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Old 05-17-09, 04:08 AM   #61
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

STALKER: Call of Pripyat at KRI 2009.

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At KRI 2009 GSC brought a full assembly of his recent anosirovannogo sequel Call of Pripyat. Having played more than an hour and asking developers in detail, we stand ready to tell you about is probably the most interesting game of the exhibition.

The new game was called to order filed in the style of a documentary intro, rasskazyvayuschem of the Chernobyl accident and the background story. Videos are not yet fully ready, so no spoiler and decide to skip move to the actual game.

First, notice that - complete freedom. We are simple equipment startuem on the edge of Zaton, the first location, and there are already expect something normal in the spirit of "tracer, hurry here to kill evildoers, 'but no - no, we do not give orders. Actually, no corridor assignments are not visible. In the PDA hangs a reminder that you need to find a crashed helicopter and all. Our freedom was not restricted.
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Playing by yourself and watching the other, every time we saw new versions of events. Someone went to explore the center of the map, and stumbled upon the camp of stalkers in the old barge, someone went to razvorochennoy soil anomalies over the hill to the west, the third general found some cave in the lair of the controller (a very interesting place - the controller, being busy eating hapless stalker, you warned us, whispering in his head, in the spirit of "do you go from here, stalker", but if you like an inside player will continue to climb, so distract from the meal and we deserved надает lyuley).

Unlike the ERs, it has a lot of hand made parts, combined with the freedom of action makes the study of the zone really interesting. Are you familiar with stalkers in the barge (which is a wonderful trader Beard and a number of unfriendly people, swivel-eyed at us from the corner), helped by some newcomers, polezshim anomalies in (stand by the second mate shouts: "You see, clothes stand - come on, still go ahead! "- and a couple of steps, stalker anomaly pripekaet so that it falls to the ground, we are also well fires at this point lezem help him), issleduesh territory, to explore the characteristics of monsters, remember the safe time for raids days ... and so on, so on so forth. Stalker finally becomes normal sendboksom, but not nearly linear action with enormous untapped potential.

Interesting characters straight, the car, from the occasional stalker like, who need money for an operation relative, until very very prominent comrades like Noah - crazy stalker who settled on the rusty barge, which he describes as the Ark or not. Interesting companion, with the end of broadcasts on some waves that will cleanse an area of stalkers and develop this most diversified barge with wooden structures - perhaps the size of the ark to him small. Player does not meet except at one gulp of double-barreled gun at the door, but soon calms down, if you see that we are without weapons and he did not do anything bad going. And when they heard that a player must be on a plateau from where the helicopter crashed, he even decides to help. Noah greatly annoy nearby mutants, and perhaps deciding that we are going there to hunt for snorkov shows the way through the anomalies

Typical quests really lifted. Absolutely. All 70 assignments were made by hand, usually have several solutions, and even - unusually diverse. After such notorious for the "Bring the tail" of Shadows of Chernobyl with tears watching is no longer available.
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In general, the very concept of the game finally formed in the appropriate sandboxes. Quests, NPC, the freedom of action, lack of mandatory assignments in the subject line - all this is in adults, a modern game, whose mechanics and logical thought.

Now things more prosaic, but also interesting

First, much easier to become HUD. It is compact, obvious, and, most importantly - it has slots shortcuts assigned to the F1-F4. The universal solution for those who requested the hot keys for antirad / canned food / sausage and continue on the list (by the way of sausage - hunger back).

Inventory rid of empty decoration CHN and got useful things like maps of the wear on the scales just below the slots and output characteristics of the costumes in the form of a strip-To arms, rather than inconvenient numerical values.
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Wood upgrades, as you can see, now allows the parallel development of weapons in several branches.

The complexity of the game, the feelings grew quite strongly. For example, the saving of the stalker in the anomaly, we will fry your costume as much as a quarter of wear - and this is having abnormalities in only 30 seconds! By the way, is bad in general, everything that we have been in the clear - that is similarly poplavilo and costume and helmet, and weapons.

