A preview of the new and improved S.T.A.L.K.E.R.

Ratty Sr.

Ratty, except old
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IGN saw a preview of S.T.A.L.K.E.R.: Shadows of Chernobyl at this year's E3, but had to delay posting their impressions until yesterday.

The preview confirms rampant speculation that the game has undergone changes in order to make it appeal to a broader audience. Overall, realism has been significantly toned down, so there is no more mandatory eating or sleeping, no more specific real-life ammo types for each of the game's weapons and no more competing with A.I.-controlled stalkers to complete quests and reap rewards.

The good news is that key roleplaying elements - open-ended nature and emphasis on consequences - have remained intact:
<blockquote>Among the features touted as next-generation is the living-world simulation that's constantly happening while the game is playing. Animals are out and about killing each other for food, mutants are constantly roaming around looking for the next person to creep out, and other Stalkers are wandering the landscape looking for treasure as well. One of the cool things about this is the relationships created in your dealings with all of the various wandering factions. Depending on how you interact with various groups, different missions will open up, like the first mission that was demonstrated at the show.

In this particular mission, the player character had become allies with a certain set of Stalkers, who in turn ended up asking the player to come along on a mission. This was completely dependant on previous interaction. Had the player traded bullets with these guys or pissed them off in some other way, the mission wouldn't be available. In fact, they'd shoot on sight. But instead, the group banded together to take on some local police that had captured one of their friends named Mole</blockquote>
You can read the entire preview here.
 
rofl the faq

Found this in the official faq of S.T.A.L.K.E.R and were impressed

Q: Will the stalker piss (and more)? :-)
 
Ratty said:
The preview confirms rampant speculation that the game has undergone changes in order to make it appeal to a broader audience.

Yet another promising game ruined for the sake of "appealing to a broader audience"
 
Stalker team said:
Comments to post-E3 rumours

Following E3 there appeared information on the current state of S.T.A.L.K.E.R. project which we would like to comment on.

Rumour 1. S.T.A.L.K.E.R. had been turned into corridor-like scripted shooter, while A-Life was removed.

Yes. After playing Serious Sam 2 we decided – “why should we bother implementing that A-Life” – let’s add more gore and ‘stiff’ scripts as the player moves alongside the ‘corridor’.

Just kidding. Still though, fluffing through forum posts and secret ‘specialists’ “knowing what’s happening with S.T.A.L.K.E.R.” our optimism subsides – such statements can make any fan frown. On one hand it’s pleasing to see such “no-staying-away” attitude, however on the other one, it’s tiresome. Reacting to every such rumor means wasting valuable time. So.

This rumour is totally wrong.
Indeed, one of the initial S.T.A.L.K.E.R. concepts was a fully life simulation-driven gameplay with unobtrusive storyline. However with the very first tests it got obvious that such game can only be good in theory. Sooner or later the players were lost in the events happening around, they found the links in-between the quests vague and… ‘what shall I do next’ question marks raised. Creating an uncomfortable play-through and confuse the player traditionally accustomed to being ‘led’ is clearly not the best goal to achieve. That is why it was decided to shift the focus during the first playthrough primarily towards storyline, placed, as previously, within the A-life world. How does it work. We created complex “above A-Life” scripted superstructures, A-Life scripts, aka “Gulags” (Hereinafter – Gulags). Gulags are able to control NPC/monsters within the local space of a level. For example – a stalker camp. Gulag can ‘drag’ stalkers out of A-Life, designate each a role: ‘you are in charge of the camp, you are a guard, you are playing guitar at campfire, you are a storyteller, and you will be merely sitting at bonfire silently guzzling vodka’ and so on. Following that Gulag sends on ‘errands’ in accordance to priorities for this place. Should the camp participants be eliminated Gulag will first redistribute the errands, and in case of drastic lack of participants it will return to seeking stalkers/monsters passing by in A-Life to form a new camp, a lair etc (it may be another grouping, another mechanism of work). The initial population of storyline Gulags is planned in advance, the non-story one (monster lairs, ambushes, hostile grouping skirmishes etc) is A-Life-driven.
Once a story quest (Gulag) has been accomplished, the place is filled by A-Life, while the survivors of the story quest either remain under the Gulag or quit into the A-Life. The player, while playing through the game and accomplishing story quests, releases more and more space for the purely A-Life content. I.e. ever greater part of the game becomes fully A-Life-driven. Return to any location complete a couple hours earlier to discover that the content is new there. And also different for each player. And.. a New game to play.
So, attention! All the advantages of A-Life game world and the gameplay have been preserved. You will still be able to observe the world living and breathing around, accomplish random quests. Stalkers accomplish tasks of their own and (similarly to monsters) move around levels. Leaving one level and returning there later the player will find new content, new events and naturally, will be able to participate in those.
Key change is that under the initial advancement through the game the focus is on the story (player-friendly) content. By the time the player will ‘understand’ the laws of the game (and the game is anything but simple), and will get a ‘feel’ of it the A-Life will run full-throttle.
Change 2 – Is it possible, still, for another stalker to solve the puzzle of the Zone? – No. We tried and it makes the player totally confused. He’s been doing everything as proper, but suddenly everything ends. It stumps him to try figuring out where he made a mistake, and hence, loading an old Save file is not an option. Simply because it (mistake) may not have been made, it was due to one of the stalkers gaining a winning card in the simplified ‘off-line’ calculations of A-Life. In other words, the feature turn out absolutely non-playable. Putting it there for the sake of just having it to later find irritation of the players would be silly to do. Our goal is to have the player enjoy the game. All in all, he has been waiting it for so long. Full stop.


