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S.T.A.L.K.E.R.: Shadow Of Chernobyl - What are you all thinking? | Locked | |
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Feb 28 2004 Anchor | |
This is a follow-up to the Far Cry thread I created, which caused quite a bit of hype regarding the game. This time we are talking about the cool looking game S.T.A.L.K.E.R.: Shadow Of Chernobyl (http://stalker-game.com/). Overview Genre: Survival FPS/RPG "...We rejected the linear level-to-level passage in favour of such freedom of action and movement as seen in 'Elite', 'Daggerfall' and 'Fallout'. Players will travel an immense territory of a zone stretching for 30 square kilometers, explore it, gain money and experience, move along a free "non-stiff" story line towards the game final..." FAQ World The world of the Zone is a huge derelict territory of half-ruined buildings unruffled for 20 years, woodlands and anomalous greenery. The Zone world features neglected underground and ground laboratories, dead military bases and proving grounds for new technologies. Radioactive land is covered with ulcers of scorched earth, poisonous fogs, deadly gravitational anomalies. This is the world of a disastrous industrial and ecological catastrophe. And in the hub of this man-caused hell the wreckage of Chernobyl atomic facility rests. We create the Zone based on reconstruction of Chernobyl atomic power plant and the 30-kilometer zone around it. Players, while progressing through the game, will see the Dead Forest, cities of Pripyat' and Chernobyl, sneak inside the Chernobyl atomic facility sarcophagus, go through the memorable areas, really existing in the epicentre of the tragedy to have occurred some 16 years ago. We do our best to reproduce the atmosphere of industrial and ecological catastrophe of Chernobyl in detail, so, undeniably, all the zone sights will be easily recognizable. Photos and video materials acquired during our trip to Chernobyl provide ample of information to meet this very purpose, ensuring the textures and architecture are of utmost realism. Gameplay The player travels over immense world of the Zone, its all locations joined into one global map. He can choose any route and will not be limited in his traversing the Zone. The player will be offered free exploration full of generated and scenario-imposed tasks, participation in the eerie events of a murky world. The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border. With the money procured, the player will purchase equipment, weapons and protective suits allowing him to reach previously inaccessible areas. This is a role-playing game without growing experience of your character, without changing characteristics and levels. We want the player to develop his real mastery, moreover Stalker is an FPS/RPG game and much depends on his ability to fight. Changing characteristics, levels and player's experience, to our mind, would destroy the realism we try to create. As far as the rest is concerned, this is almost a normal PRG game where players travel the Zone, collect artifacts, weapons, reveal anomalous zones, communicate and trade with NPCs etc. Artificial Intelligence We see AI in our game as a system of realistic character behaviour. Game characters live in a world the player can only drop into, they have their own joys and sorrows. We thoroughly work out artificial intelligence for the player never to feel artificiality of the happening. This principle basically refers to our approach in general, and not only to efforts on AI. We work out all the possible actions of the player and prepare natural reaction of characters to them. As character would react in life, so as he should react in the game. If the player attacks and kills one of the guards, the rest will go to seek hiding, radio their headquarters, and won't stand still, or what's worse, run out towards the player. Communication with NPCs The Player's communication with the game characters will serve an essential part of the gameplay. By means of communication the player will find out important information, acquire tasks, trade or make deals to accomplish a task co-operatively. Apart from humans, the player will also be able to communicate with sapient mutant creatures. The game will be strongly influenced by communication and NPCs' attitude towards the player. For example, under a bad attitude, trader will refuse to trade or will charge an exorbitant price, and stalkers will open fire as soon as they recognise the player. Trade Trade will be realistic, as you are given a chance to purchase, exchange or sell everything: ammunition, equipment or artifacts. You can trade with the army, dealers, stalkers and scientists. To give you an idea how this will look in the game: the player comes across with a veteran stalker in the Zone, they greet each other, agree to remove weapons, then come closer to each other and start trading. They exchange phrases through a communication system. Soviet roubles will go in the game as the currency. Game Features The whole world living its own life: Unique creatures and characters: Equipment Engine: Storyline Game Script written by Sergey Ivanov April 12, 2006, 02:33 p.m. The explosion epicenter was a kilometre away from the nuclear plant. Obviously, some tests had been held there and they caused the disaster. Presumably, the entire personnel died within seconds, but still there was a probability of survivals among the staff. It appeared impossible to arrange a rescue operation, as the Zone was characterized by strange energy disturbances posing mortal danger to the explorers. Attempts to use robots were unavailing. Several months after the accident the crisis situation peaked when the Zone abruptly grew five kilometres bigger. People from nearby towns and villages were urgently evacuated, and the peril of a difficult-to-imagine scope loomed over the world. Year 2008 Year 2010 - Edited By frosty_theaussie On Sat 28th, Feb 2004 @ 9:34:06pm --
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Feb 28 2004 Anchor | |
Also, good news. Soon I will be receiving an information with modding information for STALKER, and it will be a ModDB exclusive!!!. I e-mailed Oleg Yavorsky, and being the kind developer that he is, he has passed on my questions to THQ, the American publishers of STALKER. I will pass on the information as soon as I receive a reply from THQ.
