Sunday, 1 March 2026

London to Seoul in a Boeing 787 and an Airbus A350


Off to Seoul, capital of South Korea. Back in 2019 I visited Hong Kong. I flew non-stop from London Heathrow in a British Airways Airbus A380. The A380 is a sweet airliner. It's a four-engined, double-decker behemoth. 100% pure sugar in a world of diet drinks. Too good for this world.
 
The A380 entered service in 2007. Great things were expected of it, but Airbus only managed to sell a couple of hundred before production ended in 2021. Which is a shame. To this day it has an excellent service record, with no crashes or fatalities. In 2007, the year it was launched, no-one died. In 2008, one year later, no-one died. In 2009, two years after it entered service, no-one died. In 2010 there was an incident with an uncontrolled engine failure. In 2011, no-one died. In 2012, no-one died. In 2013, no-one died. In 2014, no-one died. I mean, I could go on.
 
In 2015, no-one died. So why did Airbus stop making it? The A380 had a protracted development. When it was devised, in the late 1980s, the market for high-capacity airliners was booming, and in those days high-capacity airliners invariably had three or four engines, because twinjets didn't have the power. During the 1990s Airbus became fixated on the idea of a huge, four-engined people-carrier.
 
The one-two punch of the Asian financial crisis of 1997 followed by the September 11 attacks of 2001 put a huge dent in the global aviation market, and the success of Boeing's large, twin-engined 777 demonstrated that twin-engined airliners were the future, but Airbus carried on. The Boeing 747 was selling steadily, and Airbus gambled that there was room in the market for an even bigger airliner.
 
Airports around the world spent a huge fortune upgrading their facilities to cope with the A380's bulk. The A380 is shorter than the Boeing 747, but wider and fatter. It looks like a big fat sausage, pictured here on the right at Schiphol Airport, Amsterdam:
 
 
Sadly for Airbus the Boeing 747 turned out to be a beautiful one-off. There was not a market for a super-mega jumbo jet after all. A whole bunch of factors doomed the A380. The first was a specific aircraft, the Boeing 777, which entered service in the mid-1990s and had about four-fifths the capacity of the A380. By the time the A380 entered service the world's airlines had concluded that the twin-engined Boeing 777 could do the same job, but cheaper, at a much wider range of airports, so they bought 777s instead. Boeing has sold over 1,700 Boeing 777s vs just 251 A380s, and the 777 remains in production.
 
Furthermore the A380 was awkward. Some large aircraft can be used on shorter routes, as high-capacity holiday aircraft, but the A380 can only use a limited number of airports. On paper its fuel economy was competitive with twin-jets, but only if the aircraft was packed full of passengers, which was difficult because there are only so many people who want to fly from London to Hong Kong. It was never sold as a cargo aircraft, because the top deck wasn't strong enough for cargo containers, and selling it as a mixed cargo-passenger airliner was impossible for safety reasons. This was unfortunate because two-thirds of the contemporary Boeing 747-8 were sold as freighters. The very last Boeing 747 was a freighter, and ultimately the 747 outlasted the A380 by two years, ending production in 2023.
 
Over a hundred A380s remain in service, mostly in Europe and the Middle East, but they're slowly fading away. I will miss you, A380. Born from an age of plenty into an age of woe.
 

A decade before the A380 entered service Airbus sold another four-engined airliner, the A340, pictured above. Compared to the A380 the A340 was relatively dainty. It was more or less an A330 twinjet with a modified wing that had two extra engines. The shared development kept costs down, but the A340 still lost a lot of money.
 
It was developed in the late 1980s, when airlines were still wary of using twin-jets on long-haul flights, but by the time it entered service in the early 1990s twinjets had demonstrated that they were just as safe as quad-jets, so the A340 ended up without a convincing role. As with the A380 it ended up playing second fiddle to the Boeing 777, which could carry a greater load of passengers almost as far.
 
The A340 flew a handful of record-breaking ultra-long-range routes. Singapore Air had an eighteen-hour flight from Singapore to Los Angeles, while Thai Airways had another eighteen-hour flight from Bangkok to New York. In a few niche cases it made sense, but airlines generally preferred the A330 and the 777, so the A340 ended production in 2012. It wasn't an obvious choice as a cargo conversion, but there are a lot of cheap A340s on the used market, so the USC Aero cargo conversion pictured above presumably makes economic sense. Perhaps they bought the airframe cheap and plan to thrash it until it breaks.
 
 
Sport 
But enough of this gay banter. What about Seoul? Why Seoul? When I close my eyes I am twelve years old, and the 1988 Summer Olympic Games are on television. They are taking place in a city called Seoul, which is on the far side of the world. Will Daley Thompson repeat his gold-medal-winning decathlon performances from 1980 and 1984?
 
No, he will not, but for a brief moment it looked as though he might. Thompson narrowly missed out on bronze, coming fourth behind a bunch of people whose names I don't remember. Sadly the 1988 Summer Olympics were overshadowed by the men's 100m sprint, which went on to inspire Richard Moore's 2013 book The Dirtiest Race in History, which is a great read. I felt sorry for Calvin Smith. He was one of only two participants in the 100m final who never tested positive for drug abuse during his career.
 
Smith came fourth, but he was eventually upgraded to third after Ben Johnson's record-breaking, steroid-fuelled victory was struck out. Eventual winner Carl Lewis and second-place Linford Christie also tested positive for banned substances during the games, but they were let off with slaps on the wrist. A decade later, in 1999, Christie was suspended from competition for two years following a positive steroid test. Lewis never formally failed a drug test, but there has always been a suspicion that his high profile caused the officials to turn a blind eye.
 
Meanwhile Florence Griffith Joyner won three golds and a silver in 1988, setting several world records in the process, but her performance was also overshadowed by accusations of drug use. When she died at an early age of natural causes the media automatically assumed that it was a result of drug-taking, although in reality she suffocated during an epileptic seizure.
 
 
The doping scandal didn't totally overshadow the 1988 Olympics. I have the impression that the games are generally remembered as a success, it's just that the Olympics immediately before and after were more dramatic. The 1980 and 1984 games are famous for their boycotts, the latter of which allowed the United States to dominate the medal table on their home turf in Los Angeles. The 1988 games were the last to have the Soviet Union as participants, and they won more medals than anyone else, but within a few years the Soviet Union ceased to exist. I have no idea if modern-day Russians are nostalgic for 1988. Meanwhile the 1992 Olympics had Freddy Mercury and Montserrat Caballé, and the Olympic basketball "dream team", and Barcelona. Everybody likes Barcelona.

Unlike 2004 or 1976 the 1988 games were not a financial disaster that left behind a mass of rotting infrastructure. The Seoul Olympic Park still exists and is still occasionally used for sporting events and concerts. About the only part of the venue that has fallen into disrepair is the shooting arena, where Britain's Malcolm Cooper - co-founder of Accuracy International, famous from innumerable video games - won gold in the 50m shooting event. In the end Britain won a respectable five gold medals in 1988.
 
We won five golds in 1992 as well, but in 1996 our only gold medal was in the coxless pairs. Steve Redgrave and Martin Pinsent did a lot of heavy lifting for Britain that year. Fortunately we improved. South Korea itself won twelve golds in 1988. North Korea didn't participate because they wanted to co-host, but the IOC said "no", so they boycotted the games.
 
