6/20/18

Stalker: COP, Fallout 4 and Philosophical Divergences in Design

I've been able to get back into playing computer games after a fairly lengthy absence where I only had Terraria, Starcraft & Brood War (which were/are free), and a great little game called Dungeon Warfare to distract me from professional and other pressures. Of course the first thing I did after a 3+ year absence is get a cheap computer together to play fairly modern games. Of course I started with Fallout 4, because I had only played a few hours on a friend's PS4 and enjoyed it enough to want to give it a full go. Then the Stalker series went on sale, and since I'd been meaning to play a Stalker game since the original was released, I grabbed Call of Pripyat.

Playing both more or less side by side when time allowed has been interesting. There is a real divide in development philosophies between each that is kind of useful for examining the differences in Western and Post-Bloc thought. The differences in narrative style and game mechanics tell a wider story that's kind of interesting to me, and since I almost never blog anymore, and nobody reads this blog anyway, I thought I'd put my thoughts into the internet right now. Plus both games are post apocalyptic in a sense: Fallout in the global sense, and Stalker in the more local sense (already food for thought). There are significant differences between these two 'shoot a gun at a mutant'-type games.