Continuing the theme of complexity - monsters, processed through the AI - now serious rivals, and not to light shooting. While in the shadows of Chernobyl, two-, three snorkov were simple targets, which can break a couple of rounds, but now almost all of the other way around - those same two or three snorkov easily carve protagonist to death under our control. To get them even close - non-trivial task: snorki constantly moving, coming from all sides and not stop for a moment did not substitute for a bullet. The only truly safe method to deal with them - the first to notice and try to shoot from afar. Well take a good or a shotgun.

Other creatures do not fall behind - instead of the expected poltergeist us one bank off of twenty, and so they began to do that is quickly fall off. Since 10% of health and probably dozens of bruises poor Degtiareva. But krovosos ... Yes, what you dreamed of - he knows how to do again "zasos, just like in the good old days. (For those not following the Shadows of Chernobyl: a question of that krovosos can, naturally - miss player vpivatsya its tentacles and start to drink blood, and then casts us aside. Survive after such a difficult, but if we climb , with severe bleeding, and if not quickly bandage the wound - protagonist long run). Well, in general, the behavior of our bearded friend is written anew. Of the other confirmed reports - a group of dogs will be AI, and a rather complex behavior - they are constantly maneuvering and a bunch of work, rather than standing on the ground, the animation otygryvaya bite.

Shooting gaining complexity. Do not know, this is a coincidence or not, but when we met a squad of mercenaries (Actually, they yelled to remove the weapons, but we listened to, and blunt, these comrades decide to harvest), the exchange of fire with them does not resemble a textbook scene in the spirit of the "tagged and shooting 100 monolitovtsev from the hip "," 20 military parade on the synchronous "and then on the list of PM / CHN. We took refuge in the building, one of the mercenaries became closer to me through the courtyard, another left at the corner, the third entered the building and firing from the windows when you try to stick a player, whereas the fourth in a minute ... vsadil us in the back yoke. While, with AI that is changed, either one of two things. By the way, the kits, we had little of the two pieces, so they are still far from being restored and the entire stock of health, and, most importantly - does not apply immediately. Treatment is 10 seconds, gradually raising his level - so that now run between этаким enemies immortal Macleod, magically get rid of kilograms of lead sandwiched button "kit" - did not work. And this is a very positive thing

There are some details about the plot and atmosphere. Plot "find crashed helicopter - not the entire script, only the initial task for the first location. Pripyat very strongly associated with plot, and was called to a certain stage, but - will be available for free with the same gameplay as the other locations.
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As shown by the present assembly, only one card - Zaton. Others (Pripyat and Jupiter) is in active development, and show them even sooner. Speaking of locations - the really existing places will be really long. Are they not in accordance with the actual geography (in the reality of their miles and miles of similar fields and forests), but by themselves recreated quite plausible. And this: referring to the radar system "Circle", camp "Emerald", a missile base station Yanov village Kopaci ... List probably incomplete - this is only what we remember.

A pair of very very small detail: Yes, will fripley after completing the main story (all 70 quests for the passage of time, I think, very few people comply, so the deal will be as). And, yes ... Finally in the water can run

And on the few, but the disadvantages. So far as can be seen that the location is not in the final state - and the objects of the flora is sufficiently small, the land has not yet been divided into different types of surface detail in some places quite low. Well, in general, the schedule virtually unchanged compared with pure heaven - and the colors, and detailing the same, with a discount at assembling a working game. However, when instead of graphics so seriously thought gameplay - we sobstvennno, not against it.

In general, the project looks like a decent game in which there is no place Napoleonic ambitions and controversial decisions. GSC make a game with a healthy and sound concept, a coherent and logical, which now looks like at least several times better than ERs. Is it better to PM? Autumn look





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Old 05-17-09, 04:21 AM   #62
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

hard to read through that, but sounds like bloodsuckers finally suck blood :P Although the bit about making the snorks much much harder has me a bit worried, challenge = yes, stupidly hard = no.
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Old 05-17-09, 04:38 AM   #63
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

Here's something you don't read every day...

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(by the way of sausage - hunger back)
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Old 05-19-09, 02:41 PM   #64
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

Oleg Yavorsky interview.

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Speaking about gameplay in general, we expect it to take about seven hours to pass the main storyline and, maybe, twenty-twenty-five hours for free gameplay. In addition, I can tell you that after the game ends, there will be the possibility of remaining there. Not end the game, but continue in free-play mode.