Rumour 2. Vehicles have been removed from the game.

Partially correct. The use of vehicles is limited. Why? In a nutshell, back again, to let you have fun of playing the game and not the irritation. Speaking in more detail, point one: ideology- and gameplay-related. Driving around the Zone is not comfortable by its nature. Anomalies. While running you still can react to detector beeping and stop, however driving a car virtually guarantees you certain death. It may be OK to drive into ‘Trampoline’ – you will simply get hurled away, but when stuck in ‘Carousel’ or ‘Gravi’ – be sure there’s no escape. Such an experience, still, may be interesting now and then and it, basically, is not the problem, all is ultimately up to the player. There are greater problems.
Vehicles appear to be dynamic obstacles to AI. The player may drive into any spot or place a car in the middle of any game event. In such a situation AI should be able to adequately react and nicely outskirt the vehicle. The algorithms of calculating dynamic obstacles for AI are rather heavy and consume much of processor time. At the same time with S.T.A.L.K.E.R. computer is pretty much occupied already: A-Life AI, complex universal AI, huge levels, complex geometry, a large number of characters – all that consumes processor time and loads-up video cards. Thus to implement (with acceptable FPS on realistic configurations) dynamic outflanking of obstacles there are very few resources left. The choice has to be made between: constant lags and many vehicles, or no lags, but few vehicles. Make your one. Just kidding. It seems to us the choice is obvious and we made it.
This said, we refused from extensive use of vehicles. But this doesn’t mean you will not drive them in S.T.A.L.K.E.R. at all. We reserved you the possibility to die in a four-wheeled coffin .


Rumour 3. Sleeping is gone.

Gone to… . The voluntary sleep has been removed from the game. The place for sleeping should satisfy many requirements – be remote from story events, no A-Life around, the player not in combat, whether the player is pursued by enemy, is he speaking or not and so on.
Soon enough the sleep has absorbed such a number of special cases and checks that we could find only several spots on level where you could take a sleep, however this didn’t prevent occasional problems.
Ultimately, we skipped the sleep. This didn’t tell upon gameplay, but removed a lot of irritation from the play. Only the story-based sleep for cut-scenes was preserved.


Rumour 4. Eating and hunger are gone.

Still there. Full stop . Moreover, we added drinking to it. Should need be, we’ll add cigarettes . Joking. We haven’t been adding anything for over a year now.


From the team.

S.T.A.L.K.E.R. has been in production for a long time. Will make it 5 years overall. On S.T.A.L.K.E.R. we made every possible mistake one could make. Every possible fault to do was done. This is why we are not fuming to see indignant threads on forums – we’re to blame after all. Once the project is done we could release a book ‘The ways you don’t want to make your games’. Why so long and what are the reasons? The most correct answer would be – it is very big and complex. 5 years ago nobody on the team had experience to create a project of such level, and “experience is a son of tough mistakes” as the saying goes. After all, however, we are on the finishing line. We want to release S.T.A.L.K.E.R. in a way to bring you fun and justify the long wait. Thanks to everyone genuinely supporting the project. We love S.T.A.L.K.E.R. It’s our child. A problem child . And you will meet it soon.

