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Game Overview

In 1986, night of the 26 April at 0123hrs, the number four reactor at the Chernobyl nuclear power plant exploded. This is the worst known accident of its kind in the nuclear age. Being that the developers GSC Game World are 100 km's away from the Chernobyl area, in the city of Kiev, this became the basis for Stalker. You play the part of a Stalker in the year 2012, a scavenger who is searching out for irradiated objects after something strange happens at the site in 2006. These events have created a massive area now known as The Zone.

While most FPS games are pushing the massive online multiplayer concept, where single player missions seem to be a warm up only, STALKER appears to very much be going in the other direction. Quite refreshing, especially when you now see games like Half Life 2 forcing you to be online during even single player games. It is no surprise that GSC Game World have gone down this road deeming the RPG elements. Back to real adventuring, I say. And on top of that, we have the unique AI concepts which are non-scripted making the solo game surely much more realistic, and challenging. You may no longer have to duel with fellow humans in order to feel the sweat on your brow.

From the writer's point of view, this is all good. Massive multiplayer is not the be end and end all and it only demonstrates a lack of creativity and resourcefulness on the part of game developers. You can soon get bored of it, and many of us can't find that many people much less broad band connections, to make the experience a consistently pleasurable one.

Something fresh and part of the whole roleplaying experience is the need of your character to eat and sleep. If you don't sleep enough you'll get dizzy and even flake out. Drinking too much vodka will get you expectantly drunk and most certainly effect your aim when shooting.

On watching the footage, even before you learn that the world is a digital duplication of a real 30km/sq area in Chernobyl, there is a sense this is unlike any other game before it. A non-linear feel introduces built up areas, ruins, huge open areas and oppotunities for all forms of tactical play. Missions will not be dictated by the a map's given geographical layout, only by the choices of the player as they guide their Stalker through the world. You will certainly have objectives, but it will be up to you how you get there. To give you an idea of the overall scale of the playing area, if you got into a car and drove at 100 km/h it would take you a full 20 minutes of game time to get from one side of the map to the other. Now, it is unlikely you could travel that fast constantly, and I doubt you could travel in anything resembling a straight line considering terrain, built up areas and various hazards and creatures you're going to encounter.

Asides from various mutant creatures you'll find in the Zone, there are about 120 other Stalkers in the game, along with a military presence. Due to the non-scripted AI nature of Stalker, you will see a multitude of different reactions based on their needs, the weather and perceived threats. Survival is the name of the game and reactions even consider the lay of the land. Soldiers in the Zone use the Combat AI to properly move as soldiers do in the real world, using cover, fire and movement and adapting to best outwit their opponents. There is certainly no cause for predictability of action as you will find in most games up until now.

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X-Ray Engine

Unlike many other FPS games, Stalker does not use a outside engine to produce its world. Instead GSC Game World have their own system called X-Ray based on their own what they require to foreful their vision of the game universe. Based on released media, it is doing a very good job indeed, even bringing along some unique, firsts in the gaming industry for the ride.

In the Engine video for Stalker you even see the player character shooting into the sky at a flock of crows, and one of them drops to the ground. This is the sort of universal world interaction we want. The playing area is huge, mapped out from the real site in which it is depicted and this makes for massive play area. The physics engine allows for reaction of elements as they would in real life including gravity with regards falling objects, and penetration regards ballistics and potential cover.

I am hoping that this entails details of trajectory for weapon fire in regards range, but that might be asking too much. It would be nice, for example to see something akin to Operation Flashpoint and the use of weapons such as the SVD sniper rifle. Also, it makes sense considering the PSO1 scope and its reticule rangefinder. A bit more realism and challenge for the player. A new skill to acquire and another way of pursuing the thinking player's game rather than simple, fire and whatever the sight is on will be hit. Such a system could be turned off for an "arcade" mode.

After seeing the DX9.1 demo I am wondering if ballistics will be effected by objects between the shooter and the target. In the video we see the Stalker shooting through glass to hit a soldier. Bullets are effected quite a lot by glass and other materials, both regards accuracy and their potential for doing damage on target. Later we see our intelligent Stalker taking out a soldier through a wall rather than exposing himself unnecessarily. He knows his target is there, and lets loose from cover. My question is, had of this been at greater distance, would the ballistic performance be effected? Concrete is good, plaster board is not.

