Overlooking the inherent problem with such closely related prequels, what we really need to uncover are the differences that make Clear Sky worth buying rather than reinstalling, and perhaps adding the odd mod to Shadow of Chernobyl. Essentially, the major improvement here is a graphical one – though not simply in terms of textures and polygons. The scope of the STALKER sequel is, physically, much greater, and the crumbling reality of the imminently doomed Ukrainian region is far more densely populated. All good things when it comes to a balls-out action shooter. But is that what you want from STALKER?
One of the original’s most defining qualities was the highly inventive and well told storyline – twisting a caustically believable reality around sci-fi, horror, thriller and supernatural genres. Clear Sky seems to be struggling to weave an equally intriguing plot line into the events that follow it (those of the original game); instead leaning more toward the kind of skill tree character development of a large-scale RPG. No game ever suffers from too much character development or attribute/experience enhancements, but this rather mechanical gameplay element doesn’t replace a good story

Shadow of Chernobyl laid a lot of the RPG-style groundwork that Clear Sky has built upon, of course. Collecting alien artefacts is now of greater importance when it comes to enhancing your character to the point at which he’s capable and equipped to deal with the later stages. But these artefacts seem elusive enough as to practically build a wall between you and any kind of progressive development; requiring players to save up huge amounts of cash just to afford the armour that can tolerate the toxicity of the areas you need to explore – only to discover the bloody artefacts weren’t there anyway.