Bradylama said:STALKER used to be a simulationist FPS along the same lines of persistant world that Space Rangers and its sequel have done for space games.
The features removed were essentially a lot of the simulationist nitty gritty. I could've lived without NPCs accomplishing the main mission, but the other features removed like sleep, food, and diversified ammo were just unnecessary efforts at making the game more "streamlined."
It's still apparently a "real world" with the old naturally functioning ecosystem. At this point I'm just hoping that the homogenized ammo means that certain calibre rounds work for certain guns without constraints for magazines like in the Silent Storm games, but that's a longshot. If anything it'll be unified ammo for rifles, pistols and whatnot.
Are you sure they took those features from npc's? i went to their website and saw this under game description
Key Features: Living-and-breathing world: virtual monsters and stalkers migrate around the Zone, similarly to the player they are preoccupied with day-to-day things – feeding, fighting, looking for prey, trading, sleeping, taking rest.
I do think you are right about the mission thing, i recall reading something about them being able to do missons also, but now i see nothing about that on their website anymore. Also i see a lot of people saying they dumbed it down, but after listening to recording on gamespot where one of the creators of the game talked about how they almost ended up not releasing the game at all because they had trouble with the programing, and they brought someone in to help them do it. I don't think they took certain features out to dumb it down, it seems like they just couldn't do some of the stuff they wanted, so it wasn't implemented.