GSC Game World updates on S.T.A.L.K.E.R.: Shadow of Chernobyl

S.T.A.L.K.E.R.: Shadow of Chernobyl for the PC from THQ and GSC Game World - Image 1  

As S.T.A.L.K.E.R.: Shadow of Chernobyl now enters its final home stretch for a March 23 release, GSC Game World ships one more exclusive trailer plus a slew of answers for GameSpot’s “How’s everything so far?” call. And for those who haven’t been able to catch whiff of this FPS hybrid game, GSC Game World’s PR Manager Oleg Yavorsky was kind enough to fill you in.

The game is not your typical Halo, Doom, or Resistance. In fact, they would rather like to place the game as a first-person survival (FPS) game, a cross between a life simulation, tactical first-person shooter, open-ended adventure, and a hybrid role-playing game. If you remember CyberMage, you’re sure to have an idea how this could play out.

While not anything near cyberpunk, the story does involve a picturesque view of Resident Evil with a nuclear mutation overtone. Chernobyl, site of the world’s worst non-military nuclear disaster, is now a no-man’s land sealed off by the Russian military. In order to investigate the strange things happening in the deserted ruins of the old town, the authorities send in heavily armed artifact scavengers called Stalkers.

Bring in a couple of psi-adept poltergeists and mutated monsters in a more grievous UFO: Aftermath manner, and you’ve got the perfect setting for building up nasty AI. And that’s exactly what GSC Game World did. Aside from the usual combat AI, there’s also mention of the A-life system. Through this system, in-game characters act accordingly to what their duties and means of survival are. While not in combat, monsters will hunt, Stalkers will scavenge, and pretty much everyone else will go about their daily business.

Once their paths cross, that’s when sparks fly. And we mean from bullet twangs. Combat is in its standard fare team coordination, flanking tactics and “run away like chickens” (a la Halo) when overwhelmed, but added to the mix are the conditions that the enemies are in. Type of weapon available, ammo count, and current health measured up against the player will always be taken into account when deciding to make a stand, rush the player, or just high-tail it outta there.

When GSC spoke about RPG elements, it’s not basically about RPG skills and levelling. Because the game simulates actual weapon ballistics, players will adapt to the weapon they will use the most. Plus, players can attempt to cover the role they wish to do the most, including open-ended exploration of the no-man’s land, be a goody-goody and help everyone out, or be a total meanie and blast everyone who isn’t you to Hell. What role you choose will lead you to one of seven different endings in the game. Talk about replay value, huh?

Click on the “Read” link below to get more details of the game, including some player equipment, a few artifacts that can find, plus a few game changes here and there.

S.T.A.L.K.E.R.: Shadow of Chernobyl for the PC from THQ and GSC Game World - Image 1  

As S.T.A.L.K.E.R.: Shadow of Chernobyl now enters its final home stretch for a March 23 release, GSC Game World ships one more exclusive trailer plus a slew of answers for GameSpot’s “How’s everything so far?” call. And for those who haven’t been able to catch whiff of this FPS hybrid game, GSC Game World’s PR Manager Oleg Yavorsky was kind enough to fill you in.

The game is not your typical Halo, Doom, or Resistance. In fact, they would rather like to place the game as a first-person survival (FPS) game, a cross between a life simulation, tactical first-person shooter, open-ended adventure, and a hybrid role-playing game. If you remember CyberMage, you’re sure to have an idea how this could play out.

While not anything near cyberpunk, the story does involve a picturesque view of Resident Evil with a nuclear mutation overtone. Chernobyl, site of the world’s worst non-military nuclear disaster, is now a no-man’s land sealed off by the Russian military. In order to investigate the strange things happening in the deserted ruins of the old town, the authorities send in heavily armed artifact scavengers called Stalkers.

Bring in a couple of psi-adept poltergeists and mutated monsters in a more grievous UFO: Aftermath manner, and you’ve got the perfect setting for building up nasty AI. And that’s exactly what GSC Game World did. Aside from the usual combat AI, there’s also mention of the A-life system. Through this system, in-game characters act accordingly to what their duties and means of survival are. While not in combat, monsters will hunt, Stalkers will scavenge, and pretty much everyone else will go about their daily business.

Once their paths cross, that’s when sparks fly. And we mean from bullet twangs. Combat is in its standard fare team coordination, flanking tactics and “run away like chickens” (a la Halo) when overwhelmed, but added to the mix are the conditions that the enemies are in. Type of weapon available, ammo count, and current health measured up against the player will always be taken into account when deciding to make a stand, rush the player, or just high-tail it outta there.

When GSC spoke about RPG elements, it’s not basically about RPG skills and levelling. Because the game simulates actual weapon ballistics, players will adapt to the weapon they will use the most. Plus, players can attempt to cover the role they wish to do the most, including open-ended exploration of the no-man’s land, be a goody-goody and help everyone out, or be a total meanie and blast everyone who isn’t you to Hell. What role you choose will lead you to one of seven different endings in the game. Talk about replay value, huh?

Click on the “Read” link below to get more details of the game, including some player equipment, a few artifacts that can find, plus a few game changes here and there.

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