion.[[/note]], dynamic emissions[[note]]which would debut in ''Call of Pripyat''.[[/note]], and more. Much of this was stripped down or removed when the developers had serious technical issues making all this work, as well as other gameplay elements interfering with these features.
** Several mutants were completely cut from the game. One concept was the Tark, a mutant horse that was part of a contest held by GSC to have fan-made mutant designs entered into the game (it lost to the Snork). Another was the Rat (not to be confused with the Tushkano), which would be harmless at first but could be infected by a "Rat Wolf" that would turn them into extremely aggressive hoard attackers. Design documents for ''Clear Sky'' describe gun-wielding humanoid mutants called [[Literature/TheTimeMachine Morlocks]] that would've been encountered in underground areas.
** Sin was a faction originally planned to be in ''Shadow of Chernobyl'', their presence was mentioned in some of the leaked builds and promotional material, but they were cut from the game and their role was filled by Monolith, while their 3D models were given to the bandits.
** The new weapons added into ''Clear Sky'' and ''Call of Pripyat'', such as the PKM and Protecta, were originally intended for ''Shadow of Chernobyl''. Among other cut weapons were several fully-automatic handguns, assault rifles, a number of sub-machine guns, a [[GatlingGood minigun]], and a number of unique variants of existing weapons. At one point, it was intended to be able to use artifacts to enhance weapons and ammunition, such as firing toxic bullets.
** The AI was considerably more complex in earlier builds, being capable of throwing grenades, scavenging dead bodies, searching for artifacts, healing the wounded, and being able to roam across the entire gameworld on its own accord. At one point, the developers bragged that the AI was so complex and human-like, it could beat the game ''on its own''. In the end, the AI had to be toned down significantly due to technical issues and to prevent the game from being too frustrating. ''Clear Sky'' and ''Call of Pripyat'' would both reactivate a number of these cut AI features.
** The storyline originally had a free-form structure involving the player and AI stalkers attempting to find the secrets of the Zone, with the storyline dynamically unfolding depending on the actions of the player and AI stalkers competing for these secrets. It's not entirely clear how close GSC got to realizing this idea, but they claimed that it was nearly complete before negative feedback from playtests and [[ExecutiveMeddling THQ demanding a more linear game]] scuttled this version of the storyline and forced them to rework the game into a more conventional experience.
** A number of quests were simplified for various reasons. One example is that the Wild Territory firefight between the Mercs and Ecologists was meant to be a stand-off, with both sides attempting to convince the player to help them and the player free to choose either side.
** Several maps were cut from the game, with quite a few having made it late in development and being playable in development builds:
*** A prototype Swamps map exists in development builds of ''Shadow of Chernobyl'', but didn't get far before it was scrapped. It would be completely rebuilt for ''Clear Sky''.
*** Lab X-18 was going to be inhabited by two races of mutant dwarfs (burers and karliks), with the final boss being a "dwarf king." Said mutants were modeled and textured but ultimately never coded properly, though the burers were split away from the idea and made into an enemy mutant.
*** The map "Darkscape" was a linear driving level as part of a scripted setpiece escaping the Dark Valley Lab, with the player evading the pursuing military and facing several roadblocks. It was effectively finished but cut from the final game when driving mechanics were also cut, and at least two other levels also focused on driving were cut before any significant work was done.
*** Cordon and Yantar were initially much larger in scale. They was likely cut down simply for being too large and uninteresting, especially as story rewrites cut down the amount of quests in the game significantly.
*** The "Dead City" was cut when the game's story underwent rewrites. It was going to be a plot critical location where [[spoiler:Marked One would be captured by the Mercs and meet Doc, who would inform him that he is actually Strelok and start the journey to unlock the true ending]]. The city was split between Mercs and Bandits, both of which were hostile to the player. Despite being effectively finished it was cut late in development, possibly due to lacking sidequests.
*** A map called "Generators" was cut from the game without having a clear purpose, much to the chagrin of players given its incredible, otherworldly design. It was placed somewhere near the CNPP and was likely planned to be part of the game's TrueEnding, but it got canned with the story rewrites.
*** Related to the Generators was the "Monolith War Lab", an underground complex that was also likely part of the game's TrueEnding at one point. It was later reused with alterations for Lab X-8 in ''Call of Pripyat''.
*** ''Clear Sky'' was meant to have the Pripyat Underground, a level meant to bridge the gap between Limansk and the finale. The Limansk Hospital was originally an unrelated level that was shifted in when the Pripyat Underground was cut, but ideas from it were reused later for both the Pripyat Underground and Jupiter Underground levels in ''Call of Pripyat''.