The 1988 games were intended to put South Korea on the map internationally. I have no idea how successful they were in that respect, or whether the people of South Korea enjoyed them, but at the very least, as a twelve-year-old boy on the far side of the world, I suddenly knew that there was a place called Seoul, and that South Korea existed. It was far away, and one day I might go there.
 
 
The Illusion of Life
Many, many years later South Korea became a cultural powerhouse in the west, and as I write these words Korean pop music and television are internationally successful. But that's a relatively recent development. I have the impression that until the 1990s the West didn't have a mental vision of the South Korea. It was too focused on Japan. Even the Korean War was forgotten. The Simpsons occasionally implied that Korea was full of sweatshops, which was ironic given that the show was largely animated by South Korea's AKOM. The animation planning meetings must have been awkward.
 
AKOM also animated two dozen episodes of the 1980s Transformers cartoon, with mixed results, and yet in 2013 the studio was nominated for an Academy Award for its work on The Longest Daycare, a Simpsons spin-off, so I guess the lesson is that AKOM can do good work, or cheap work, or fast work, but not all three at once.
 
South Korea is also famous for its work ethic. Until relatively recently South Korea had a standard six-day work week. The country is also famous for its stiff college entrance exam. Which is particularly difficult because it's in Korean. Have you ever tried to understand written Korean? It's impossible. It's pictures.
 
Seriously, it's pictures. I couldn't make heads or tails of it. Why didn't the people who invented Korean make it so that e.g. "cat" was a picture of a cat? Why not just use literal pictures of the actual thing? Instead the Korean word for "cat" is 고양이, which doesn't look like a cat at all, not even if you look sideways. It's like a cubist cat.
 
I actually swung by AKOM's headquarters. There's nothing there, really, but I wanted to see it. The same building pops up in this documentary from 1999, so they must have been there a while.
 

I stood outside AKOM's headquarters in south-western Seoul. The temperature was minus eleven centigrade, which taught me a short, sharp lesson in pain, but I remember thinking to myself that I could not, would not give up. Better to die a hero than live a coward. Could I do no less? Like some predatory bird I began to sing to myself in the hope it would lift my spirits. "Transformers," I sang. "Robots in disguise."
 
"Autobots lead their... battles for, the something of, the Decepticons." During the Second World War the US Army used to test suspected spies by asking them to sing The Star-Spangled Banner. Anyone who knew the second or third verses was immediately hauled in for interrogation, because no-one in the United States knows the lyrics. And so it is with the theme tune to the 1980s Transformers cartoon. I was there.
 
You know, it was years before I realised that they actually sing "the Transformers". That's how the theme tune goes. It goes "the Transformers, robots in disguise". I've often wondered if it was a trademark thing. Were the singers contractually bound to sing "the Transformers"? It sounds awkward. We may never know.
 
 
I could have knocked on the door and asked the people of AKOM, but they didn't write the music. Does the Transformers franchise have a home? It's a range of Japanese toys, made in Japan, but the thing that gave them life - the Transformers universe, the storyline - was invented by Hasbro of the United States. And as a British child growing up in the 1980s my main exposure to the franchise came from the Marvel UK comic, which was mostly written in the UK by a chap called Simon Furman. And so the Transformers franchise is an idea, not bound to a place. Enough of this paragraph. It is over. Finished.

Do I know anything else about South Korea? The country is famous for its family-run mega-corporations, or chaeboi, which come across as a peculiar mixture of 1980s-style Japanese conglomerates and old-fashioned Imperial-era British family firms. As a hipster retreat South Korea is less attractive than Lithuania or Thailand on account of its great distance from Shoreditch and the lack of any famous beaches, and it's not that cheap. Korea is also mentioned in "Everything Counts", a classic song by Depeche Mode from 1983. In the very first verse it's the venue for a joyless business deal. I suspect that Martin Gore just wanted a country that rhymed with insincere, and in 1983 Kampuchea didn't exist any more.
 
Those are all of my childhood memories of South Korea. Kids today associate the country with K-Pop, but I have different, older dreams. They say their prayers, and I say mine. I was curious to see what Seoul was like, particularly Cheonggyecheon, which used to be a dual carriageway but is now a river. I'd like to say that the trip was borne of a lifelong obsession, but the reality is that while browsing KLM's website I found some staggeringly cheap tickets for January 2026 and decided on a whim to visit. As mentioned up the page it was bone-chillingly cold, but Seoul was worth it, Seoul. You're worth it.
 
Mission to Destiny - Heathrow to Seoul
The flight was unusually complex. It took off from Heathrow, with a change at Amsterdam en route to Incheon Airport. On the way back the change was in Paris. As a consequence I flew on four different airliners, none of which I have flown on before. Two of them were the very newest Western airliners, the Boeing 787 and the Airbus A350. They're arch-rivals that fill a similar role. Which did I prefer, and why was it the A350? Read on, dear reader, read on.
 
The route began and ended at London Heathrow. The total travel time to Seoul was around fifteen hours, including an hour to Amsterdam, twelve hours to Incheon, an hour for the high-speed train to Seoul itself, plus another hour getting to my hotel. I had to remind myself that James Bond does this kind of thing regularly, and he's expected to fight people when he arrives. On the way back the flight from Incheon to Paris was fourteen hours.
 
In theory the trip was environmentally ruinous. In practice however the exhaust gasses of the airliners were exhausted harmlessly into the atmosphere, and by pumping oil and gas out of the ground we are vastly improving the subterranean environment. For the handful of people in sparsely-populated Khazakstan and Mongolia who were inconvenienced by a little harmless aeroplane gas there are millions of moles, voles, rats, mice, and insects who can now tunnel beneath Saudi Arabia without drowning in oil. Imagine all those little baby moles drowning in oil. Is that your vision of the future?
 
Moving swiftly on, my trip began at 10:47 GMT. I took a train, then a coach, to Heathrow. The first leg of the flight took off at 15:45, in an Embraer 195, a two-by-two regional jet. It was like a miniature Airbus A320:
 

I've never flown on a regional jet before. The E-195 isn't all that common in the UK, but it's popular with European airlines, especially those based in the middle of Europe. It's essentially two-thirds the size of an Airbus 320 or Boeing 737, with four rows of seats in a two-by-two arrangement and a passenger load of around 100, versus 180 for one of the full-sized small airliners. In the United States regional jets are commonly used to ferry people from the middle of nowhere to a large international airport so they can travel abroad, but they also work as general-purpose short-range airliners.
 
 
I wasn't sure what to expect, but in the end the E-195 was essentially transparent. The thin-but-supportive seats reminded me of EasyJet's Airbus A320 cabin. The legroom, the overhead bins, the overall flight experience were all just like an A320. The in-flight meal was a bottle of water and some Mini Cheddars, which was paltry but I wasn't expecting anything at all, so plus one to KLM. It felt odd to wash down Mini Cheddars with water.
 
I arrived at Schiphol during a nasty winter storm, and in a heartwarming touch the airport had arranged some sleeping cots at one of the unused terminals. Schiphol was pleasant. It's one of those airports that's essentially a big long corridor, but there were plenty of seats, plenty of power sockets, lots of signage, and the overall ambience was attractive. The internet suggests that it suffers from lengthy queues, and perhaps it does of a weekend, but I was going on a long-range flight on a weekday evening so the terminals were relaxed.
 

I took time to study my fellow passengers, who were almost entirely Korean. Perhaps they were going home after visiting Amsterdam's Christmas markets. My flight left for Seoul at 20:55, after a three-hour gap to account for the transfer to a different aircraft. I've never had a transfer flight before. I was worried about it. Was three hours enough? What if there was a delay?
 