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A-Life

A Life - an artifical intelligence system which controls the creatures you find in the game. It is unscripted so instead of predetermined behaviours based on predicable movements and what the player does, you find activities of the world's inhabitants are much more flexible and realistic during game play. Mutants, for example, will follow basic needs as any animal does in the real world; hunt, sleep, eat, seek shelter, defend itself. You will see creatures fighting amongst themselves, reacting to changes in weather, hunting and even changing their behaviours due to light conditions during the day / night cycle.

You will find that, unlike many games up until now, other inhabitants won't necessarily attack you even if they know you are present. They may be too tired, have sized you up and decided you're too dangerous, or are wounded and wish to retreat. This is far more realistic than the aggressive kill kill kill attitude of scripted AI. Survival is the name of the game, so you'll find, often, if you don't bother someone or something, they won't always bother you.

Opposing Stalkers and military units will work in similar ways, determining strengths and weaknesses and potentials for success. If you are well armed and particularly are in a group, they will try and avoid you, if not, its on. And when it comes to combat it will be deadly. There will be great efforts made to out-flank you, and terrain and other environmental conditions will be used to gain the upper hand. Teamwork seriously means something in Stalker. If you play aggressively, you will play the price.

Based on how you decide to play the game, it may well be possible for you to venture into the Zone without killing another human being. Without an aggressive nature being played out, the AI will react quite differently than would be typical. This would be a unique prospect for a FPS.

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Creatures

Bloodsucker

These things are ugly humanoids who have tentacle openings at their mouth which they use, as the name suggests, to suck the blood of their victims. They have the ability to turn invisible, are tough and very elusive. Being nocturnal they are active mostly at night making them doubly dangerous.

Chernobyl Dog

These mutant dogs use a psychic attack which disrupts your aim, blurring your vision. Expectantly they are fast and attack in packs. Using their mutant abilities allows them to get close to you where they then proceed to rip you to shreds.

Pseudo Giant

Strong and aggressive without any unconventional powers to speak of, the Pseudo Giant is very determined. Even a barrage of grenades will not keep them at bay. They are short ranged so your best defence is to keep away. Thankfully they are a decent sized target unlike many of the threats you find in the Zone.

Mutant Hog

These beasts are mutant pigs. Like their unmutated cousins, they are very strong, very aggressive and, unpredictably quick off the mark. They will attempt to rip you apart with their razor sharp tusks. Once they sink their teeth in its all over. You need a good automatic weapon if they get close, but it is preferable to nail them at a distance with, for example, an SVD which loads a full power round.

Purer

Physically weak but he uses telekinesis to throw objects at you. If he has nothing to throw then he will throw blasts of heat at you. Easy to kill.

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Vehicles

Niva Car

Your stock standard run-about. Inside vehicles you can only use a pistol while driving unless you're in the BTR60 APC which mounts a heavy machine gun. This little car will get you around the Zone quite happily but it doesn't have any armour but for the bodywork, and like all vehicles, is prone to breaking down.

Kamaz

This truck can be driven. There is also old GAZ military trucks we see in the likes of the DX9.1 video which may also be usable. These machines are handy for moving equipment, trade items and friendlies throughout the Zone. You may be able to mount a PK machine gun on the deck and they also make a good mobile platform for engaging mutants when a rapid withdrawal is needed.

BTR70

This wheeled 8x8 Armoured Personnel Carrier is armed with a turret mounted KPV heavy machine gun, so you've got a bit more firepower at hand, and some armour to boot. Unfortunately your vision will be impaired while traveling which can be more than a little disconcerting. You don't want to dismount the vehicle only to find it crawling with Bloodsuckers. A willing clan member sitting atop the machine might be handy. There should also be firing ports along the inside of the vehicle enabling other Stalkers to fire their weapons at external threats.

Tractor

An old blue farm tractor was seen in the DX9.1 Fire Fight video.

Bulldozer

Here is hoping you can also drive the bulldozer spotted parked up nearby the tractor. The blade would be useful for cover and big heavy vehicles with tracks make for good squashing of mutants.

Tank

A T72 ( but could be a older T64? Modeling makes it difficult to tell ) tank is parked up next to where we see the Tractor and it is a possibility that this will be interactive, too. Damage, lack of fuel and most certainly limited 125mm main gun ammunition will help to balance out the firepower potential here, if that is so.

