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nye S.T.A.L.K.E.R. ingame screens + artikkel


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ny s.t.a.l.k.e.r. diary hos gamespot. fiendene dine + våpen er temaet.

 

http://www.gamespot.com/pc/action/stalker/...ew_6092507.html

 

 

ingame skjermbilder også!

 

http://www.gamespot.com/pc/action/stalker/...s.html?page=353

 

flere her:

 

http://www.gamespot.com/pc/action/stalker/screenindex.html

 

"Each weapon will have its own properties and details, including firing patterns, piercing ability against different surfaces, shock waves, fragmentation, and directional explosions. These are just a few of the complexities that need to be taken into account. Weapons can even misfire, which raises the importance of technical service throughout the game".

Endret av cock hammer
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Videoannonse
Annonse
Det slår da ikke Far Cry grafisk sett da...men dette ser bra ut !!!

Er ikke så sikker på det...... :hmm:

Sikker på om det ikke slår Far Cry grafisk eller om det ser bra ut? :p

 

Jeg vil påberope meg å ha vært den som har venta lengst på S.T.A.L.K.E.R. på dette forumet... :cool: (bare søk på mine gamle poster, så kan dere se når jeg begynte å rave om dette spillet)

 

Men, back to topic; Far Cry kan bare gå og legge seg når det gjelder grafikken. IMO er X-Ray mye bedre enn Crytek. Liker vel også look'en bedre hos S.T.A.L.K.E.R. enn Far Cry... altfor glamorøst, glossy, shiny osv... postkort feeling på Far Cry... men igjen; IMHO!

 

Bortsett fra OFP 2 er dette spillet over alle spill jeg venter på!

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Jeg bøyer meg i støvet angående grafikken i STALKER, jeg skal ikke påstå at Farcry rent faktisk ser bedre ut, men ut fra det jeg har sett av STALKER kan jeg ikke se at det er noe særlig penere enn Farcry. Nå er jeg så heldig at jeg har en maskin som kjører Farcry med alle innstillinger på MAX og jeg kan med hånden på hjertet si at det er det flotteste spillet jeg har sett noen sinne. Om STALKER blir bedre vil jeg ta i mot dette med kyss og klem, men jeg avventer en endelig dom om hvilket spill som er penest til STALKER er ute. Men jeg håper at STALKER blir bedre enn Farcry, for selv om Farcry er gjennomført, er det ikke akkurat det kuleste spillet ever.

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Hmmm...  :hmm:

 

På Gamesot-linken står det release 09/14\04, men på Gamer.no står det 28. mai... Har Gamer.no rett?

Vanligvis legger Gamer.no ut de helt korrekte utgivelsesdator, men selv gode Gamer har ingen garanti for at utviklere/utgivere holder ord.

Dere må huske på at GameSpot er et amerikansk nettsted som opererer med amerikanske lanseringsdatoer. Og de er som kjent ofte ikke alltid identiske med Europa-lanseringen. Jeg tok en titt på releaselisten til distributøren for S.T.A.L.K.E.R. i Norge, og der stod det faktisk 17. september 2004 nå. Så produktinfo er oppdatert med den datoen for Norge.

 

Takk for at dere gjorde oss oppmerksomme på dette! :-)

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Jeg vil påberope meg å ha vært den som har venta lengst på S.T.A.L.K.E.R. på dette forumet...  :cool: (bare søk på mine gamle poster, så kan dere se når jeg begynte å rave om dette spillet)

eg har no venta ei god stund på dette spelet eg og, sjølv om eg ikkje har snakka så mykje om det.

 

det er heilt klart det spelet eg gleder meg mest til. (far cry var på ein 2. plass). det ser nok ut til at stalker vil bli tidenes beste spel :yes:

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Hva blir så spesielt med S.T.A.L.K.E.R egentlig?

 

Ser jo ut som et helt vanelig fps som alle andre jo..

grafikk: grafikken er fantastisk. etter min meining den beste av dei spela som kjem den nærmaste tida (les året)

 

friheit: du har eit enormt landskap, der du kan gjere akkurat det du vil, ingen begrensingar.

 

realisme: dette spelet fokuserar på realisme på ein måte som ingen andre spel. (du må sove, ete osv)

 

kjøretøy: spelet har mange forskjelige kjøretøy som du kan bruke.

