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This is an program from 2011.
Sweden has gotten the credit for pushing the former Soviet Union to admit that something had gone wrong at the Chernobyl nuclear power plant 25 years ago. How was it discovered? And what's left of it today, not only in the Swedish soil but also in the nation's memory?
When reactor #4 exploded at the Chernobyl nuclear power plant in the Ukraine on April 26, 1986, it became the most terrible nuclear accident that the world had ever known. But it was days before people knew exactly what had happened.
CHERNOBYL SETS OFF DETECTORS IN SWEDEN
'I didn't discover it. I just happened to be there,' Cliff Robinson tells Radio Sweden at his home in Uppsala.
Before the world found out that a huge accident had happened at Chernobyl, Robinson knew something was wrong. He was working as a chemist at Forsmark, a nuclear power plant a couple hours north of Stockholm.
It was early Monday morning on April 28, 1986, and he had just eaten breakfast in the coffee room at the plant. He'd gone to the washroom, on the border of the controlled and uncontrolled areas of the plant, to brush his teeth. On the way back to the locker room, he had to pass through a radiation detector.
Robinson set the alarm off.
'It was so strange, because I hadn't even been in the controlled area!' he says.
He went through a couple more times, and the third time, the alarm didn't go off. He and one of the workers who monitored the detector thought it was a mistake and that the detector simply need some adjustment.
Robinson went about his duties, monitoring radioactivity within the power station. When he got back, he recalls, there was a long line of workers waiting at the detector. No one could get through, he says, because the alarm kept going off.
Robinson borrowed a shoe from one of the people there and took it into the lab, where he put it on a germanium detector.
'Then, I saw a sight that I will never forget,' he says. 'The shoe was highly contaminated. I could see this spectrum rising up very quickly. And it was just amazing, because there were many radioactive elements there that we normally didn't see in the cooling water at Forsmark.'
'I remember vaguely that I had some idea that perhaps a nuclear bomb had been exploded somewhere,' says Robinson.
Robinson called his boss, who at this point, knew that something was up. The boss asked him to double-check the plant's chimneys to see if it was possible that Forsmark had released the radiation.
Suddenly, Robinson heard another alarm: this one was for workers to evacuate the plant.
Robinson stayed behind, though, to analyze the samples. 'Nothing indicated any malfunction or problem at Forsmark. It was just that the surroundings were very heavily contaminated,' he says, adding, 'I remember I was very stressed and whatever I was doing it felt like it was going very slow.'
USSR ADMITS TO ACCIDENT
Leif Moberg worked at the Swedish Radiation Safety Authority at the time – in fact he still does – dealing with nuclear research projects. He remembers when the Authority got the call from Forsmark that Monday morning.
At first, the Authority thought it could be possible that the radiation was coming from Forsmark, but Moberg says that within a couple of hours, it became clear that Forsmark wasn't the culprit.
One initial thought was that the radiation could have come from a nuclear bomb. But chemical anaylsis ruled out this possibility.
The Authority received reports of high radioactivty from other plants as well, and so, they charted the course of the wind and saw that it had originated in the Southeast. Chernobyl was one of the points they plotted on the map.
So, how did the situation move from Sweden realizing that something had gone seriously awry to the world finding out?
That day, Swedish diplomats were in touch with Moscow inquiring about whether there could have been a nuclear accident there. But the answer they got was 'no'. Sweden warned that they were going to file an official alert with the International Atomic Energy Authority, and it was only then that the Soviet Union admitted that there'd been an accident at Chernobyl.
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Moberg says that's when his Authority got nervous, because they didn't know the extent of the contamination yet.
RADIOACTIVITY AFFECTED SWEDEN
The radioactive cloud from Chernobyl rode the wind over Sweden like an invisible dragon. The dragon didn't breathe fire. Instead it spit out rain. As raindrops landed, so did radiation, especially in parts of north and central Sweden, for example, the areas around Uppsala and Gävle, along with Västerbotten and others.
Keeping food from getting contaminated was an issue in some places.
Northern Sweden absorbed a whole 5% of the radioactive cesium-137 that Chernobyl released into the air. Like other forms of radiation, this Cesium-137 can increase the risk of getting cancer.
Atoms of it wound up in the lichen that reindeer graze on. And that year, after the slaughter, almost 80 percent of the Swedish reindeer meat was too contaminated for sale.
Reindeer farmers had to change their practices, slaughtering earlier in the year before the animals had a chance to eat the moss.
The Swedish authorities raised the limit for permissible radiation in game, freshwater fish, wild berries and mushrooms, based on their view that these foods made up only a little bit of the Swedish diet. But even to this day, a small portion of reindeer can't be sold because they have too much of the radioactive element.