Most of the changes do seem logical. Would you really want a game where some random NPC finishes the game for you?
 
Morry said:
Most of the changes do seem logical. Would you really want a game where some random NPC finishes the game for you?
Personally I think that would be funny as hell. "You must stop the Enclave, Chosen One. Whoops, it seems your cousin Feargus beat you to it! Suck it, loser."
 
"so there is no more mandatory eating or sleeping, no more specific real-life ammo types for each of the game's weapons and no more competing with A.I.-controlled stalkers to complete quests and reap rewards"

"Among the features touted as next-generation is the living-world simulation that's constantly happening while the game is playing. Animals are out and about killing each other for food ..."

It doesnt sound like a living world simulation because of the removed sleep, eating, real-life ammo (oh look i found 9mm bullets lets reload my ak 47 ). So more or less the real-life aplications of this game are just on paper and other stalkers without the need to eat or sleep just wander around, sounds worse than oblivion NPC's.
 
Maybe this game was made by a lame team, but with all the mistakes and things they did wrong they could produce some cool games in the future..
but stalker looks like crap..
 
In Space Rangers 1 and 2, there are 50 or so NPC Rangers you're competing with. They can beat you to enemy-held systems and clear them first, claiming the rewards. During the game they'll upgrade their ships and skills just like the player does, and I think they may even eventually be able to win the game before you can if you take too long. I recently bought them, but haven't had a chance to play them yet (too busy with Fallout 2), so I don't know how well this mechanism works.
 
Morry said:
Most of the changes do seem logical. Would you really want a game where some random NPC finishes the game for you?
Yes.


I think that they just have killed everything that makes S.T.A.L.K.E.R. an unique and promising project.
 
A lot of overreactions here. Axing the ammo hasn't been confirmed, but I'm sure that if it is, it means that rifle ammo is interchangeable whereas pistol ammo won't fit. It'd probably end up like Silent Storm where you can apparently reload a Suomi with an MP40 magazine clip because they both use 9mm.

"Details like needing to collect specific ammo for each of the different weapons"

How many weapons have been confirmed being in the game? There could be tons, and having to find the specific ammo for one weapon as opposed to having generally interchangeable ammunition types would mean that the player would have to drop and replace weapons perhaps with each empty magazine.

This is jumping to a lot of conclusions.

Secondly, I don't see how they've cut out everything that makes the project unique when they're still incorporating a living, breathing digital ecosystem. That's a helluva step above Oblivion, and makes it very unique prospect among sandbox games where everything is spawned within 200 ft of the player. Also, 300 square kilometers? Do you realize how difficult having to compete with other Stalkers to accomplish the main quest would be? It'd straight-jacket the player into accomplishing speedruns as opposed to allowing him to play the game at his own pace.

The loss of a lot of realism loses the game tons of cool points, but it doesn't ruin the project. The two things which I'm unsure of is the loss of involuntary sleep, and the interactions with NPCs. If I want to avoid the nocturnal denizens of the Zone, the option should be available to me. What if I become afraid of the dark? =D NPC interactions also so far don't sound any more fulfilling than the consequences involved in Oblivion. Obviously shooting at dudes isn't the way to make friends with them.
 
Had the player traded bullets with these guys or pissed them off in some other way, the mission wouldn't be available.
I could bet my ass that there is no ''other way'' to piss off anyone in the game. It'll be just like in Oblivious. It's the usual marketing hype thingie - they announce that ''in our game there will be x, y, z and many other features'', when in reality it turns out that there are only x, y and z features (watered down at that) and nothing else.
OMG, I pissed off NPC, because I fired a shot from my shotgun at him, TEH CHUISEZ AND CUNSIQUENCIS!!!1

Not bothered about eating, sleeping and ammo thing though. Those kind of things I've always considered as an ''unnecessary hardcorism''.
 
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