 

ai: ai'en virker fantastisk. eit døme, vist du kjem gåande med ein kniv vil ai'en sjå dette og angripe deg med f.eks ein pistol, men vist du kjem med ei über kul rifle vil ai'en springe for livet.

 

dette var bare nokre få punkt.

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Stalker har en stoor verden å traske rundt i. Ganske tro kopi av området rundt Tjernobyl. Virker som det prøves å legge inn endel realisme i spillet, med tanke på våpen og vedlikehold. Det er andre NPC'er man må forheolde seg til(nei, ikke bare skyte dem).

 

Tror dette kommer til å bli sinnsykt bra!!

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gameplay

 

The player travels over immense world of the Zone, its all locations joined into one global map. He can choose any route and will not be limited in his traversing the Zone. The player will be offered free exploration full of generated and scenario-imposed tasks, participation in the eerie events of a murky world.

 

The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border.

 

With the money procured, the player will purchase equipment, weapons and protective suits allowing him to reach previously inaccessible areas.

 

This is a role-playing game without growing experience of your character, without changing characteristics and levels. We want the player to develop his real mastery, moreover Stalker is an action/RPG game and much depends on his ability to fight. Changing characteristics, levels and player's experience, to our mind, would destroy the realism we try to create. As far as the rest is concerned, this is almost a normal PRG game where players travel the Zone, collect artifacts, weapons, reveal anomalous zones, communicate and trade with NPCs etc.

 

Artificial Intelligence

 

We see AI in our game as a system of realistic character behaviour. Game characters live in a world the player can only drop into, they have their own joys and sorrows. We thoroughly work out artificial intelligence for the player never to feel artificiality of the happening. This principle basically refers to our approach in general, and not only to efforts on AI. We work out all the possible actions of the player and prepare natural reaction of characters to them. As character would react in life, so as he should react in the game. If the player attacks and kills one of the guards, the rest will go to seek hiding, radio their headquarters, and won't stand still, or what's worse, run out towards the player.

 

Communication with NPCs

 

The Player's communication with the game characters will serve an essential part of the gameplay. By means of communication the player will find out important information, acquire tasks, trade or make deals to accomplish a task co-operatively. Apart from humans, the player will also be able to communicate with sapient mutant creatures. Talks with NPCs will in no way interrupt the game. If the player says something and distances from the character, the latter may re-ask or complain he cannot hear the player well. Thus, for instance, you will be able to communicate with a teammate sitting in an ambush and watching the enemy movements or attack your interlocutor. Additionally, the talk can be broken off at any moment, and interlocutor's verbiage can be interrupted with a next question.

 

The game will be strongly influenced by communication and NPCs' attitude towards the player. For example, under a bad attitude, trader will refuse to trade or will charge an exorbitant price, and stalkers will open fire as soon as they recognise the player.

 

Trade

 

Trade will be realistic, as you are given a chance to purchase, exchange or sell everything: ammunition, equipment or artifacts. You can trade with the army, traders, stalkers and scientists. To give you an idea how this will look in the game: the player comes across with a veteran stalker in the Zone, they greet each other, agree to remove weapons, then come closer to each other and start trading. They exchange phrases through communication system. Soviet roubles will be the game currency.

 

http://oblivionlost.deloo.de/en/index.php?site=gameplay.php

 

Anton Bolshakov, GSC Game World: "The visions of technology of graphics chip designers and game developers must coincide. For example, the architecture of NV30-38 graphics cards was designed with consideration of the technologies of DOOM 3. The NV40-48 generation is designed with consideration of the technologies of the DX9 render of our S.T.A.L.K.E.R."

Endret av cock hammer
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Jeg vil påberope meg å ha vært den som har venta lengst på S.T.A.L.K.E.R. på dette forumet...  :cool: (bare søk på mine gamle poster, så kan dere se når jeg begynte å rave om dette spillet)

eg har no venta ei god stund på dette spelet eg og, sjølv om eg ikkje har snakka så mykje om det.

 

det er heilt klart det spelet eg gleder meg mest til. (far cry var på ein 2. plass). det ser nok ut til at stalker vil bli tidenes beste spel :yes:

Jeg sier ikke at andre ikke har ventet på dette spillet.