After 25 years, what's left of Chernobyl in the food and in people's bodies? Leif Moberg from the Swedish Radiation Safety Agency, says that the vast majority of radioactive chemicals have spent out their half lives. But not Cesium 137. That's the one that had caused problems for reindeer herders. Its half life is 30 years, which means that about half of it is still here.
But he says a lot of it is fixed in clay, which means it's not available for plants to take it up. Certain mushrooms can still have higher contents of the radioactive particle, but he says people don't have to worry unless they have a diet heavy on specific mushrooms, reindeer, game and lake fish.
Moberg says that Chernobyl has had no noticeable impact on cancer rates or the death rate here in Sweden.
LASTING IMPACT?
In the end, it's hard to tell exactly how big Chernobyl's impact really was on Sweden.
In terms of policy, it wasn't much. The partial meltdown at the Three Mile Island nuclear power plant in the U.S. a few years before Chernobyl had already prompted Swedes to vote for phasing out atomic energy. But the government reversed this decision last year and will allow new plants to be built as the existing ones get older. Sweden has 10 nuclear reactors and they supply the nation with a little less than half of the nation's energy.
But Chernobyl did kindle discussions about how to get plant workers to embrace a culture of safety.
As one museum here in Sweden prepares to bury the memories that Sweds have of Chernobyl, how long will it really be though before the dust of Chernobyl is really cleaned away, both literally and metaphorically?
Cliff Robinson, the scientist who set off alarm bells at Forsmark 25 years ago, says the event doesn't haunt him per se, but every now and then, it still goes through his mind.
'When I hear news from Japan like today, then it makes me really think about it,' he says.
S.T.A.L.K.E.R.: Call of Pripyat | |
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Developer(s) | GSC Game World |
Publisher(s) |
|
Producer(s) | Sergiy Grygorovich |
Designer(s) | Andrey Verpakhovsky |
Programmer(s) | Dmitry Yasenev |
Artist(s) | |
Composer(s) | Aleksey Omelchuk |
Series | S.T.A.L.K.E.R. |
Engine | X-Ray Engine |
Platform(s) | Microsoft Windows |
Release |
|
Genre(s) | First-person shooter, survival horror |
Mode(s) | Single-player, multiplayer |
S.T.A.L.K.E.R.: Call of Pripyat is a first-person shootersurvival horror video game developed by Ukrainian video game developer GSC Game World for Microsoft Windows. It is the third game released in the S.T.A.L.K.E.R. series of video games, following S.T.A.L.K.E.R.: Shadow of Chernobyl and S.T.A.L.K.E.R.: Clear Sky, with the game's narrative and events following the former. It was published in the CIS territories by GSC World Publishing in October 2009, before being released by Deep Silver and bitComposer Games in North America and the PAL region in February 2010.
Gameplay[edit]
The game takes place inside the Chernobyl Nuclear Power Plant Exclusion Zone in Ukraine, divided into three areas known as Zaton, Yanov (including Jupiter and Kopachy), and ghost city of Pripyat. Each of these is a large playable area. The majority of Call of Pripyat's gameplay focuses on a combination of both post-apocalyptic horror, as well as tactical role-playing action.[1]
Receiving damage will usually cause bleeding, which the player must take care of with medical supplies. Similarly, unmaintained weapons and some equipment will be damaged from continued use. The condition of an item is displayed as a gauge next to the entry in the player's inventory. If severely damaged or broken, a red HUD icon will denote this.
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The Zone features a limited economy, with traders and inhabitants exchanging goods and services for money and items. The game's trading system differs from the previous editions in that weapons and armor that have degraded past a certain point are unable to be sold until they are repaired, at which point the repair costs usually offset the sell price. Traders also sell information on missions and are keen to buy valuable documents.
Bandits are members of the criminal underworld who came to the Zone for different reasons; to make money by selling artifacts, hide from the law or to trade in weapons. The Zone is full of Bandits, ranging from common thugs to serious criminals, most of whom are members of one gang or another. Although the Zone gangs frequently fight amongst themselves, the criminal element still poses a serious problem for normal Stalkers. Bandits are ruthless and generally hostile to anyone not in their gang. Though depicted in Clear Sky as a united, highly territorial faction, the Bandit population in Shadow of Chernobyl consists mainly of roving groups.
Upgrading has three tiers of improvement, with each one requiring a toolkit to allow for respective tier upgrade/modification. Basic tools will allow the player to access the first tier and fine tools will allow access to the second tier. The calibration tool kits are only found in Pripyat and will give access to the last tier. The upgrade system is similar to that of Clear Sky except that the negatives of upgrades are removed. Upgrading a certain element still makes alternative upgrade options unavailable.