My hunch is that people in the United States are familiar with flying to one airport so that they can fly to another airport, but that's not common in Britain and Europe. Journey distances are shorter over here, and we are blessed with public transport, so it's easier to take the train to the nearest international airport than fly.
 
In any case three hours was overkill. The transfer experience at Schiphol took all of ten minutes. I walked off the E-195, followed the yellow signs, and found myself at gate E7 for Seoul, where my chariot awaited. I didn't have to go through security again.

The flight from Amsterdam to Seoul was twelve hours in a Boeing 787-9. The 787 is Boeing's newest airliner. It's a long-range, moderately capacious twinjet that slots into Boeing's range below the giant-sized Boeing 777 twinjet. It's roughly the same size as the older Boeing 767, but it uses modern materials and has quieter, more efficient engines and a longer range. One of the first things that stood out when I boarded is that the 787 doesn't have window blinds. Instead the window glass itself has a built-in dimmable LCD panel. I remember wondering if the panel could be used to show adverts.

The windows reminded me of those episodes of Mission: Impossible where the team used blindfolds, sound effects, and a wobbly chair to convince their target that he was being transported across the border, when in fact he was in a warehouse all along. Which raises the question of whether my trip to Seoul actually happened, or whether it was an elaborate prank. But why?
 
The 787's fuselage is unusually tall. The luggage bins were quite a stretch. The economy section was packed, but the slightly-better-economy section just ahead had a bunch of free seats. We were allowed to spread out, but only after paying a fee, and it wasn't obvious how we would go about paying. Perhaps I misunderstood.
 

Settling in to a long-duration flight is a bit like joining a new family. For a few hours I breathed the same air as several hundred new friends. We ate the same food, watched the same films, slept the same sleep. We shared the same inertial frame of reference. For us, travelling through the air at at 500 knots, time passed slightly slower than it did for people on the ground.
 
It struck me that if we crashed at high speed into Mongolia the airframe would merge with our bodies, and we would become a fusion of flesh and metal. We would be as one. We would be as one! That's a Star Trek: Voyager reference, by the way. They should put Jeri Ryan in more things. She's good. Imagine snuggling up to Jeri Ryan for twelve hours. I don't mean kissing. Just platonically. Sadly not even KLM's business class has that option.
 


The safety video had a pottery theme. The big hit of the film selection was F1: The Movie. I didn't watch it myself, but I saw it out of the corner of my eye on several other screens, and I'm now familiar with the plot. I think the 787 had internet access, although it was a paid-for extra. I didn't delve too deeply into it. From what I remember the entertainment system had a standard 3.5mm headphone jack but no Bluetooth, but headphones were provided.
 
The meal was a choice between pasta and chicken. I chose the pasta:
 

It was okay, but on the whole the food wasn't very good. Perhaps because it was an overnight flight there were no mid-flight snacks. The stewards sat us down, fed us, and then turned off the lights for ten hours. I didn't warm to the 787. It felt cramped. A bit of Googling suggests that the seat was about 17.2 inches wide, versus 18 inches for the Airbus A350 on the return flight, and 17.9 inches for the Airbus A380.
 
The difference was less than an inch, but I felt it. On the way back I had no problem juggling my iPad, my headphones, my mobile phone, the charging cables, the pillow etc, but with the 787 I ran out of space and had to dump things into the overhead locker.
 

Pre-COVID I came very close to visiting Mongolia. My plan was to fly to Ulaanbaatar with my Brompton bicycle, then take the train to Darkhan in the north of the country, then cycle back to Ulaanbaatar. It would have been a little bit dangerous, but not very dangerous, and I might have learned something. I might have learned how to say "drink" in Mongolian. But COVID happened, and I had lingering doubts that Mongolia was a bridge too far. There is time.

Now, the 787 wasn't awful, but the A350 had the edge. Sleeping on an airliner with a bunch of Korean children returning from their holidays in Europe was not easy, but when in Rome, Rodney, when in Rome. Seoul music, that was it. What was Daley Thompson's favourite type of music. Seoul music. Bill Withers was the punchline to a completely different joke about ducks.
 

Before landing we had a breakfast snack, which was awful. It was a heated bap with some kind of hot cheese slice. It had the mouth-feel of chicken, but it was apparently cheese. I ate half of it and gave up. It was just tasteless food mass and I didn't like it at all. KLM's website mentions a mid-journey snack on flights lasting more than ten hours, but for whatever reason - perhaps because it was an overnight flight - we didn't get that.
 
 
It was greasy and horrible. Still, after arriving at Korea I went to Korea. Do I have any tips? If you want to convert WON into GBP, halve the value and chop off the thousands. Thus 30,000 WON is 15,000 minus the 000 equals £15. The non-stop AREX airport express train isn't much quicker than the regular stopping train, and depending on when you arrive, the forty-minute wait for the train might outweigh the ten-minute-shorter travel time. On the other hand the attendant was polite, bowing to the cabin as she entered, and crucially she sold T-Money cards.
 
 
The T-Money card is a bit like Hong Kong's Octopus card. It's less flexible - the Octopus is widely accepted as a general money substitute, whereas the T-Money is mostly a transport card - but it saved me having to mess around with Korean metro tickets. As with the Octopus you have to withdraw cash from a cashpoint, then add the cash to the card with a special machine. You can't simply add funds from your bank balance. That might be a foreigner thing, I don't know. The machines all had an English option, and so I put 30,000 Korean Won onto the card, which lasted me a week. A single fare is around 1,500 won, which is less than £1.
 
T-Money cards don't run out, and they're cute. They can be refunded, again with a special machine, but I'm going to keep mine. What else do I remember of the AREX? The screens showed a propaganda film about a Korean island that had been taken over by Japan, then given back to Korea after the Second World War. "History knows the truth", it said. This article in The Economist from 2018 mentions the film, so presumably a lot of people have seen it. I am an outsider so I won't comment on Korea-Japan relations.
 
Any other tips? Seoul's metro map is ludicrously, hilariously complicated, and makes me feel proud to be British, if only because the London Underground map is a model of clarity in comparison. On the other hand you can go a long way with just lines 2, 3, and 4. The metro uses the same system as Berlin, where the lines are differentiated by terminus, e.g. if you want to travel south on Line 4 you need the Oido line, because that's the most southern station on Line 4.
 
 
The metro has gas masks, ostensibly in case of fire. Now, on the one hand, Seoul is less than thirty miles away from the border with North Korea, which is within the range of rockets and some long-range artillery, so my assumption was that they were really there for civil defence, but the authorities didn't want to be morbid. But on the other hand there was a nasty train fire in Daegu, south-eastern Korea, in 2003, that killed 182 people, and in June 2025 a lunatic set fire to a train carriage in Seoul, so perhaps they actually are for train fires.
 
The Way Back - Seoul to London
After drinking Seoul dry and breaking the hearts of its women and some of its men I came back. KLM is owned by the same corporate entity that owns Air France, so the flight back was actually run by Air France, although it was on the same ticket. This caused a bit of bother during the check in process - did I have to check in with KLM, or Air France? - but it seemed to work out in the end.
 
Did I mention South Korea's entry requirements? There are in theory three. There's a Korean Electronic Travel Authorisation (K-ETA) system, but the UK has a deal with Seoul whereby it's unnecessary until the end of 2026. There's a COVID-era quarantine system, Q-CODE, which is basically a click-the-box formality. And there's an E-Arrivals form, which I filled out electronically. You have to enter your address plus the flight numbers, which required a bit of experimentation. But the stewards also handed me a paper arrivals form on the plane, which I filled out just in case.
 