Added: 310

Removed: 301

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* DevelopmentHell: The first game, whose original subtitle was ''Oblivion Lost'', and took no less than six years to come out. Calling the game ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]]. Astonishingly, when it finally hit store shelves, it was ''still'' an ObviousBeta.


Added DiffLines:

* SavedFromDevelopmentHell: The first game, whose original subtitle was ''Oblivion Lost'', and took no less than six years to come out. Calling the game ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]]. Astonishingly, when it finally hit store shelves, it was ''still'' an ObviousBeta.
Is there an issue? Send a MessageReason:
None


*** The ones that were nearly complete were the burers, cats, and chimeras, all of which had their models, textures, and relevant scripting. There's no word on why they didn't make it into ''Shadow of Chernobyl'' (altough WordOfGod says that GSC couldn't get the burers' AI to work quite right before release), but the burers and chimeras were re-added for ''Call of Pripyat'', while the cats haven't been seen in any vanilla entries.

to:

*** The ones that were nearly complete were the burers, cats, and chimeras, all of which had their models, textures, and relevant scripting. There's no word on why they didn't make it into ''Shadow of Chernobyl'' (altough WordOfGod says that GSC couldn't get the burers' AI to work quite right before release), but the burers and chimeras were re-added for ''Call of Pripyat'', while the cats haven't been seen in any vanilla entries.entries, aside from a stuffed version at the Duty bases in ''Shadow of Chernobyl'' and ''Clear Sky''.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again, with at least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer killed in battle]].

to:

* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military starting in early February 2022 put work on the game on hold delayed it once again, with at development resuming in the UsefulNotes/CzechRepublic in June. At least [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer has been killed in battle]].
Is there an issue? Send a MessageReason:
Works have been disambiguated and now have their own subpages.


!![[Film/{{Stalker}} Film]]
* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred 7 years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers", as do the guides who help tourists trespass into the zone.
* DoingItForTheArt: Some beautiful scenery shots were created by painting the real landscape in the desired color scheme. Yes, the film crewmembers actually were dyeing the grass and trees.
* ProductionPosse: Creator/AnatolySolonitsyn, one of Tarkovsky's frequent collaborators, appeared as the writer.
* TroubledProduction: Working on the film wound up literally killing many of the people involved, including the director himself. How so?
** Creator/AndreiTarkovsky shot the film in Soviet-occupied Estonia with cinematographer Georgy Rerberg. Despite past collaborations, the pair's working relationship wasn't smooth. Tarkovsky continuously resisted Rerberg's pushes to rewrite the script. He also asked Rerberg to do a special effect that he had seen in an Creator/IngmarBergman film, going so far as to build a special studio for the task, only to erupt when Rerberg didn't nail the effect. Accounts vary as to whether Rerberg was fired, or just walked out of the production.
** Tarkovsky's wife Larisa [[WagTheDirector convinced him]] to cast her as the wife of the protagonist. However, she turned out to be so difficult on set that the crew derisively nicknamed her "[[ThePrimaDonna the empress]]." Rerberg eventually persuaded Tarkovsky to recast the role with Alisa Freindlich, which angered Larisa and caused her to hold a grudge against Rerberg.
** When the footage was sent back to Moscow for processing, the film laboratory -- unfamiliar with the experimental [[Creator/EastmanKodak Kodak 5427]] film stock that Tarkovsky had flown in from America -- botched the job, resulting in the footage having a darkened green tint. Tarkovsky managed to convince Mosfilm to let him completely reshoot the film from scratch, with the aim of releasing it in two parts.
** Tarkovsky hired a new cinematographer named Leonid Kalashnikov for the reshoot, and moved to a new shooting location after the original had been damaged by an earthquake. Unsatisfied with Kalashnikov's performance, Tarkovsky replaced him with yet another cinematographer, Alexander Knyazhinsky, and completely reshot the film for a ''third'' time. This version became the final product, which is reportedly bears little resemblance to what Tarkovsky shot with Rerberg.
** The new location, an abandoned hydroelectric power station, sat near a chemical factory; the "snow" in one scene is actually airborne pollutants from said factory, which caused female crew-members to break out in allergic rashes. The cast and crew were in close contact with (and in some cases were literally knee-deep in) a miasma of toxic chemicals, and many of them -- including Tarkovsky, Larisa, and actor Anatoly Solonitsyn -- later contracted fatal illnesses as a result.

