I am a Normal person. Or Medium, perhaps. Or Regular. Whatever the name the developers give for the difficulty setting they expect you to play on, the one where you experience the game exactly as intended – that’s what I go for. If it’s a suitably arcade-y FPS that I’ve grown accustomed to, I’ll occasionally venture into Hardened or Veteran or Heroic or, in my Halo days, Legendary; and sometimes, if it’s a game that I’m bloody awful at (hello, entire strategy genre) then I’ll dial it down to Easy, but Normal is where it’s at.
So it was with a certain amount of trepidation that I selected the ‘Hell’ difficulty setting when I started up Oblivion Lost; not least because OL already makes the Chernobyl Exclusion Zone more deadly, more hostile, more brutal and ruthless; but I didn’t want fairness and balance, I wanted the sensation of the whole world being against me, a world where one wrong move results in instant, unfair, unexpected death. The result? A hell of a lot of quickloading, and the most atmospheric game I’ve ever played. Never before have I experienced such brutality and malevolence in a game, and it’s usually not even the enemies that are causing it; this is a world where a fire anomaly – a pillar of flame three times the height of a man that erupts from nothingness if you wander too close – saw fit to randomly spawn right in front of the entrance to the Trader’s bunker, also known as the only safe place in the first part of the game.
Actually, the human enemies are brutal, incredibly so, but in a much less terrifying way than the world; their brutality is understandable, necessary, even inevitable. Early in the game, you’re tasked with seeking out a man named Fox, who has information related to your ongoing vague quest. When I found him, he was lying, curled up in a ball on the floor, groaning to himself and mumbling incoherently in Russian. Most likely he’d been mobbed by the wild dogs that roamed the area; I could still hear their calls in the darkness outside the ruined farmhouse. He begged repeatedly for a medkit, but I didn’t have one. And it’s been a long time since a game has made me say, very quietly, very slowly: “Fuck.” I had to get the information that he had on his PDA, and right now he was unable to tell me. I didn’t have a medkit. I could go and try to find one, and he might die before I got back, but even if he didn’t – I already knew that if I did find one, there was no way I’d give it up. The fact that I didn’t have a medkit to begin with was worrying enough. I executed him.
And that was it. I’ve done the same thing a hundred times before in loads of different games, but this was the first time my conscience didn’t really have anything to say on the matter. Somewhere between my getting savaged by dogs and limping back to the rookie camp after a bandit ambush, my conscience had apparently learned that, in the Zone, it was pretty much superfluous. So I stopped getting annoyed at the bandits that would open fire as soon as look at me – usually from six miles away – because, hey, they were doing what they thought they had to. They were products of the Zone, and I was rapidly becoming more and more like them; taking on assassination missions because I need the money; murdering every soldier at the military checkpoint because there was no way I was paying five hundred roubles to go past and I didn’t want to take a detour in the dark. It’s the only game – mod – I can think of where sheer weight of atmosphere has forced me to make choices that I never intended to make. By making everything in the Zone more deadly and more dangerous, Oblivion Lost actually manages to up the atmosphere on vanilla Stalker, to an extent where I’m always planning ahead, considering how much time I have to accomplish this or that before it gets dark, or wondering whether I can make it back to Cordon with barely a shred of health and a disorienting limp.
Yes, the dark. Night in Oblivion Lost is a horrible time in a horrible place. The picture below shows a bit what it’s like (the strange light is a particularly deadly kind of anomaly, by the way):
The very first time I experienced night in Oblivion Lost, I had just got back from eliminating a wild boar lair, and I had decided to grab some sleep just outside the rookie camp before heading back out for the next job (Oblivion Lost introduces a sleeping bag to your inventory, which at the time I thought was just a handy way of regaining a bit of health). When I awoke after troubling dreams, everything was black. If I looked up, I could just about make out a line of trees against the slightly-less-black sky, but that was it. I felt terrifyingly vulnerable and terrifyingly cold – I’ve no idea how the game manages to make me feel so cold when it’s night, but it does – and I wandered around for a while in the tiny circle of light that my torch provides, trying to get my bearings and wondering if I would need more ammo. Eventually, I spotted the campfire. It was incredible. I loved the campfires in vanilla Stalker, but more as a sort of pleasing detail than as a sanctuary against the night. This time, however, I felt genuinely safer to be sitting – well, shift-crouching – in this warm orange circle with a couple of grimly silent stalkers, just staring at the flames for a while. Then there was the crackle of gunfire from somewhere outside the camp, and they both ran off into the darkness.
I’ve not been playing Oblivion Lost long – in fact I’ve only just left Cordon, the starting area, for the first time – but it’s already had more of these memorable moments than the whole of my previous playthrough of Stalker. I’d have trouble recommending OL and its ‘Hell’ setting to everyone, because the difficulty is sometimes so murderous that a single firefight can take an hour, most of which is spent looking at a loading screen, but it remains an incredible, terrifying thing to experience.