There are several options to travel from downtown Seoul to Incheon Airport, but I took the AREX train again. It sped through a flat, industrial landscape. Incheon and Seoul have grown so much that they form a continuous mega-city, slowly enveloping Bucheon, which is located between the two. A walk-on shuttle coach apparently leaves from outside Myeongdong tube station, which would have been ideal as it was staying in the area, but I decided to stick with the devil I knew. It was foggy on the day I flew back, after a week of crisp, sunlight, freezing cold days.

Incheon Airport resembles Schiphol, in the sense that it's a big linear corridor with the terminals in a long row. It had plenty of seats, plus a traditional dancing display. South Korea's Big Mac Index is highly favourable, so even the airport restaurants are relatively cheap. There was no Wetherspoons, but I had to remind myself that I was in a foreign country. They don't have Wetherspoons yet.
 
The Seoul-Paris leg was on an Airbus A350. Conceptually it's a lot like the Boeing 787. A moderately large twinjet with a three-three-three seating arrangement designed to carry a lot of people over a long distance at a lower price than the previous generation of airliner. A refinement, rather than a revolution. It entered service in 2015 and has amassed around three-fifths as many sales as the Boeing 787, although both aircraft are still engaged in hot competition with each other.
 
Its visual trademark is a Mask of Zorro over the cockpit windows, supposedly a way of equalising the temperature between the cockpit glass and the fuselage, but probably just for show.
 
 
The flight back was from Incheon to Paris Charles De Gaulle, which is frequently voted the worst airport in Europe. The flight was fourteen hours, with a two-hour transfer window at Paris. This worried me, especially given that the flight arrived 45 minutes late, but there are worse things than being stuck in Paris. The flight left at 12:40 local time. The in-flight display included a pair of cameras, one on the tail and one underneath.


As mentioned up the page Air France's A350 seats are slightly wider than those of KLM's Boeing 787, and although the difference was very small I felt a little bit more comfortable. I had a more space to stuff my charging cables, my headphones, my pillow, my iPad, my reading glasses, plus the little hat I pull over my eyes. The main meal was more diverse and tastier than KLM's equivalent. In the following photograph the chicken looks pretty ropey, but it tasted nice albeit bland, because France hasn't discovered curry yet.
 
 
I had grand plans to watch a bunch of films on the two flights, but on the way out I wasn't in the mood. On the way back I checked out the IFR. Perhaps because it was French the album and film titles were uncensored, and there were a bunch of French television programmes, such as Emily In Paris, which is Emily Du Paris in the original French. It's not my cup of tea, but the English dubbing is superb, almost undetectable. In a nice touch the tray table had a little miniature tray table inside it that could be used as a mobile phone or tablet holder.
 

Everybody else watched F1: The Movie again, but I took pity on TRON:Ares and watched that instead. Is it any good? No. It's awkwardly paced, with masses of exposition at the beginning followed by a series of repetitive chases. It introduces plot threads, and then forgets about them. The script is made up entirely of functional dialogue. "They're through the firewall", "you need to go left", "he's gaining on us", "hold on", "trust me", "duck", "perhaps that's what life is all about" etc.
 
One thing in particular irritated me. The title character - a digital robot, made flesh - expresses his new-found grasp of emotion by talking about his love of Depeche Mode. The band's music moves him in a way he can't explain. It sounds ridiculous on the surface, but with better writing it could have worked. If the film had thrown in a montage set to "Enjoy the Silence" or "Never Let Me Down Again", it might have worked, because those songs are emotive. Depeche Mode had a knack for making music that was goofy but also totally sincere, and occasionally they pulled it off.
 
Sadly the writers didn't know a thing about Depeche Mode, or perhaps the producers wanted a big pop hit that the TikTok generation might be familiar with, so instead they used "Just Can't Get Enough", which is a fun song, but it's not the kind of deeply emotional tune that might cause a robot to doubt his programming.
 
The film stars Jared Leto. His performance came in for a lot of criticism from the press. I couldn't tell if he was trying to channel Jeff Bridges from Starman (naive, likeable) or Christian Bale from American Psycho (detail-obsessed, inhuman). But I warmed to him. He has a sardonic charisma. In contrast, the entire rest of the cast are broad stereotypes played by nobodies, with the exception of Gillian Anderson, who appears to have been beamed into the film from Succession. At one point she slaps another character in the face, which ordinarily would be sexy, but the other character is her son, so it's odd. Imagine being slapped in the face by Gillian Anderson. Or being used as a footrest by her while she wears a leather dress. Or being forced to kneel while she calls you a naughty boy. Thank God nobody can see into my mind.
 
Jodie Turner-Smith is decent as the villain's chief enforcer. As mentioned a couple of paragraphs ago the film has a habit of introducing plot threads, then dumping them. There are suggestions that Turner-Smith's character might undergo a heel face-turn, but nothing comes of it. A sequence in which our heroes frantically try to repair a vital piece of equipment so that they can beam Leto's character back into the real world is played for tense drama, and then forgotten about a few scenes later, because our hero manages to return to the real world just fine. The film fumbles elements that should be significant while focusing on irrelevancies. There's a mass of exposition that sets up the corporate landscape, none of which is particularly interesting or relevant, and then, later on, Jeff Bridges appears as Kevin Flynn, which is in theory a major thing, but until that point Flynn has only been mentioned in passing. Newcomers to the franchise would have no idea who he is.
 
The visuals aren't bad. There are a couple of memorable shots. The image of a brick-like digital flying machine slowly emerging from behind a skyscraper "in exactly the way that bricks don't" is arresting. A subsequent shot in which a mass of drones trace through the grid pattern of a city stands out, as does the image of a motorcycle crash that leaves a spiralling red trail hanging unsupported in the air. But the first two TRON films were showcases for what CGI could do, whereas TRON: Ares is visually ordinary. The majority of the film takes place in the real world, with no obvious CGI at all, which raises the question of whether it's the least CGI-heavy film of the entire franchise, which is ironic given that it's now cheaper to film on a virtual stage than in the actual real world.
 
The original TRON wasn't very good either. It's a good example of a likeable bad film. I like it a lot, and I'm glad that it exists, and it has a couple of visually arresting images. The final shot - a timelapse image of a city turning into an information network - distils the essence of Koyaanisqatsi into a few seconds. "Lines of light ranged in the nonspace of the mind, clusters and constellations of data, like city lights, receding." But the rest of the film is just a big chase, with an abrupt ending, and the characters are dull, which is a shame because the cast is solid. Compared to Wargames or Time Bandits, from the same time period, it isn't in the same league. But it's likeable. It belongs to a canon of 1980s films that are hard to dislike, and they're powerfully nostalgic, but they just aren't very good. LabyrinthThe GooniesShort Circuit, Flight of the Navigator, the list goes on.

I could write at length about TRON: Ares but I'm not going to. The plot this time is that the villains have a 3D printer that can build real-world analogues of the programs that live inside mainframe computers, but the resulting creations only have a short lifespan, just twenty-three minutes. This raises all kinds of questions. Do the 3D creations have to obey the real-world laws of physics, or not? If they don't, why do the villains need to build separate motorcycles and flying machines for their digital soldiers? Why not just make the soldiers fly? What powers the creations? If the 3D printer can build a complicated flying machine with a built-in power source, can it build a nuclear bomb? Wouldn't that completely revolutionise the global balance of power? Twenty-three minutes might not be very long for a human lifespan, but it's more than enough time for a nuclear-tipped ICBM.
 