!![[VideoGame/{{Stalker}} Video Game]]




!![[Series/{{Stalker}} TV Series]]
* ActorSharedBackground:
** Beth Davis is Vietnamese-American, just like Maggie Q.
** Ben Caldwell can speak fluent Spanish. Victor Rasuk can also speak it, being a first-generation Dominican-American.
* RomanceOnTheSet: [[http://www.tvguide.com/news/dylan-mcdermott-maggie-q-engaged/ Maggie Q is engaged to Dylan McDermott.]]
Is there an issue? Send a MessageReason:
None


* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again, with at least one developer [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ killed in the fighting]].

to:

* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the full scale invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again, with at least one developer [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ one developer killed in the fighting]].battle]].
Is there an issue? Send a MessageReason:
None


* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again.

to:

* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of UsefulNotes/{{Ukraine}} by UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again. again, with at least one developer [[https://gamerant.com/stalker-developer-killed-ukraine-vladimir-fresh-yezhov/ killed in the fighting]].
Is there an issue? Send a MessageReason:
None


*** Zombies were originally going to behave more like [[OurZombiesAreDifferent Romero Zombies]], being shambling, desiccated corpses that required headshots to put down completely. They had a unique variant called the Izlom, a horribly distended zombie that would [[RunningOnAllFours run on all fours]] towards the player, giving the Zombies are faster variant to keep players on their toes. When re-added by mods, it becomes clear why they were cut: Izloms didn't fill any unique role that boars, fleshes, and pseudo-dogs didn't already, and the slow bullet sponge zombies were pathetically easy to fight or bypass.

to:

*** Zombies were originally going to behave more like [[OurZombiesAreDifferent Romero Zombies]], being shambling, desiccated corpses that required headshots to put down completely. They had a unique variant called the Izlom, a horribly distended zombie that would [[RunningOnAllFours run on all fours]] towards the player, giving the Zombies are a faster variant to keep players on their toes. When re-added by mods, it becomes clear why they were cut: Izloms didn't fill any unique role that boars, fleshes, and pseudo-dogs didn't already, and the slow bullet sponge zombies were pathetically easy to fight or bypass.
Is there an issue? Send a MessageReason:
None


* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred 7 years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers", as do the guides to who help tourists trespass into the zone.

to:

* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred 7 years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers", as do the guides to who help tourists trespass into the zone.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of Creator/{{Ukraine}} by Creator/{{Russia}}'s military in early 2022 put work on the game on hold once again.

to:

* TroubledProduction: ''S.T.A.L.K.E.R. 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of Creator/{{Ukraine}} UsefulNotes/{{Ukraine}} by Creator/{{Russia}}'s UsefulNotes/{{Russia}}'s military in early 2022 put work on the game on hold once again.
Is there an issue? Send a MessageReason:
None