Helicopter

There is a Hind helicopter flying around the Zone. Not unexpected deeming the military interest in the place. Packing rocket pods, missiles and nose-mounted machine gun, this beast can also carry a section of troops for deployment. It may not be able to be piloted by Stalkers in the game but has an enormous amount of firepower. If you try to take it on, remember it is armoured and your best answer is to avoid it at all costs. If you have no choice but to engage, a missile launcher is the best defence, or, at the very least a KPV heavy machine gun. It will most likely be a "D" variant, but if its an "F" look out for the dual starboard 23mm cannon.

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Trading

The ultimate RPG element could be construed to be trading. Here, while you collect up alien artifacts you can deal with traders and other Stalkers in the game. The Dealer is your man to trade with inside the Zone. According to stlkwlk3 he acts as a mentor at the beginning of the game, then gives you missions and quests. If you work these these and complete them he gives you cash. In straight out trade you deal in weapons and equipment, ammunition, provisions, upgrades and the gaining of information, allowing you to learn more about the Zone and therefore penetrate deeper into it, allowing for greater benefits along the way. The Dealer is the one who gradually uncovers the plot as you progress through the game. Keep people on your good side, then you can greatly benefit through trade. Being a hard nut in Stalker will just get you killed. Being wise and easy on the trigger will provide you with enormous advantages as you move through the harsh world of the Zone.

Being that Stalker is based in Chernobyl, former USSR, trade currency is Rubles. It remains to be seen if other world currencies such as the Euro or US Dollar will be tendered in the Zone. Not so likely as barter is more the rule of the day.

As it relates to trading, the RPG elements will find a certain amount of restraint with regards the amount of equipment a character can carry. This further holds to the sense of intelligent play as it will become impossible to carry a virtual armoury as you can in most FPS games. Another welcome balancing factor. You can not carry two dozen hand grenades on top of three assault weapons, half a dozen pistols and a claymore. Those who would become reliant on having massive amounts of weapons and ammunition on hand will be in for a nasty surprise. Give me a SVD, a Groza (or SPAS12 depending on the environment, a USP (.45 thank you), and a few grenades and I'll be a happy Stalker.

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Clans

This brings a different perspective of the online gaming Clan concept directly into the gameplay of single player. It reflects real society and our human condition as social animals gathering for mutual support. So, while it will naturally occur in MP, it goes down well in single player mode as well. But if you insist on scrapping it out, things could go very bad. You gain strength in numbers but you also become more obvious as a threat to outsiders and can make yourself more vulnerable as a result. This dynamic is worth waiting for and I can see it being copied in game software houses already.

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Anomalies

Due to the weird goings on of the Zone, there are environmental effects which arise, known collectively as Anomalies. You may see an area of terrain shimmer or such like. They are described as invisible pockets of energy and have different effects, from being able to tear you apart to throwing you into the air. You have "bolts" which can be thrown into effected areas. These react to the anomalies if they are present and let you known of the dangers. The best indicators of trouble are when you see other stalkers, soldiers or creatures being torn apart of thrown about. Watch where you go in the Zone.

Now, as we are reminded in stlkwlk4, Stalker is an unscripted game so your competitors, the mutants, can all be effected by these strange goings on in the Zone. Traditionally it would be a case of these other inhabitants being aware of the dangers and, unrealistically, avoiding them. Other Stalkers will have just as much change of detecting and avoiding, or succumbing to Anomalies.

Gravitational Anomaly

"Komarinaya Plesshh" are quite common and will quite literally tear you to bits if you enter one. Structures will be bent out of shape, while the ground can be torn up and objects can be hurled into the air, from small stones to larger items. If you enter into a gravitational anomaly the first sign is you'll be thrown up into the air, then the forces that exist there will proceed to rip you apart.

Meat-Mincer

"Myasorubka" works like an atmospheric battery generating a charge, building up and then releasing all that energy onto any living creature that walks into its path. A discharger will render such areas neutralized if thrown into a Meat-Mincer.

Rusty Hair

"Rjaviye Volosui" is mentioned in the story Crystalline Siblings. This affects metal surfaces by creating a rusty hair upon the surface warning any wary wanderer in the Zone. Skin will smoke and blacken horribly.

Fog

"Tuman" is a corrosive atmosphere which effects the body burning the skin. You need a chemical protection suit for protection, and without a mask your eyes will suffer. An oxygen supply will ensure don't breath in the gases and thereby burn out your insides, starting with your lungs.

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