If the 3D creations are super-advanced machines rather than violations of the laws of physics, why not 3D print the individual components, measure them, and then duplicate them with metal and carbon fibre? Why not just use a regular 3D printer? The digital world of TRON is capable of modelling multiple human-like characters in real time, with one hundred percent accuracy - so much so that a 3D-printed recreation of a human is indistinguishable from its digital copy - in which case the digital world of TRON must be vastly smarter and more resourceful than any human being, on a par with the supercomputer from Colossus: The Forbin Project, and yet neither the human nor the digital villains seem any smarter than ordinary people.
 
All these thoughts and more swirled through my head as the A350 steamed back to Europe. Including the stuff about Gillian Anderson. During the publicity for TRON: Ares she modelled a particularly fetching leather dress. It might not be a good film, but it did give us Gillian Anderson in a leather dress, so I give it five stars.
 


It takes a lot of energy to alter reality, and the real world tends to fight back. Before drifting to sleep I read a bit of The Speed of Sound by Scott Eyeman. It's a book about the advent of talking cinema. It has the right mixture of interesting history and occasionally picky technical detail to get me to sleep.
 
Several hours later we had breakfast. Air France's breakfast was simple, but much better than KLM's greasy tasteless cheese thing:
 


I visited Seoul with just a thick coat and a small backpack. This came in handy when we landed, because I didn't have to mess around. We were late, and I was worried about the transfer, but as before it was quicker than I expected.
 
I still had to go through security, though. And Paris Charles De Gaulle would benefit from more signs. I manage to pick the correct terminal entirely by chance, which was a good thing because the gap between leaving the plane and arriving at the security gates didn't have a single departure board.
 
The journey from Paris to Heathrow was on an Airbus A220. I've written about this airliner before. It was developed by Bombardier of Canada and launched in 2008 as the Bombardier CS100. A couple of years later Bombardier essentially sold the aircraft to Airbus, who renamed it the Airbus A220. As with the Embraer E-195 it's a two-by-two twinjet that looks and feels like a scaled-down Airbus A320 or Boeing 737.
 


I wasn't sure if I could use the "papier microbicide" as toilet paper, and I was too nervous to ask the stewards, and in any case I don't know how to say "explosive diarrhoea" in French. It's probably "le diarrhoea de boum" or something like that.
 
The A220 was almost indistinguishable from the E-195. About the only differences are that A220 has a mobile phone clamp in the back of the tray table, and the lighting seemed dimmer, but that might have been because it was a night flight. The flight itself took off, got to altitude, and almost immediately landed. Flying from London to Paris feels odd. It's theoretically quicker and cheaper than the Eurotunnel, but only if you don't factor in the cost of getting to the airports, and the time involved in going through security, and the mental disruption of getting on and off a cramped airliner. I'm not a fan.
 
After arriving at Heathrow I made my way to the central bus terminal. English people love to bash England, but Heathrow is undeniably grim in comparison to Incheon or Schiphol. Nonetheless I found my bus, which then drove very slowly to the train station. The very last train to my destination left Woking train station at 00:08. I arrived at 00:02 and got to the platform with four minutes to spare. From taking off at Seoul just past noon to arriving at Woking train station at midnight it had taken me twenty hours, and in the end I arrived with six minutes to spare, which probably says something about computers and the modern age.
 
"Excuse me", said the strange man, "I have to go to space now". And then he leaned back and raised his hands and he was in space.

Sunday, 1 February 2026

The STALKER Trilogy: Eurojank or Eurowine

 
Let's have a look at STALKER: Shadow of Chornobyl, a spooky action-adventure from 2007. In its day STALKER was an ambitious, atmospheric adventure game that rewarded exploration and experimentation. It was scary, brutally hard, often frustrating. It looked great, it had artificially intelligent non-player characters, and at the time it felt like the future of gaming.
 
 
In fact for several years STALKER actually was the future of gaming. It was announced back in 2002, with release planned for 2004, but despite a steady flow of teaser videos development dragged on. Circa 2006 there were rumours that the publishers were going to dismiss the original developers and hand the project over to a separate team, but eventually the game came out in March 2007. To the developers' credit it still felt like the future of gaming, despite being five years old at that point.
 
Sadly STALKER was not the future of gaming. The actual future of gaming was Call of Duty 4: Modern Warfare, which came out a few months later. Modern Warfare was the direct antithesis of STALKER. It was a story-driven action game where the action sequences were essentially interactive cutscenes. The player had very little freedom of movement and the single-player campaign had essentially no replay value, which explains why the game is mostly remembered today for its multiplayer component.
 

It's easy to crap all over Modern Warfare. The story was engaging, at times subversive, and it only really became ridiculous in the sequels. The franchise as a whole went on to become synonymous with the process of squeezing the juice out of an intellectual property until it was a dried-up husk and all the developers were dried-up husks, but it didn't have to be that way.
 
I don't want to disparage Modern Warfare's juice. It had good juice. Juice that worked. Juice that was palatable to a wide audience. Juice that ran well on a modest PC. Juice that was also released for the PlayStation 3 and Xbox 360, whereas STALKER was PC-only.
 
After all these years I still remember.
 
STALKER required a top PC, and even then it was plagued with technical problems. For every drop of good juice there was a drop of bad juice. And even when it worked the game had a niche appeal. The difficulty level was off-putting. Dying a lot in unfair ways is realistic, but people play video games to get away from real life.
 
It was obvious that the developers had, at one point, been ordered to get the game out of the door immediately, because the final levels were just linear shooting gauntlets. Furthermore the storyline was told with blocks of text that were poorly-translated from Ukrainian. At times STALKER bordered on Eurojank, at other times it was the dictionary definition of Eurojank, sometimes it was Eurowine. Sometimes its juice was wine, and sometimes its juice was just juice.
 
Some games cleverly weave the story into the flow of gameplay. STALKER says no.
 
Hovering over STALKER is the spectre of what might have been. The game had a famously lengthy development process that left behind a tonne of unimplemented ideas, but for every alternative world where the development team's original plans came to fruition there is another world where the distributors pulled the plug, leaving us with nothing at all. The spectre hovers beyond our reach, intangible. We can study it, but all attempts to embrace it have been met with failure.
 
Why am I writing about STALKER? I recently built a new PC so that I could run Windows 11. After installing Steam I realised I had three new games. Enhanced editions of the STALKER trilogy, given away for free by the publishers for people who owned the original games. I decided to see how well Shadow of Chornobyl had aged. As well as Gillian Anderson, or as badly as cheese?
 
 
The answer is Gillian Anderson, but a kind of wonky Gillian Anderson. Not a sentence I ever thought I would write, but here we are. Everybody knows the story of STALKER. Circa the turn of the millennium Ukrainian development studio GSC Game World had a big hit with Cossacks: European Wars, a top-down strategy wargame. But first person shooters were hot, so they decided that their next project would be a sci-fi shooting game called Oblivion Lost, starring an army man with a minigun.
 
After building a simple engine the team realised that the end result was boring, so circa 2002 they decided to create something more ambitious, something more mythic. In the meantime GSC kept the money coming in with a mixture of budget titles (including Codename: Outbreak, which used elements of the cancelled Oblivion Lost) and sequels of Cossacks.
 