 

Første posten jeg lagde, er fra 19/5, 2002:

 

Her er den, for de som gidder å lese den.

 

Husker jeg hørte om S.T.A.L.K.E.R. første gang i september/oktober 2001, så da noen av de første screenshot'ene hos 3D Gamers men ble ikke noe overbevist den gang... syntes det så for sci-fi jalla ut... :roll:

Men når det begynte å komme nye screens og historien som skulle være i spillet kom i begynnelsen av 2002 begynte jeg å bli veldig interessert i dette spillet.

 

Thomas; gå inn på den offisielle siden og les, så finner du ut at dette ikke er noe vanlig FPS!

 

 

The world of the Zone is a huge derelict territory of half-ruined buildings unruffled for 20 years, woodlands and anomalous greenery. The Zone world features neglected underground and ground laboratories, dead military bases and proving grounds for new technologies. Radioactive land is covered with ulcers of scorched earth, poisonous fogs, deadly gravitational anomalies. This is the world of a disastrous industrial and ecological catastrophe. And in the hub of this man-caused hell the wreckage of Chernobyl atomic facility rests.

 

We create the Zone based on reconstruction of Chernobyl atomic power plant and the 30-kilometer zone around it. Players, while progressing through the game, will see the Dead Forest, cities of Pripyat' and Chernobyl, sneak inside the Chernobyl atomic facility sarcophagus, go through the memorable areas, really existing in the epicentre of the tragedy to have occurred some 16 years ago.

 

We do our best to reproduce the atmosphere of industrial and ecological catastrophe of Chernobyl in detail, so, undeniably, all the zone sights will be easily recognizable. Photos and video materials acquired during our trip to Chernobyl provide ample of information to meet this very purpose, ensuring the textures and architecture are of utmost realism.

 

The player travels over immense world of the Zone, its all locations joined into one global map. He can choose any route and will not be limited in his traversing the Zone. The player will be offered free exploration full of generated and scenario-imposed tasks, participation in the eerie events of a murky world.

 

The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border.

 

With the money procured, the player will purchase equipment, weapons and protective suits allowing him to reach previously inaccessible areas.

 

This is a role-playing game without growing experience of your character, without changing characteristics and levels. We want the player to develop his real mastery, moreover Stalker is an FPS/RPG game and much depends on his ability to fight. Changing characteristics, levels and player's experience, to our mind, would destroy the realism we try to create. As far as the rest is concerned, this is almost a normal PRG game where players travel the Zone, collect artifacts, weapons, reveal anomalous zones, communicate and trade with NPCs etc.

 

We see AI in our game as a system of realistic character behaviour. Game characters live in a world the player can only drop into, they have their own joys and sorrows. We thoroughly work out artificial intelligence for the player never to feel artificiality of the happening. This principle basically refers to our approach in general, and not only to efforts on AI. We work out all the possible actions of the player and prepare natural reaction of characters to them. As character would react in life, so as he should react in the game. If the player attacks and kills one of the guards, the rest will go to seek hiding, radio their headquarters, and won't stand still, or what's worse, run out towards the player.

 

The Player's communication with the game characters will serve an essential part of the gameplay. By means of communication the player will find out important information, acquire tasks, trade or make deals to accomplish a task co-operatively. Apart from humans, the player will also be able to communicate with sapient mutant creatures.

 

The game will be strongly influenced by communication and NPCs' attitude towards the player. For example, under a bad attitude, trader will refuse to trade or will charge an exorbitant price, and stalkers will open fire as soon as they recognise the player.

 

Trade will be realistic, as you are given a chance to purchase, exchange or sell everything: ammunition, equipment or artifacts. You can trade with the army, dealers, stalkers and scientists. To give you an idea how this will look in the game: the player comes across with a veteran stalker in the Zone, they greet each other, agree to remove weapons, then come closer to each other and start trading. They exchange phrases through a communication system. Soviet roubles will go in the game as the currency.

 

 

For de som ikke gidder å finne den offisielle siden... :cool:

 

 

EDIT: ser at cock hammer hadde samme ide og klarte å gjennomføre den såvidt før meg...vel vel, bare les det folkens. Sier bare at jeg gleder meg :love:

Endret av RogueFreak
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