Now GameSpy has tried out S.T.A.L.K.E.R.'s four-person deathmatch mode.
<blockquote>The map on which the demo was set was relatively compact, given the scope of the world from which it was drawn. But even given that, the number of details packed into it were almost countless. Crawlspaces abound, some taking the form of large, strategically placed tubes, while others were actual access ways built into the ground. Sniping points were almost innumerable, including easily accessible rooftops; crumbling, elevated pathways; and portable structures tucked away in shadows -- even the open ground (or what passes for it, in S.T.A.L.K.E.R.) was replete with features that encouraged cover. Basically, the environments in S.T.A.L.K.E.R. feel both organic and intricately designed, however contradictory that might sound. Not an inch of space is wasted.</blockquote> Link: S.T.A.L.K.E.R. multiplayer preview on GameSpy
Picked up at Blue's News
<blockquote>The map on which the demo was set was relatively compact, given the scope of the world from which it was drawn. But even given that, the number of details packed into it were almost countless. Crawlspaces abound, some taking the form of large, strategically placed tubes, while others were actual access ways built into the ground. Sniping points were almost innumerable, including easily accessible rooftops; crumbling, elevated pathways; and portable structures tucked away in shadows -- even the open ground (or what passes for it, in S.T.A.L.K.E.R.) was replete with features that encouraged cover. Basically, the environments in S.T.A.L.K.E.R. feel both organic and intricately designed, however contradictory that might sound. Not an inch of space is wasted.</blockquote> Link: S.T.A.L.K.E.R. multiplayer preview on GameSpy
Picked up at Blue's News