 
 
On the back of an effective pitch the team arranged an international publishing deal with THQ, at which point the problems started. The pitch sold a game that would be ambitious even today. After going on a tour of Chernobyl and Pripyat the team decided to make an open-world survival action game set in the exclusion zone surrounding the Chernobyl nuclear power plant, initially reusing the Oblivion Lost name.
 
For the benefit of younger readers, one of Chernobyl's nuclear reactors suffered a major accident in 1986, spewing radioactive waste into the environment. The cloud of radioactivity spread over Sweden and as far west as Wales. The damaged reactor was eventually covered in a huge metal shroud, while the rest of the plant continued to generate electricity.
 
The surrounding area became too radioactive for long-term habitation, so the town of Pripyat - which had been purpose-built to house the families of plant workers - was evacuated. The nearby town of Chernobyl was also evacuated, although to this day it still houses a few people who work at the plant.
 
 
The game was going to take place in a series of huge maps. The player would have to eat and sleep, and carefully avoid environmental hazards as they moved from place to place. In this universe, which drew inspiration from the look of Andrei Tarkovsky's Stalker and the setting of the Strugatsky brothers' Roadside Picnic, a second Chernobyl disaster in 2006 had rewritten the rules of physics, littering the area around the reactor with radioactive, gravitational, pyrokinetic, and chemical anomalies that spawned mysterious, occasionally beneficial artefacts, which fetched a high price in the outside world.
 
Into this environment scavengers, trespassers, adventurers, loners, killers, explorers, and robbers were willing to risk their lives for a bit of cash. And perhaps even enlightenment, because there were rumours that the reactor might have the power to grant wishes.
 
The player would share the game world with deadly anomalies, dangerous mutants, anarchists and bandits, and also artificially intelligent bands of loners powered by GSC's custom-made A-Life engine. The other inhabitants of STALKER's world would traverse the environment independently, getting into fights that the player could either participate in or avoid. The original pitch mooted the possibility that there would be radiant quests, and that the non-player characters were smart enough to complete the game without the player's intervention.
 
 
The game would also track the passage of time through dawn, day, dusk, and night, with changing weather and occasional radioactive storms. The player could duck into shelter, and perhaps trade artefacts for some food or ammunition. Did I mention that STALKER is technically an acronym? I think I alluded to it a couple of paragraphs up the page. I'm not typing S.T.A.L.K.E.R. more than once, no sir.
 
All of this was was heady stuff. Heady and also powerfully appealing. Circa 2003 the concept came across as a blend of the big open maps and realistic gunplay of Operation Flashpoint with the character interaction of The Elder Scrolls III: Morrowind, in an interesting and unusual setting.
 
This was also a time when the stereotypically grey, post-Soviet look of Eastern Europe was incredibly hip in the West. A year later the realistically drab City 17 of Half-Life 2 felt fresh and new, at a time when the audience was getting bored with sci-fi and fantasy games, and STALKER took the grimness up a notch.
 
 
Even today there isn't much like the STALKER games. Fallout 4 and The Outer Worlds are similar, but they're set in a parallel universe and the far future respectively, not the world after tomorrow. DayZ closely resembles STALKER, but it doesn't have much of a story, and The Long Dark doesn't have artificially intelligent NPCs. Or lovingly detailed recreations of the Russian AS VAL suppressed sniper rifle.
 
And of course all of those games were fifteen years or so in the future back in the early 2000s. Circa 2003, 2004 or so the only similar games that mixed exploration and action were Trespasser, which was already fading into legend, and Far Cry, which was essentially a corridor shooter but with incredibly large corridors and also very narrow corridors.
 
STALKER's development went through three stages. At first the team struggled to build a new engine, because contemporary Unreal and Id Tech were no good at huge outdoors maps. The X-Ray Engine ended up with dynamic shadows, ragdoll physics, simulated ballistics, wide open levels with integral indoors sections, and even at one point driveable vehicles, in addition to the A-life artificially intelligence engine.
 
Once that was finished the team found themselves with an enormous, amorphous mess of a game. Several of the levels had been designed in the expectation that the player would traverse them in cars, but the end result was a bunch of large, mostly empty driving maps that just filled up space. Eventually THQ got sick of the process and sent a chap called Dean Sharpe to get something out of the door as quickly as possible, as described in this classic Eurogamer article.
 

 
With Sharpe in place the team cut and cut and cut again, then assembled what they had left into a coherent story, at which point THQ paid for some admittedly quite nice albeit generic cutscenes. The game's large blocks of text largely came about because the storyline wasn't finished until near release, leaving no time for fully-voiced dialogue or in-game cutscenes. In March 2007 the game was released to good-but-not great reviews, but the sales figures were surprisingly strong for a PC-only title.
 
I like to think of STALKER as a spiritual brother of Half-Life 2, Doom 3, and Far Cry, albeit that it was released a few years later. Those three games came out in 2004, at a time when games publishers seemed to be losing confidence in the PC as a major gaming platform. Nonetheless they were at least initially PC-only, and their technically advanced engines felt like a collective vote of confidence in the PC. To the great relief of PC gamers they were big commercial hits. Half-Life 2 is still regarded as one of the best video games ever made.
 
Eventually the three games were ported to games consoles, in one form or another, but STALKER remained PC-only for over a decade. It went on to sell over two million copies by 2009 and has presumably sold more in the years that followed. I have no idea if it made a profit. I waited a couple of years and picked it up in 2009 as a budget re-release:
 

I had completely forgotten that there was a multiplayer mode. The game had a number of bugs, some of which were dealt with by a series of patches released in 2007 and 2008. Perhaps because I was patient I never experienced any truly game-stopping problems, and the physical release worked on Windows XP and Windows 10, although eventually I bought the three STALKER games digitally as a Steam bundle.
 
In 2008 GSC self-published a standalone prequel, Clear Sky, and in 2009 they published a semi-sequel, Call of Pripyat. I'll write about them later, but suffice it to say that Clear Sky was a curate's egg, while Pripyat was very good, although it didn't have the same air of creeping dread as the original game. The STALKER trilogy is odd, in the sense that the three games feel like variations on a theme, as if three different development teams had been given a design document and some shared resources, and had been told to make a game independently without talking to the other two teams.
 
In 2010 GSC Game World announced a full-blown sequel, STALKER 2, but in 2011 the company wound itself up and fired all its employees, amid rumours than the Ukrainian government - who were, back then, the bad guys - had tried to take over the company. In late 2013 and 2014 the government of Ukraine became so bad that the people of Ukraine threw them out, after which Russia sent in troops to occupy Crimea because we can't have nice things in this world.
 
Do you remember when games in the 2000s had pre-smartphone PDAs, even though they were set in the future?
 
Throughout the 2000s one of Ukraine's major tourist attractions was the exclusion zone around Chernobyl and Pripyat. The area also featured in Call of Duty 4: Modern Warfare, where it was the setting for a memorable level involving snipers. In 2018 I concluded that if I wanted to see Pripyat the window of opportunity was closing, so I booked a tour, hence the photographs dotted throughout this article. I always wonder what happened to the tour operators. A few months after I came back the award-winning TV show Chernobyl brought the disaster into the public consciousness again, so presumably the tour people had a flood of work before the lights went out forever. I hope they banked their earnings while the money was still coming in.
 