There will be a minimum of underground locations. That is, you will mainly run around over the motherland. There will be a kind of caves, some underground mini-levels, but it will make up, maybe, five percent.

Anomaly locations will change somewhat after blowouts. Also, artifacts will regenerate, since our good NPCs will go around in squads and collect them. That is, the player will compete with stalkers in who collects more artifacts. We changed all the monsters a bit. That is, we tried to make combat against them more interesting than it was previously. All monsters will become more mobile, more diverse in their behaviour, their habits. For instance, chimera, fairly harmless during the day, will become quite challenging to fight at night, when all monsters activate. Therefore, every monster has to be seen, understood, studied to find an effective measure against.

The main difference of quests in Call of Pripyat will be in that they no longer regenerate automatically, as they have been previously. They are crafted by designers in advance. This makes each scene unique, makes it more presentable and interesting for the player. For instance, there could be a quest to... [you will find out what kind of quest there could be in the June issue of "Game World Navigator"]
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Old 05-19-09, 03:02 PM   #65
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

Oh man I can't wait.
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Old 05-19-09, 05:36 PM   #66
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

same crappy hand and gun models?
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Old 05-20-09, 02:27 AM   #67
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

5 percent is pretty low, I liked the underground sections in SHoC, they broke up the free roam gameplay almost perfectly and created more claustrophobic situations. I felt the lack of underground sections in Clear Sky was a weakness.
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Old 05-20-09, 02:57 AM   #68
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

You know, I haven't even played Clear Sky yet, even though I've had it for months...

... but I'm still excited about this new STALKER game.

The first one was just so damned unique and refreshing. It had a lot of flaws (especially toward the end... eek... what a mess) but now that the team has had a nice chunk of money to work with and the experience of two full game releases, one great and one not so great, I can't wait to see what they can put together this time.
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Old 05-20-09, 04:43 AM   #69
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

Excited about COP but honestly not expecting that it will be better then CS, and therefore not coming close to SOC.

Stalker 2 is were i think the biggest changes will happen. For the better i hope.
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Old 05-20-09, 05:29 AM   #70
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

New videos.

http://www.youtube.com/watch?v=ZvpElUBKL8k

http://www.youtube.com/watch?v=LxqVA11rZU0

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Originally Posted by CaptNKILL View Post
You know, I haven't even played Clear Sky yet, even though I've had it for months...

... but I'm still excited about this new STALKER game.

The first one was just so damned unique and refreshing. It had a lot of flaws (especially toward the end... eek... what a mess) but now that the team has had a nice chunk of money to work with and the experience of two full game releases, one great and one not so great, I can't wait to see what they can put together this time.
Can you please correct "Prypiat" to Pripyat? My mistake

Thank you.
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Old 05-20-09, 07:42 AM   #71
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

Quote:
Originally Posted by CaptNKILL View Post
You know, I haven't even played Clear Sky yet, even though I've had it for months...

... but I'm still excited about this new STALKER game.

The first one was just so damned unique and refreshing. It had a lot of flaws (especially toward the end... eek... what a mess) but now that the team has had a nice chunk of money to work with and the experience of two full game releases, one great and one not so great, I can't wait to see what they can put together this time.
Clear Sky wasn't anywhere near as good as the original. So many more frustrating parts. The original was perfect besides the few annoying bugs.
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Old 05-22-09, 03:54 AM   #72
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Default Re: S.T.A.L.K.E.R. - Call of Prypiat

KRI report.

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"...Jupiter is not yet completed, so only an outline of its card is visible here. Pripyat (or rather its part which is marked out by more vivid color) is done in the accuracy of Google satellite imagery , so that kind of card is already known.

There will be five locations in all: Zaton (shown at KRI), Jupiter, Pripyat, and two small "black horses" (because they aren't known at all). About 90% of the game will be unfolded on the earth surface, the underground will be a small part.

Now that I actually can say for the game ...

First, of course, it's beautiful. But it is not surprising, STALKER graphics has never been deprived.

Further, unlike the Shadow of Chernobyl (where you are "belonged" to Sidorovich at the beginning) and Clear Sky (where you are forced to listen to the same named group) you are truly free here. As the background, you have bosses, but they are far from here and nothing depends on them. They gave you the task to understand the causes of crashing of military helicopters, and then you already know how to twist yourself.

