Взял на nvworld сцылко на источник
http://www.eurogamer.net/
Оригинал новости я не проверял 8)
На самом сайте eurogamer оригинала новости не нашел зато там есть очень классный обзор реальной версии игры от 05/02/07 правда на англицком. Неужели она и вправду будет играбельна 8)
Абзац хорошо расписывает нелинейные моменты игры.
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For example, the first area you start in - essentially a large training zone - is bisected by a shattered railway bridge. The way through the bridge is guarded by bandits, who will demand 500 roubles each time you wish to pass through. After paying up once, I decided my money could be better spent elsewhere, and decided to just make a run for it on the return journey. Sure enough, they opened fire, but I was able to out-run them. After that, they didn't seem open to bribery. So the next time I needed to cross their turf, I waited until dark. Lurking a short distance away from their barricade, I flashed my torch and fired off a few warning shots. As they came to investigate, I cheekily doubled back around them and sauntered through their den unscathed - even stopping to swipe their stash of vodka on the way.
Later still, having noticed a group of fellow Stalkers nearby on the map, I goaded the bandits into chasing me and led them into a massive firefight. The bandits duly killed by my unknowing accomplices (with minimal help from myself) I was able to swap my feeble pistol for an arsenal of automatic weapons stolen from the corpses. Unscripted moments such as this, which happen because of your direct actions in the simulated world, tickle the pleasure nodes on two levels. It's fun because it involves big guns going bang, and it's exciting because it feels a little bit random and chaotic, an honest-to-goodness event unfettered by the confines of What The Game Wants.
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