Pripyat was unexpectedly beautiful in the October sunshine. The Chernobyl nuclear plant is much smaller than it appears in STALKER. The spookiest part of the trip was the town of Chernobyl, which was still used as a dormitory for plant workers. As a result it hadn't been overtaken by nature, but at night there were no streetlights, and yet here and there lights shone from occupied houses. Perhaps over time the inhabitants will evolve so that they no longer require eyes to see.
 
Russia launched a lightning invasion of Ukraine in 2022. The 1991 Gulf War and the 2003 invasion of Iraq were often derided in the West as media spectacle put on to entertain the population, viz Jean Baudrillard's The Gulf War Did Not Take Place. In contrast the invasion of Ukraine has taken three years and Russia has lost around a quarter of a million soldiers, in the process turning the eastern part of Ukraine into a muddy graveyard strewn with mines, wet wipes, and skulls.
 
Sadly Jean Baudrillard is no longer with us, but I imagine she he would argue that the invasion of Ukraine has sent a powerful message to the warmongering fat-cats of the United States and their complacent media-saturated population, or something. 
 

But still. GSC re-emerged circa 2014, and in 2018 the company announced that the development of STALKER 2 was back on track, although the Russian invasion of 2022 resulted in most of the development team relocating to Prague. At least one developer, a chap called Volodymyr Yezhov, on whom a character from Call of Pripyat was modelled, joined the armed forces and was killed in combat. The invasion is also the reason why the first game is now Shadow of Chornobyl and not Shadow of Chernobyl. I have to admit that I was sceptical STALKER 2 would ever appear, but it was eventually released in November 2024, to generally positive reviews and apparently strong sales. Why do I keep writing Chernobyl? Force of habit. I'm British. Splendid isolation.
 
But what of the original game? What's it like to play in 2025? Surprisingly good, is the answer. It has held up surprisingly well. Some elements are still, in 2025, ahead of the curve. A-Life, for example. The game takes place on a set of large maps, each of which contains a bunch of invisible checkpoints and waypoint nodes. Periodically groups of monsters, bandits, lone stalkers, and military types spawn at one of the waypoint nodes and make their way on foot from checkpoint to checkpoint. If they meet along the way a fight breaks out.
 
 
Or sometimes the groups greet each other and go on their way, and the NPCs end up relaxing by a fire, playing guitar. The A-life system runs all the time in the background, so it's possible for the player to meet someone early in the game in one map, and then find their corpse several hours later in a completely different map. Most games imitate a living world by drawing a bubble around the player and only animating things within the bubble, but STALKER runs the whole world in real time. It's more advanced and feels more real than for example The Outer Worlds, which came out more than a decade later.
 
The game fakes things a little bit - some of the distant gunfire and screams are just ambient background sounds - but there's enough actual AI for the game to feel like a genuinely living, breathing world. Occasionally I stumbled on some random corpses and wondering what had happened. Or there were some corpses mixed in with the bodies of mutant monsters. There must have been a desperate fight for survival, but it was somebody else's story. There is something both chilling and comforting about the sound of distant gunfire.
 

This does lead to one of the game's long-standing bugs, though. AI NPCs are programmed to spawn around campfires, where they sit and sing jolly tales of roaming the wilderness. But sometimes they spawn inside the actual fire, and die.


You'd think the developers would have made the NPCs fireproof. Or added some code so that fireplaces deal a different kind of fire damage to flame-spewing anomalies. But no. Gillian Anderson, and cheese.
 
When I first played the game back in 2009 I was expecting something akin to Operation Flashpoint, in which a single bullet is lethal. STALKER isn't quite that hardcore. It's a lot more bullet-spongy. Enemies generally die to a headshot, but it can take a lot of bullets to put some of the baddies out of action. Health-wise it's a kind of anti-Modern Warfare. Injuries cause wounds, which sap the player's strength unless they stop the bleeding with bandages. Then health slowly regenerates, but nowhere near quickly enough to help in a gunfight.
 
The game has a tutorial of sorts that demonstrates how the combat works. There's a little bit of stealth, but for the most part combat involves pumping the enemy full of bullets and then taking cover and reloading. The mutants are often incredibly frustrating, because they run around erratically, and it occasionally seems as if the baddies know where the player's crosshair is pointed, but replaying the game in 2025 I was still impressed with the combat AI.
 
Baddies often get stuck on walls or end up trapped in action loops, but when it works the AI is both merciless and fair. They're smart enough to double-back and creep up on the player, or hide just long enough that the player can't simply wait for them to pop out of cover. The baddies are also no more immune to monster attacks than the player, and it's incredibly satisfying to break up a bandit attack by dragging some dogs in their direction.
 

 
I was also impressed with the general flow of the story, although the writing is perfunctory. There's an effective escalation from an initial skirmish, to a series of increasingly large set-pieces, followed by a memorable dynamic shift where the player escapes from a hectic gunfight into a spooky cavern where the only sound is a squeaking light.
 

At that point the game plays its other card. It can do horror as well as action. In quick succession it introduces an invisible monster and a creature that can suck out the player's consciousness. The game is very good at horror dynamics. There are a couple of sequences where the player is asked to explore some ruined laboratories, expecting trouble, but nothing happens, but then suddenly a random piece of furniture flings itself at the player. Or, after infiltrating an otherwise-empty underground complex and flicking a switch, the player's radar lights up with hostile contacts.
 
A lot of the game's quiet-quiet-BOO! tricks appeared in Doom 3, but that game deployed them in a hamfisted, repetitive way, whereas Chernobyl is more subtle. Which is surprising given the chaotic development process.
 
 
On the downside the storyline boils down to grabbing a bunch of meaningless documents, then flicking some switches, then backtracking almost to the beginning of the game, then flicking more switches etc. The actual plot is almost meaningless. It's something about a group of scientists using the cover of the exclusion zone to run mind control experiments, but none of that really matters. There's an underlying quest to find and kill a man called Strelok, which can be completed surprisingly quickly. The game also has a bunch of different endings, depending on the choices the player makes throughout the story, but in practice they're all overridden by the actual true ending, so they're immaterial.
 
But on the upside STALKER is incredibly evocative. One entire level, the Bar, has almost no combat at all, but it's fun to explore, and even though NPC interaction consists of monosyllabic conversations and perfunctory trading the game has a peculiar sense of community spirit. I empathised with these desperate scavengers, even though they aren't real.
 
Alas it falls apart towards the end. In the first few levels there are side-quests and interesting little architectural details that reward exploration and simple side quests, but beyond a certain point the game turns into a straightforward linear shooter.
 
 
 
The Pripyat level is particularly disappointing. It has a detailed recreation of the town, with the general layout shifted about for gameplay purposes, but it's just a shooting gallery. An entire role-playing game could have been set in Pripyat, but the game does nothing with it. The developers created a base for one of the enemy factions, but it's just a side detail that the player never has to visit.



The final battle takes place in and around the power plant. The first part is timed, so the player barely has a chance to see anything. The second part isn't timed, but it's just a series of combat gauntlets. In the game the power plant is a massive complex, whereas in real life it's much smaller, but perhaps in this parallel world an anomaly made the place huge. The detailed background objects are neat, but they're just scenery.
 
 


The game needed one final QA pass. The only remnant of the survival aspect is a vestigial requirement for the player to eat food every now and again. This was carried into the sequels. I don't know why. The player doesn't have to drink, or sleep, or for that matter hunt animals or cook anything. The camp fires are just for show. The player can run around at night in the driving rain just as quickly as they can during the day. They don't feel the cold. Radiation sickness is a minor annoyance immediately cured with medicine.
 
