S.T.A.L.K.E.R Mobile – The Story

September 18, 2007

S.T.A.L.K.E.R Mobile – The Story

Two months are left to a release
of S.T.A.L.K.E.R Mobile – joint project of Qplaze, GSC Game World, and NOMOC
Publishing. Today we want to give you an opportunity to see the story and the
plot of S.T.A.L.K.E.R Mobile.

The Story.

In the year 2008, two years after
the second catastrophe in the Zone of Alienation, there will be a man… special
man. He will have no name – because such people use only nickname during their
missions, he will not have any documents, or uniform – he will have only aim,
clear and definite aim.

They tell me that I’m just a pawn in
the game I don’t understand – that’s truth. I’m shooter, and I don’t have to
know, at whom I shoot – all I need to know is wind direction and target
distance. I’m just a tool.

Misfired gun, thrown away.

It’s easy to be a pawn. You just
carry out an order. If you won’t do your job – it will be done by somebody else.
You will be substituted or just removed from the chess-board. I saw how it
happens.

Pain is your friend, fear is your
friend, death is your friend – that’s how I was taught. The only thing I wasn’t
taught is how to live if the order was – to die.

Now, when I’m not a small screw in
big mechanism, I start to understand, how many things depend on me – and only on
me.

I felt no fear for many years, but
now I’m scared, for the first time.

Bandits’ ambushes and anomalies
won’t stop him. His friends’ death will not stop him.

The Zone will have worthy opponent
in his person.

But the moment will come – when he
will have to decide, if he’s ready to purpose somebody’s aims and pull the
trigger by order.

Because sometimes aims and targets
also can… feel and speak.

There’s nothing worse than betrayal.
Yesterday I had friends, house, and aim. Now it all has gone. I’m dead.

Hopelessly dead, as my friends left
under wreckages of helicopter, as Porcupine and Whistle, I knew nothing about,
besides names.

I’m dead as those, whom I killed
myself.

I have no documents, and I don’t
have a place to go. I can pass beside army blocks – but what for? For another
shooter, waiting for me out there, could make another mark on the butt of his
rifle? Never.

Death is an easy way.

He will survive. He will know how to
escape ambushes and determine habar’s value from the first sight; he will find
new friends and new enemies.

The Zone breaks weak ones and
changes strong ones, so he will have to change – because for the first time
there’s sense in his life… his own sense.

Primary weapon of stalker is his
patience. Ability to wait, and to understand, when to go, and when to hide
holding one’s breath; when to pull the trigger, and when to throw away the gun,
running away.

Those who can’t wait – die. Their
bodies mark anomalies and dangerous areas, their bared bones serve as landmarks
to others.

Good Specnaz soldier can easily
become a stalker – because he was taught to wait, camouflage, watch and collect
information – and these skills are very important in the Zone.

Every crumb of knowledge in the Zone
is paid by somebody’s life. Someone died to know – that pseudodog’s skull can
withstand a point-blank shot from AKM, and burner sometimes surprisingly falls
asleep and wakes up, electro have greater effect during the rain, and
bloodsuckers, as people, prefer to wait till bad weather is over under some
roof.

It is easy to disappear here.

I will wait – because I can do this
better than anything else. Wait, and prepare for a moment, when one man in the
rihgth place will be able to change the course of game.

Wait; there will be a time of pawn
to make her move.

I am stalker.

One of the points on PDA’s display.

Inflaming and becoming dim.

S.T.A.L.K.E.R Mobile – Outemn 2007.

Features of the game:

  • Another page from life of the Zone
    of Alienation, adding the story of S.T.A.L.K.E.R: Shadow of Chernobyl;

  • Captivating and not linear plot,
    story of friendship, betrayal, and courage of people facing unknown everyday;

  • Ultramodern 3D engine on Java2ME
    platform, excellent graphical design and special effects;

  • Familiar surroundings and
    environment of the Zone, locations and characters known by PC version of the
    game;

  • Different types of weapon and
    modes of fire, using of suppressor and telescopic sight;

  • Ability of main character’s
    characteristics development, receiving of levels and distribution of
    experience points;

  • Lots of familiar artifacts,
    influencing on characteristics of main character;

  • Conversation and trade with
    friendly characters, atmospheric dialogues, plot, by-plot and accidental
    missions and tasks;