* {{Vaporware}}: S.T.A.L.K.E.R. 2. A full sequel to ''Shadow of Chernobyl'', was announced in 2010. Not much is known what it would have, as in early 2012 it was put on "indefinite hold" as GSC was forced to close down due to massive financial issues. GSC has since reopened and resumed work on the sequel in May 2018, eventually announcing a 2021 release.

to:

* {{Vaporware}}: S.TroubledProduction: ''S.T.A.L.K.E.R. 2. A full sequel to ''Shadow 2'' had {{vaporware}} status for a time until Creator/GSCGameWorld resumed its activities and started working again on it in 2021. Then the invasion of Chernobyl'', was announced in 2010. Not much is known what it would have, as Creator/{{Ukraine}} by Creator/{{Russia}}'s military in early 2012 it was 2022 put on "indefinite hold" as GSC was forced to close down due to massive financial issues. GSC has since reopened and resumed work on the sequel in May 2018, eventually announcing a 2021 release.game on hold once again.
Is there an issue? Send a MessageReason:
None


* DoingItForTheArt: Some beautiful scenery shots were created by painting the real landscape in desired color scheme. Yes, the film crewmembers actually were dyeing the grass and trees.
* ProductionPosse: Creator/AnatolySolonitsyn, one of Tarkovsky's frequent collaborators, appeared as the Writer.

to:

* DoingItForTheArt: Some beautiful scenery shots were created by painting the real landscape in the desired color scheme. Yes, the film crewmembers actually were dyeing the grass and trees.
* ProductionPosse: Creator/AnatolySolonitsyn, one of Tarkovsky's frequent collaborators, appeared as the Writer.writer.



* DevelopmentHell: The first game, whose original subtitle was ''Oblivion Lost''. No less than six years. Calling the game ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]]. Astonishingly, when it hit store shelves, it was ''still'' an ObviousBeta.

to:

* DevelopmentHell: The first game, whose original subtitle was ''Oblivion Lost''. No Lost'', and took no less than six years.years to come out. Calling the game ЖДАЛКЕР (translation: WAITER) became [[MemeticMutation an Internet meme]]. Astonishingly, when it finally hit store shelves, it was ''still'' an ObviousBeta.



** Cat was originally going to be in ''Shadow of Chernobyl'', the cat was cut late enough into development that almost all of its assets and scripts remained in the game, and it was easily added back in by [[{{GameMod}} modders.]]
* LifeImitatesArt: Illegal tourists of the IRL Chernobyl disaster area are called "Stalkers."

to:

** Cat A cat was originally going to be in ''Shadow of Chernobyl'', the cat was cut late enough into development that almost all of its assets and scripts remained in the game, and it was easily added back in by [[{{GameMod}} modders.]]
* LifeImitatesArt: Illegal tourists of the IRL real Chernobyl disaster area are called "Stalkers."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Sin was originally planned to be in ''Shadow of Chernobyl'', their presence was mentioned in some of the leaked builds, but they were cut from the game entirely and their role was filled by Monolith. They're restored in ''[[VideoGame/LostAlpha S.T.A.L.K.E.R: - Lost Alpha]]'' [[GameMod remake]], however.
** The International Scientific Group were originally going to be present in an in-engine intro level/cutscene in ''Clear Sky'', where Scar would lead them before they get killed by an emission. It is unclear if they would play any role in this story beyond the intro, but a faction logo exists in the game files, suggesting that they might have taken place in the game's Faction Wars.
** Izlom is cut from ''Shadow of Chernobyl'', the Izlom would make its way into several [[{{GameMod}} mods]], as most of its assets had already been created.
** Cat was originally going to be in ''Shadow of Chernobyl'', the cat was cut late enough into development that almost all of its assets and scripts remained in the game, and it was easily added back in by [[{{GameMod}} modders.]]
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None

Added DiffLines:

* DummiedOut: ''Shadow of Chernobyl'' contains unimplemented code for a variety of features that never made it into the final game, including unused areas, weapons, the ability to drive vehicles, and a Faction Wars system, much of which can be found in the ''Oblivion Lost'' [[http://www.3dnow.net/phpBB2/viewtopic.php?f=6&t=1616 beta build 1935]]. The Faction Wars system was finally implemented in ''Clear Sky'', and it and ''Call of Pripyat'' include some weapons that had been originally cut from the first.
** Several maps were cut from the game, with quite a few having made it late in development and being playable in the aforementioned development build:
*** The map "Darkscape" was cut from the final game when driving mechanics were also cut. It was meant to be a linear gauntlet level with mostly uninterrupted road, giving the player the opportunity to actually drive their vehicle for extended periods of time, while avoiding the pursuing military.
*** Significant portions of Yantar are missing in the final release, with the initial map being massive. It was likely cut simply for being too large and uninteresting, especially as story rewrites cut down the amount of quests in the game significantly. It has since been restored in both the Lost Alpha mod and the Oblivion Lost mod.
*** A map called "Generators" was cut from the game without having a clear purpose, much to the chagrin of players given its incredible, otherworldly design. It was placed somewhere near the CNPP but it got canned with the story rewrites. Once again, most mods restore it, although its remote location and lack of relevance to the rest of the Zone means that it won't be visited much.
*** Another map, "Dead City," was cut when the game's story underwent rewrites. It was going to be a plot critical location where [[spoiler:Marked One would rescue Doc, who would inform him that he is actually Strelok and set him on the journey to unlock the true ending]], and the city was split between Mercs and Bandits, both of which were hostile to the player. Strangely, despite being completely modeled, textured, mapped, and having been given proper spawns, the map was never used in any of the games. It was also home to several named [=NPCs=], all of whom got cut with the map. Modders, however, typically add the map back in.
*** Some of the remaining code could cause serious issues; for example, the Yantar lab was still technically affiliated with the Duty faction in the final game, and this could cause a vital NPC to become hostile to the player after waking up from the Blowout if the player was Freedom-affiliated at the time.
** Many types of mutants were cut from the game at various stages of development:
*** The ones that were nearly complete were the burers, cats, and chimeras, all of which had their models, textures, and relevant scripting. There's no word on why they didn't make it into ''Shadow of Chernobyl'' (altough WordOfGod says that GSC couldn't get the burers' AI to work quite right before release), but the burers and chimeras were re-added for ''Call of Pripyat'', while the cats haven't been seen in any vanilla entries.
*** Zombies were originally going to behave more like [[OurZombiesAreDifferent Romero Zombies]], being shambling, desiccated corpses that required headshots to put down completely. They had a unique variant called the Izlom, a horribly distended zombie that would [[RunningOnAllFours run on all fours]] towards the player, giving the Zombies are faster variant to keep players on their toes. When re-added by mods, it becomes clear why they were cut: Izloms didn't fill any unique role that boars, fleshes, and pseudo-dogs didn't already, and the slow bullet sponge zombies were pathetically easy to fight or bypass.
*** Early on in the development cycle, Lab X-18 was going to be inhabited by two races of mutant dwarfs, with the final boss being a "dwarf king." Said mutants were modeled and textured but ultimately never coded properly, and their basic design and combat functions were repurposed for the burers.
** A shocking number of weapons were cut from the game, at various stages in development, including a double-barrled hunting shotgun with ludicrous damage, a minigun, the FN P90, two heavy machine gun variants, the Browning High-Power Pistol, the MAC-10, and several enhanced variants of weapons that were already implemented. Of these, the hunting shotgun returned (with a serious damage nerf), as did the heavy machine guns and the Browning High-Power Pistol.
** The Faction Wars mechanic that had been cut from ''Shadow of Chernobyl'' was reimplemented in the sequel, ''Clear Sky.'' However, it was notoriously buggy in the best of times and outright unstable at worst, and ultimately it didn't create the more lonesome, atmospheric gameplay experience that the games were angling for, leading to it being dropped for ''Call of Pripyat.'' As with almost all of the cut content, it is often re-enabled by modders.
** Several mods unlocked the original game content - and eventually releasing an official "development build" patch (at least, for the Russian version). You think the game wasn't NintendoHard enough? ''You'll have to fight your way through a zombie assault right after exiting the bunker [[WithThisHerring with a knife and a handgun]]''.
** ''Lost Alpha'' is a complete reconstruction of Dev Build 1935, with some additions (such as a major story rewrite and a complete retooling of most of the levels to be larger, due to the presence of vehicles). It is released as a free stand-alone game that doesn't require a ''Shadow of Chernobyl'' install to play.