The next point, the distances are beginning to kill... For the first time I really regretted that vehicles were cut out of the game. LuAZ 969M became just a dream ...

Suddenly were discovered such opportunity as the sleep (at secure stalker bases) and ordering a unique weapon. Order arms was not checked, but sleep is linked with a small nuisance: you wake up hungry ... If you go to sleep without food in the inventory it may be bad.

Armor now is not one dress, but a separate suit and headgear. I.e. gas masks, armory helmets etc. - They are separate things.

Arm slots became equivalent, i.e. Now, you can hang not only the gun, but anything else on key 2.

At the beginning, boxes with the signatures of F1, F2, F3 and F4 at the bottom of the screen surprised me. I honestly thought that the 3rd person's camera review was officially entered now and they remind what buttons to call it. But buttons just did not work ... It turned out that there is no officially any 3rd person, but it's possible to hang 4 items (different medkits, bandages, antirads, preserves, sausages, etc.) on F1-F4 keys. I sake of realism, even do not use default shortcuts of bandage and medkit, but cary them only in the "backpack", but some people complained about the shortage of quick keys on different items. Now their wish granted.

By the way, now there is no way to run any, even the most hot place with the heap medkits. Health can no longer be restored immediately, it will be restored gradually. And I personally rejoice that."
Quote:
"Quests gladdened . In addition to the statement that all seven dozen quests, which will be in the game, were written individually, they are not so simple. To get to one of the helicopters, just walking on the arrow has not been possible. I found a way to exit to the map, but the climb to the helicopter ... I even had a couple of quests to do.

For the first time I saw actually operated stalkers in the game . They really go and collect artifacts there. With a detector in their hands they slowly comb anomaly fields. Well, honestly, they croak sometimes there... So, I croaked there too...

Surprised that the plot characters are subject to change: a couple of stalkers-conductors, one of which had the (BCC?), were coming up to me continually in the beginning of the game, and then suddenly stalkers, one with silent MP5, and another with SPAS-12, were appearing in the same spot. I hope it wasn't replaced by hands...

Monsters were relatively few on the location, at least during the day. Personally I liked it. But the balance is still in work, at least I was requested what should have been changed in the process of further refining."
Quote:
From the optimistic promises, it's worthy to note that after the end of the game we're gonna be able to continue playing in free mode and will be further informed as to what turn the lives of the main characters will take, as the result of our actions.

What really amazed me:

When I was following a group of stalkers going uphill, suddenly I saw a nade rolling down towards me. Sticken by shock and panick I thought I was toast, but to my surprise the nade didn't explode. Then it struck me again that the NPC's must have dropped the nade by mistake. I don't know if this is a script error or a glitch. I think this really showed how well some details of AI were improved and I am more than delighted to see that.

Of the less pleasant:

Descriptions of inventory items are made on "people accept" principle. The grid of binocs and scopes remains as in previous games. From what I've noticed about the devs (not the PR team) I always got responses like "we know much better how it should be done." Why is it better to write that pistol bullets go through 3mm of vest plates (even though in reality even 2.5 ones hold the TT(?) bullets) than to write that the suit has 2mm cheap steal plates, is personlly unclear to me.
Also I personally found the snorks to be more cowardly...I just can't remember them turning around after being hit and let themselves get shot in the back.
And if you anticipated CoP to be the "same" as the previous games, you're 99.9% wrong because it ISN'T! Thus it's worthy to note that "this same" is different for everyone and the game is made one for all. Realism from Operation Flashpoint isn't and won't ever be in there.

Of the totally unpleasant:

Stalker did not receive any of the KRI awards. And that's really not because there were better games than it. For some strange reason, the KRIers decided that somehow Stalker is totally not an action game. (Well really, can there truly be an all in one RPG/FPS/action game? *writes in sarcasm*) and therefore decided that it couldn't be nominated there. And regarding the graphics, all is very clear about Stalker's potential besides other people also deserved nomination, therefore they decided to save abit of cash on not nominating Stalker.(Boo!)

And now of the sad: KRI has ended, the stand which held conferences has been fully left in ruins and the many people who had kept it alive for 3 days have all departed.
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