Malleus on 24/4/2009 at 19:48
Quote Posted by JohnnyTheWolf
Actually, it would be nice if CoP ends up being the first STALKER game to not require any major mod in order to be fully enjoyable.
It would be even nicer if it didn't require months of patching to be fully enjoyable. Or maybe I'll do what I did with CS - buy on release date, wait five months, play, have fun. :)
JohnnyTheWolf on 24/4/2009 at 20:45
That's what I did too.
Anyway, more info on how the unique quests are going ot work, thanks to BAC9-FLCL from GSC forums :
Quote:
Almost every quest is separate unique story. For example, one stalker asked for help with his case: he tried to leave the place on his car (old Zaporozhets), but rushed into anomaly on the road nearby. Car fell into a crack (probably a place depicted on the screen).
He gives us a simple task - to take valuable items from the car's trunk. Sounds quite easy. We go there, jump down, take items stalker requested and... suddenly realize that there's no way to get out above
After exploring the crack, we find the burrow in one of the walls, probably did by some mutants. We look there and see their lair. There's a light from the exit, but the way to it lies through the cave full of dangerous creatures. So, what to do? Try to ran through the cave, take out your weapon or... wait for night for mutants to leave for hunting?
Sounds like a typical Clear Sky quest done right.
242 on 1/5/2009 at 08:02
S.T.A.L.K.E.R.: Call of Pripyat officially announced:
GSC Game World is glad to announce a new project in the S.T.A.L.K.E.R. series – S.T.A.L.K.E.R.: Call of Pripyat (working title) for PC.
S.T.A.L.K.E.R.: Call of Pripyat will become a third stand-alone game in the highly-acclaimed Survival FPS S.T.A.L.K.E.R. series. The project is slanted for release in autumn 2009.
The events of S.T.A.L.K.E.R.: Call of Pripyat unfold shortly after the end of S.T.A.L.K.E.R.: Shadow of Chernobyl. Having discovered about the open path to the Zone center, the government decides to hold a large-scale military "Fairway" operation aimed to take the CNPP under control.
According to the operation's plan, the first military group is to conduct an air scouting of the territory to map out the detailed layouts of anomalous fields location. Thereafter, making use of the maps, the main military forces are to be dispatched.
Despite thorough preparations, the operation fails. Most of the avant-garde helicopters crash. In order to collect information on reasons behind the operation failure, Ukraine's Security Service send their agent into the Zone center. From now on everything depends on the player.
(
http://www.stalker-game.com/ru/view_frame.php?d=n&img=xr_cop_screen_001.jpg)
Inline Image:
http://cs.stalker-game.com/img/news/xr_cop_screen_001_pre.jpgKey game features:
* Photorealistic exclusion Zone – Pripyat town, Yanov railway station, Jupiter factory, Kopachi village and more, recreated by their true-to-life prototypes.
* New story, a number of unique characters.
* Extended system of side quests.
* New monsters: Chimera and Burer. New behaviour and abilities for all monsters.
* New A-Life system, created using the players' best-liked elements of the first two games in series.
* Emissions considerably influence the world of the Zone.
* Sleep function added into the game.
* New player’s interface.
* Possibility to continue the game after completion in a freeplay mode.
* The game is developed on X-Ray engine v.1.6
(
http://stalker-game.com/en/?page=news&item=123)
Bakerman on 1/5/2009 at 08:23
Quote:
Most of the avant-garde helicopters crash.
But the conservative ones were okay? ;)
(
http://en.wikipedia.org/wiki/Avant_garde)
That said, I do respect your translation work... English isn't an easy language by any means :P. (Especially when we start using other languages' words...)
Looking forward to the freeplay mode, as long as the world is a little more dynamic than that of SoC (but it sounds like CS went a little too far in that regard...?).
242 on 1/5/2009 at 08:30
Quote Posted by Bakerman
But the conservative ones were okay? ;)
:laff:
PS: Bakerman, I just copy-pasted from (
http://stalker-game.com) ;)
Muzman on 1/5/2009 at 09:21
"Front Line" or "Cutting Edge" or something like that is I guess what they mean, which is technically the same thing really. It's just not how we use it.
What are Burer's again?
Angel Dust on 1/5/2009 at 14:31
Man, I after reading those lists of features I am quite excited about this one now and it all sounds very doable. Indeed most of it already has been done to some extent by the mods.
The feature that has me most excited is the fact it appears that the quests are going to all be hand made. I hated the generated ones and while I'm sure they'll return it looks like their is going to be some actually interesting side quests.
Koki on 1/5/2009 at 16:27
That's actually what worries me the most. One of great things about STALKER was that you were free to do anything you want whenever you want. At any time you could stop following the main quest and wander pretty much aimlessly around the Zone grabbing stashes, artifacts, and - quests. Because they were randomly generated they were extremely formulaic, but infinite.
So the bottom line is, if they're making the hand-made quests on top of randomly generated ones, that's great. If they're making them INSTEAD of the randomly generated ones, that'll suck majorly.
Bakerman on 1/5/2009 at 19:10
I have to agree with Koki - randomly generated quests are great for replayability and just making the world feel like it's a bit broader than the narrow experience of playing through the campaign. However, they tend to be a little soulless. So they could be supplemented by a smattering of hand-made quests, but not totally replaced.