Various mutant creatures roam the Zone, most of which are hostile to Stalkers and will pursue and attack people who get too close. Artificial intelligence has been overhauled since the previous two games and now offers these creatures advanced and more realistic behavior. New mutants not present in Shadow of Chernobyl and Clear Sky include the Burer, a dwarf-like monster in a hoodie with telekinetic powers; and the Chimera, a Cerberus-like dog with deadly strength.
Several factions reside in the Zone: Loners, Bandits, Mercenaries, Scientists, Zombified Stalkers, Military, Monolith, Duty, and Freedom, the two latter ones being ideologically motivated; control and anarchy, respectively. Despite the Yanov station cease-fire, fights will occasionally break out outside designated Safe Zones. At some certain spots of Zaton and Jupiter groups of Mercenaries, both neutral and hostile to the player, appear. The player's relations to the factions are commonly neutral. However, Zombified Stalkers and Monoliths are hostile towards all characters.
Each day at random times in the game, 'emissions' will occur: The ground will shake, an indication of the Noosphere's damaged structure is unable to hold back any longer and is about to eject lethal amounts of cascading psychic energy. The player will be warned two minutes in advance of an upcoming blowout, and must find a predesignated shelter so as not to be exposed to the psychic fallout. The sky will turn red as the blowout passes through the player's region, killing everything outside of a shelter. The player can, however, survive outside of a shelter during a blowout if he consumes special drugs that temporarily shut down his nervous system, which will cause the player to be immune to the psychic activity, thereby passing out and waking up after the blowout. Blowouts can cause new artifacts to be spawned in the anomaly fields.
Artifacts are found in or around anomalies. Players have to use special detectors to bring artifacts into the visible spectrum, as they are naturally invisible. Every time an Emission occurs, each anomaly field has a chance of creating a new artifact within its wake. These artifacts can be sold, be put into artifact slots that are incorporated into suits that the player can wear and are occasionally given as rewards for services rendered. Primarily, artifacts serve as a means to enhance the player's abilities, dependent on which artifact the player has put into his artifact slot. Most are modular and can be used in conjunction with other artifacts, or multiple artifacts of the same kind can be used to multiply their effects. Most of these artifacts emit harmful radiation, limiting their usage to short periods of time. Radiation-reducing artifacts can be used to counter this effect.
In the free play mode, the player may traverse the zone and finish all of the missions that were not finished. The player is also able to obtain hidden artifacts and unlock achievements.
Plot[edit]
The game takes place soon after the events of S.T.A.L.K.E.R.: Shadow of Chernobyl. After Strelok disables the Brain Scorcher, multitudes of stalkers rush to the centre of the Zone, hoping to find rare artifacts and other rumoured treasures. The government of Ukraine takes advantage of this gold-rush and launches 'Operation Fairway,' a large scale helicopter special recon mission intended to scout the area by air in preparation for a full-scale military assault on the Chernobyl Nuclear Power Plant. Despite thorough preparations, the mission goes horribly wrong, and all five STINGRAY helicopters crash. The player, Major Alexander Degtyarev, an experienced stalker and SBU agent, is sent into the Zone to investigate the crash sites on behalf of the Army.
During the course of his investigation, Degtyarev learns that the helicopters were disabled in the air by powerful shocks of electricity. He also confirms via a helicopter black box that the military survivors have gone to an evacuation point somewhere in Pripyat. However, the city is sealed off due to The Zone's environment. The Major eventually finds an underground passageway to Pripyat and gathers a small team of stalkers to help him traverse this tunnel. After fighting through mutants and the mysterious Monolith faction, they reach the abandoned city and link up with the military survivors from the helicopter crashes.
The player eventually meets the protagonist of Shadow of Chernobyl, Strelok, and learns of the secrets behind the Zone, including how anomalies change position during and after each emission – explaining why the helicopters crashed in the first place.
The game concludes with the survivors, Strelok, and the player evacuating the Zone while being attacked by hordes of enemies. Before boarding the rescue helicopters, the player is given the choice to leave the Zone forever or stay. If the player decides not to leave the Zone, then the game enters into free-play mode. During free-play mode, the player can freely explore areas and finish side-missions, while given the option to leave at any time through NPCs.
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The game's ending differs depending on the actions of the player during the game. How the player handles in-game missions, and whether certain NPCs are alive or not by the end of the game directly affect the ending sequence. Despite different endings, one thing that remains the same is the belief that the Zone is expanding, and might actually encompass Russia and the rest of Europe.