Oh, how jolly nice of him! --
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Feb 28 2004 Anchor | |
any minimum system spec? -- Nothing. |
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Feb 28 2004 Anchor | |
Seeing as we won't be seeing it for another four months, at least, they are pretty vague as of now. I'd say, at least a Radeon 9600 or GeForce FX5600 for most of the pretty graphics, and a 1.5Ghz CPU. --
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Feb 28 2004 Anchor | |
I got ge force 4 MX and 2.5ghz 512MB ram - Edited By azz0r On Mon 1st, Mar 2004 @ 1:26:12pm -- Nothing. |
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Feb 29 2004 Anchor | |
It'll prolly work on your rig if you turn the graphics down. Firestarter is a cool game btw |
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Feb 29 2004 Anchor | |
Looks like Stalker is going to be a very good game. Ambitious new features will probably make it one of the most remembered games of this years we live now in.. I'm really forward to see it... And I love the storyline. Damn, when will it be released? |
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Feb 29 2004 Anchor | ||
well, huh, nice graphics, runs fast, big good looking outdoor areas, nice atmosphere... who wants anything more?:) -- |
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Feb 29 2004 Anchor | |
Look at what I wrote, lazy --
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Feb 29 2004 Anchor | |
Pretty high specs there... |
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Feb 29 2004 Anchor | |
*Sigh* I wrote this at the very top:
Let's see, this month is March. Then we have April, that's one month, May, that's two, June, that's three, July, the last month for the first half of 2004, equals to four months. So at the very least, it won't come out for at least another four months. And there's every chance that it may slip into 2005 as well, no one knows for sure because the fiscal year which this is slated to be released in starts in May 2004, and ends in May 2005. --
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Feb 29 2004 Anchor | |
heh.. |
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Mar 1 2004 Anchor | |
I need a new computer -- _______________ |
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Mar 1 2004 Anchor | |
ill use my dads prolly.. he recently upgraded to 3ghz, 1gig of ram, and a GeForce FX5600 -- Nothing. |
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Mar 1 2004 Anchor | ||
Ive never seen so many greys and greens before, I almost yawned. Completely hyped boring game. -- Why wont it save me? |
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Mar 1 2004 Anchor | |
I thuoght it looked quite cheery and the fact the area you get to walk and venture around and think of the mods -- Nothing. |
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Mar 1 2004 Anchor | |
Wow, y'know, that statement could completely apply to Far Cry. If you changed green to red, that could apply to Doom 3. If you changed the green again to 'gay developer', it'd apply to Valve and Half-Life 2 --
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Mar 1 2004 Anchor | ||
was he saying that about stalker?!?!?! off with his head!!!! |
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Mar 1 2004 Anchor | ||
you can say that hl2 is an overhyped game, but not STALKER... -- |
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Mar 2 2004 Anchor | |
That's reality for ya.
Half-Life 2 wasn't overhyped. It had a reason for it. Now the fact that it was shot down due to who knows what, that is just disappointing. - Edited By RatoN On Tue 2nd, Mar 2004 @ 2:58:04am |
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Mar 2 2004 Anchor | |
Another retarded comment from azz0r. Ever seen stalker on the front cover of a mag? I know I haven't. |
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Mar 2 2004 Anchor | |
STALKER was on the front of PC PowerPlay, an aussie PC mag, recently. They absolutely loved it, and hyped it to bits in the preview: "We want STALKER to be good. We want it to be good so badly. And yet, the game is SO ambitious and SO massive in scope, we cannot help but feel scared for GSC. In the cutthroat game of computer game development, for every modestly promoted Deus Ex there have been a dozen Daikatanas, SiNs andRed Factions... Which is more important to them, to produce a genre-busting, definitive game that no bastard will bother playing, or a smash-hit shoote for brain dead... types too smashed to bother thinking about their games? Said Yavorsky (GSC Developer, Russia), "We'd like to both, actually. Anyway, if we achieve only one of the two we won't be disappointed. It is a way worse when you get none." That's so true. Good luck guys." Go out and buy it, it's PCPP #97. You should listen Oleg Yavorsky speak about STALKER, even in the short e-mail he sent me. He's so nice and is so knowledgable. --
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Mar 2 2004 Anchor | |
I would if I lived in Australia |
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Mar 2 2004 Anchor | ||
i need a new comp too. and it hasn't gotten that much hype |
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Mar 3 2004 Anchor | ||
CHECK THE NEW WEAPONS VIDEO:) VERY NICE:) Media.pc.ign.com - Edited By operativex On Wed 3rd, Mar 2004 @ 5:36:49pm |
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