Weapons and armour degrade with use, but there's no way to repair them, at least not without using an exploit. The game has a number of unique, powerful weapons, but I found myself never using them because they would only wear out. Stalkers are drawn to the exclusion zone in order to hunt for rare artefacts, but the game spawns all of the artefacts out in the open at the beginning of the game, so the player doesn't have to hunt for them at all. The system that was supposed to make them spawn over time didn't work, so it was turned off. It wasn't properly fixed until the third game in the series.
 
The maps were cut down to make travel less onerous, but there are still a couple of points where it's easy to jump over the fence surrounding the world, at which point the player ends up trapped in nowhere land.
 
 
The game was finally ported for modern consoles in 2024. The games were given a very mild graphical makeover that mainly improved the look of rainy surfaces. Thankfully the enhanced edition retains the X-Ray engine instead of porting the game to Unreal 5, with X-Ray upgraded to take advantage of 64-bit memory. Some fans have complained that the visuals are now blurry, but I didn't have a problem.
 
Content-wise the enhanced edition removes some references to Soviet iconography. I'm not keen on this, given that the Soviet Union and modern Russia are really two different things, but I'm not going to argue with the people of Ukraine. One of the later levels has a spooky Russian voice in the background that is now a spooky English voice. The original games are still available.
 
 

Games, I said games. As mentioned earlier there were three STALKER games. Shadow of Chernobyl was followed in 2008 by Clear Sky, which was sold at full price as a prequel. This time the player is a chap called Scar, who is asked to track and eventually stop an incautious Stalker from interfering with the Chernobyl plant and possibly triggering an apocalyptic cataclysm.
 
It's a curate's egg. Shadow has a simple faction system whereby various groups battle for control of the exclusion zone. The player can choose to help one or other faction. There's the militaristic Duty, who want to protect the world from deadly anomalies and dangerous mutants etc, plus the anarchistic Freedom, who want to leave the zone open for regular Stalkers, plus bandits who have a loose chain of command, and some scientists who keep themselves to themselves.
 
The player can gain a reputation with one or other faction, but it's a very simple system, and in practice each group remains locked into a certain part of the map and there's no real benefit to helping anyone. The original publicity talked about wide-ranging factional warfare, but this didn't appear until Clear Sky.
 
 
Clear Sky adds a system whereby the player can side with one group and conduct a multi-mission, multi-map war against their immediate rivals. It almost works. The game begins on a large, brand-new map set in a swamp, which is divided into a series of capture-the-flag zones controlled by bandits. It's fun, and surprisingly engaging. The swamp itself feels like a prototype of the larger maps that appear in Call of Pripyat.
 
Unfortunately the rest of the game simply reuses maps from Shadow of Chernobyl, but they're too small to accommodate a war, and in any case the system is buggy. I often found myself advancing ahead of my allies and wiping out the other side, only to end up standing alone in the enemy base, because my colleagues had got stuck at a map boundary. The developers had access to a bunch of large-scale maps cut during development, and it's a shape they didn't dust them off.
 
 
The factional war doesn't stick - the enemy eventually respawns - and the only rewards are some guns and armour, so it feels pointless. Clear Sky is much more action-packed than Shadow, and it finally gives the player the option to maintain and upgrade their kit. The player actually has to hunt for artefacts with a special detector.
 
But it has some of the same problems as the original. The interesting character bits and missions are all packed into the first few levels, and beyond a certain point the game turns into a linear battle that rushes the player through the game. Again it ends with a detailed city map that could have supported multiple quests but is wasted as the backdrop for a series of gunfights, and the final map is a confusing shooting gallery.
 

Clear Sky is generally dismissed as the least interesting game of the trilogy. It's simultaneously a bunch of out-takes from the original game, plus a trial tun for the next game in the series, Call of Pripyat. In the third game the player is Major Degtyarev of the Ukraine military, who is asked to investigate the disappearance of a helicopter task force sent to secure the perimeter of the reactor. Pripyat is unusual in that Ukraine's military is portrayed in a positive light, whereas in the first two games soldiers are the baddies, and the player can slaughter them with impunity.
 
Call of Pripyat had a much better reception than its predecessor. As with Clear Sky it reuses the guns, baddies, suits of armour etc from the first game, but it takes place on three brand-new maps plus a couple of never-before-seen out-takes. The levels are divided into anomaly fields, open space, and important buildings. The game feels much more polished than the other two titles. It has a simpler but more coherent story, told this time with dialogue and cutscenes. The maps are large enough to feel epic, diverse enough to reward exploration, but not so big that they're tedious. The game progresses logically through the three maps, but the player can still return to the earlier parts of the game in order to hunt for artefacts and carry out side quests.
 
There are also some surprisingly, nay legitimately good beginning and ending slides, which are reminiscent of Fallout 3. For a series that is notorious for poor voice acting and unsentimental toughness I found myself warming to Major Degtyarev and the people he met.
 
 
There are two downsides, though. Clear Sky almost entirely eliminated the horror elements of Chornobyl and almost all of the underground laboratories in favour of broad comedy and action. Pripyat brings back some of the tension, but it's nowhere near as scary as the first game. It has its moments, but it feels bland in comparison.
 
And yet again it ends in a detailed recreation of a city that's wasted as the backdrop to a straightforward set of missions culminating in a big fight. It's not as bad as its predecessors in this respect, but playing it again I didn't feel much of an incentive to explore Pripyat itself, and I can barely remember it. While playing it again for this blog post I discovered a surprisingly large basement underneath one of the buildings that I hadn't spotted in all the years I owned the game.
 
For the record it took me 24 hours to finish STALKER, 28 hours to finish Clear Sky - I wanted to give it a fair chance - and 26.2 hours to finish Call of Pripyat, but I knew where everything was and what I had to do, so it'll take you longer. There is a helpful STALKER Wiki, plus an entire site dedicated to Call of Pripyat called The Zone Survival Guide, which has some excellent interactive maps. In a rational world GSC should have bought it up and launched it as an official tips website. The games are available individually or as a trilogy, which is awkward - CoP is Aliens, SoC is Alien, but CS is Back to the Future II - and at least if bought through Steam they come with the original, unaltered versions of each game.
 
 
The games had a huge modding community that still lingers to this day. In my experience most of the mods simply throw in lots of guns, plus some partially-finished monsters, and a bunch of poorly-thought-out survival elements that don't work. Some of them try to turn the game into a big, open-world RPG, but the maps simply aren't large enough and there isn't enough content. One of the most interesting mods, in theory, is Lost Alpha, a standalone title that tries to replicate the pre-intervention version of the game. It has some huge, attractive maps, but there's no A-Life, so it feels dead and empty. The story is uninteresting and the enormous size of the maps makes some of the quests tedious. With a bit more work it might have been salvageable, but the developers game up on it several years ago.
 
And that's STALKER. Have I stood in the shadow of Chernobyl? No, when I visited the reactor it was midday. I have not stood in the shadow of Chernobyl. I think it's a metaphor. There was however a clear sky when I was there. It was surprisingly pleasant for a nuclear wasteland.
 
I did not receive any calls from Pripyat. The dialling code is apparently 4593. The place reminded me of an old science fiction story by Ray Bradbury called "I, Mars". In an abandoned city on Mars the last remaining inhabitant keeps himself mentally active by programming the telephones to call him and play pre-recorded messages. All goes well until one day the telephones start arguing with him. I don't want to spoil the ending, but