Development and release[edit]
Call of Pripyat utilizes the X-Ray Engine 1.6, allowing advanced modern graphical features through the use of DirectX 11 to be fully integrated; one outstanding feature being the inclusion of real-time GPUtessellation. Regions and maps feature photo realistic scenes of the region it is made to represent. There is also extensive support for older versions of DirectX, meaning that Call of Pripyat is also compatible with DirectX 9 through 11. The game is AMD Eyefinity validated.[2]
The game has a Limited Special Edition, released only in Germany, that features an A3-sized map of the Zone, 2 faction patches, a stalker bandanna and a 'stalker' lighter, as well as the metal case in which the game is included. Also another Special Edition, released in the rest of Europe, that includes Art Cards, an A2-sized map of the Zone and the Soundtrack CD, was released. In North American territories, a Collector's Edition has been released, containing a smaller version of the Zone's map, a tech-tree poster and stickers. Call of Pripyat is also available through multiple digital distribution outlets.
Reception[edit]
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Call of Pripyat received 'favorable' reviews according to the review aggregation website Metacritic.[3] The game was lauded for its well optimized engine with relatively few bugs and glitches, for example, GameSpot said, 'The most stable S.T.A.L.K.E.R. game yet also happens to be the most atmospheric and compelling.'[7] Other reviews by websites previously opposed to new titles in the series have also given Call of Pripyat positive reviews. While Eurogamer rated the S.T.A.L.K.E.R. franchise's previous installment (Clear Sky) to be a significant disappointment, they gave more positive feedback in their review of the recent addition, saying 'Only the slight sensation of datedness prevents this from scoring higher, and no doubt once the mods start flowing the value for money will get even better. But there's plenty here to keep the faithful feeling extremely optimistic about the prospect of a proper sequel. And there's still nothing out there quite like STALKER.'[5]
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Though the reviews of the game's artificial intelligence system were positive, GameSpot did note that the combat AI at times seemed unfairly good, and that 'Human enemies facing away from you have the uncanny ability to notice when you peek out a window behind them and are remarkably good shots in the dead of night, even without night vision scopes equipped.' However, '[D]espite a bit of cheating, Call of Pripyat rarely feels unfair.'[7]
Call of Pripyat was entered in PC Gamer's Top 100 PC games of all time in 2011,[14] ranked in 38th place.
References[edit]
- ^'Description-S.T.A.L.K.E.R. Call of Pripyat'. GSC Game World. Retrieved 20 January 2011.
- ^'AMD Eyefinity Validated and Ready Software'. AMD Eyefinity.
- ^ ab'S.T.A.L.K.E.R.: Call of Pripyat for PC Reviews'. Metacritic. CBS Interactive. Retrieved 23 April 2018.
- ^Edge staff (March 2010). 'S.T.A.L.K.E.R.: Call of Pripyat'. Edge. No. 212. Future plc. p. 95.
- ^ abPearson, Dan (2 February 2010). 'S.T.A.L.K.E.R. Call of Pripyat'. Eurogamer. Gamer Network. Retrieved 8 February 2010.
- ^'S.T.A.L.K.E.R.: Call of Pripyat'. GamesMaster. Future plc. March 2010. p. 66.
- ^ abcVanOrd, Kevin (2 February 2010). 'S.T.A.L.K.E.R.: Call of Pripyat Review'. GameSpot. CBS Interactive. Retrieved 23 April 2018.
- ^Manion, Rory (3 February 2010). 'S.T.A.L.K.E.R.: Call of Pripyat Review'. GameSpy. Ziff Davis. Retrieved 23 April 2018.
- ^Hopper, Steven (5 February 2010). 'S.T.A.L.K.E.R.: Call of Pripyat – PC – Review'. GameZone. Archived from the original on 8 February 2010. Retrieved 23 April 2018.
- ^Onyett, Charles (5 February 2010). 'S.T.A.L.K.E.R.: Call of Pripyat Review'. IGN. Ziff Davis. Retrieved 23 April 2018.
- ^'S.T.A.L.K.E.R.: Shadow of Pripyat'. PC Format. No. 237. Future plc. March 2010. p. 90.
- ^'S.T.A.L.K.E.R.: Call of Pripyat'. PC Gamer UK. Future plc. March 2010. p. 90.
- ^'Review: S.T.A.L.K.E.R.: Call of Pripyat'. PC PowerPlay. No. 174. Next Media Pty Ltd. February 2010. p. 58.
- ^PC Gamer staff (16 February 2011). 'The 100 best PC games of all time (Page 7)'. PC Gamer. Future plc. Retrieved 23 April 2018.
External links[edit]
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