S.T.A.L.K.E.R. at E3

Tannhauser

Venerable Relic of the Wastes
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Despite the uncertain status of S.T.A.L.K.E.R., a demo of the game made a closed-doors appearance at E3. Atomic has an article on the new S.T.A.L.K.E.R. demo and the changes that have been made to the game over the last year.

Behind these changes is Dean Sharpe, who THQ brought in to "transform the game from an undefined mess of potential to a sprawling masterpiece."
<blockquote>The scripted sequence that followed came as a bit of a shock.

'This is an example of a little bit of how the game has changed over the year,' said Sharpe. 'You wouldn't have [this] type of thing in the game before - it was completely open-ended. So now we've added scripted events to make sure you can actually follow the story.' We had to ask at this point about STALKER's much publicised 'A-Life' AI system.

'It's still there, but with scripting elements as well that make sure that you can make it through the game ... It's still very, very open-ended. The only difference is that there are now scripted events throughout the world that will let you progress. But once that scripted event happens that area then opens up to the entire world again,' explained Sharpe.</blockquote>Besides introducing scripted sequences to keep the player on track, Sharpe summarized other changes he has made to the game:
<blockquote>So, what has changed in the game? Sharpe was able to enlighten us.

'There isn't that much that's been cut … I've made some minor changes. There were some types of mutants that I pulled out. I took out sleeping and eating - a couple of the minor RPG elements. I also shortened the amount of dialog in the dialog trees - there [was a lot] of back and forth that wasn't needed.'</blockquote> The game has a more definite future now, at the cost of these features.

Link: E3 2006: The truth behind STALKER at Atomic.

There are a few other articles on the S.T.A.L.K.E.R. E3 demo:
PC Games in German.
GRY OnLine in Polish, and an English translation of the GRY article.

Spotted at Oblivion-Lost.
 
No eating...ah fock. I don't mind the sleeping that much, because nobody has ever done that right, but eating. GGgrreaat. Soon they will add health-pop-ups that appear every time you get your hitpoints under 60%.

grr...
________
Volcano Vaporizer
 
The changes don't seem that bad, except for possibly the 'less dialogue' option and the scripted sequences, depending on how they're done. If they lock an area, which is what he seems to be implying, it had better be done in-character and sensibly.
 
I still have hope for this game. Hope is all I have though..... We'll see when they release it I guess.
 
Dean Sharpe said:
Well... we did have some interesting things planned for the game, but we decided 'fuck it' and tried to remake half-life. Dialogue and gameplay mechanics are overrated, it detracts from the point of every good game which is to mindlessly shoot things.
Oh good, and here I was afraid they might try something innovative.
 
http://www.mobygames.com/developer/sheet/view/developerId,23211/

If this is the guy they hired to make it a "masterpiece" I think I'll wait to read some user forums before purchasing, thanks.

I wish I had a list of the original promised features... and the ever growing listed of axed features.

Just off the top of my head I know going prone was axed about two years ago and at that time I pretty much figured the development was in trouble.

I hope I am wrong but the wait is getting ridiculously long. I think its been four or five years since they originally started the media blitz.

Now it seems not only did GSC Gameworld bite off more than they could chew but THQ skipped the Heimlich Maneuver and went straight for the Tracheotomy.
 
Cut out eating ... well thats just great i mean whats the fun of a survival game to seach for food .... the character can just eat bullets ...
 
I really enjoyed the eating mechanic in MGS3. Will Snake be the only one to satisfy my digital culinary ambitions?

Not sure how I feel about removing mutants. Knowing why would be a good start.
 
i dont see why you guys think eating is so relevant... overall, it's just a pain in the ass really. take wow, one of my alts is a hunter. this means i have to feed my pet on regular intervals to keep him happy (& his dps up).

what does this mean? one slot less in my inventory, thats it. is it relevant? no, it's just a moneysink. it's one of those features that add nothing to the game but just keep you busy.

i'm sure STALKER will keep you busy with tracking plenty of other stuff than food... there is no need for the extra encumberment.

for fallout, you needed a few canteens of water. if you ran out on long journeys through the desert, the game would look for water & substract some playtime.

what are you going to do in STALKER if you are out of food? hunt? mmmmmmmm, radioactive bear chops! love it...
 
I'm sure there'd be something one could cut meat from. Just because something's a hideous mutant doesn't mean that it's radioactive.

Trading with other STALKERs also helped the food aspect.

WOW is also an unfair comparison, seeing as how WOW doesn't really have any survival aspects.
 
Reads to me like he resolved the "mess of potential" by removing much of the potential.

I don't like the implication of "letting me progress" or "making sure I can actually follow the story"


I kinda hoped Stalker would be a sort of sandbox-style shooter with open-ended gameplay. A gameworld with secrets, hints and clues all over, some relevant for minor "quests" others progressing an ominous central plot. Somehow I don't expect that anymore.

When I was interested in Stalker, it didn't seem like they would ever finish it, and now it seems they'll finish it and I won't care.
 
Bradylama said:
WOW is also an unfair comparison, seeing as how WOW doesn't really have any survival aspects.
ofc

but i just used it to point out how useless & annoying it can be
 
I think that looking for food isn't a bad idea if character needs to eat food after reasonable periods of time (ie. 3 hours, not 10 minutes).
 
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