Changed: 91

Removed: 94

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* {{Vaporware}}: S.T.A.L.K.E.R. 2. A full sequel to ''Shadow of Chernobyl'', was announced in 2010. Not much is known what it would have, as in early 2012 it was put on "indefinite hold" as GSC was forced to close down due to massive financial issues. GSC has since reopened, though there's been no word about the game's status.
** No longer true as of 16/05/2018, the S.T.A.L.K.E.R 2 has been announced for a 2021 release.

to:

* {{Vaporware}}: S.T.A.L.K.E.R. 2. A full sequel to ''Shadow of Chernobyl'', was announced in 2010. Not much is known what it would have, as in early 2012 it was put on "indefinite hold" as GSC was forced to close down due to massive financial issues. GSC has since reopened, though there's been no word about reopened and resumed work on the game's status.
** No longer true as of 16/05/2018, the S.T.A.L.K.E.R 2 has been announced for
sequel in May 2018, eventually announcing a 2021 release.
Is there an issue? Send a MessageReason:
None


* ActorAllusion: Michael Irby's role as a former Green Beret is a nod to his role on ''Series/TheUnit''.
* ActorSharedBackground: Beth Davis is Vietnamese-American, just like Maggie Q.

to:

* ActorAllusion: Michael Irby's role as a former Green Beret is a nod to his role on ''Series/TheUnit''.
* ActorSharedBackground:
ActorSharedBackground:
**
Beth Davis is Vietnamese-American, just like Maggie Q.
Is there an issue? Send a MessageReason:
None


** The new location, an abandoned hydroelectric power station, sat near a chemical factory; the "snow" in one scene is actually airborne pollutants from said factory, which caused female crewmembers to break out in allergic rashes. The cast and crew were in close contact with (and in some cases were literally knee-deep in) a miasma of toxic chemicals, and many of them -- including Tarkovsky, Larisa, and actor Anatoly Solonitsyn -- later contracted fatal illnesses as a result.

to:

** The new location, an abandoned hydroelectric power station, sat near a chemical factory; the "snow" in one scene is actually airborne pollutants from said factory, which caused female crewmembers crew-members to break out in allergic rashes. The cast and crew were in close contact with (and in some cases were literally knee-deep in) a miasma of toxic chemicals, and many of them -- including Tarkovsky, Larisa, and actor Anatoly Solonitsyn -- later contracted fatal illnesses as a result.
Is there an issue? Send a MessageReason:
None


* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers", as do the guides to who help tourists trespass into the zone.

to:

* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven 7 years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers", as do the guides to who help tourists trespass into the zone.
Is there an issue? Send a MessageReason:
None


* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers".

to:

* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Those employed to monitor the zone often refer to themselves as "stalkers"."stalkers", as do the guides to who help tourists trespass into the zone.
Is there an issue? Send a MessageReason:
None


* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Guides into the zone often refer to themselves as "stalkers".

to:

* {{Defictionalization}}: The Chernobyl disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Guides into Those employed to monitor the zone often refer to themselves as "stalkers".
Is there an issue? Send a MessageReason:
None


* {{Defictionalization}}: The Chernobyl Disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Guides into the zone often refer to themselves as "stalkers".

to:

* {{Defictionalization}}: The Chernobyl Disaster disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Guides into the zone often refer to themselves as "stalkers".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Defictionalization}}: The Chernobyl Disaster and its subsequent "Exclusion Zone", which occurred seven years after this film's release, have been seen by many as life imitating art. Guides into the zone often refer to themselves as "stalkers".

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