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Tema: S.T.A.L.K.E.R.  (Pročitano 2526 puta)
07. Sep 2005, 01:11:39
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STALKER is the latest game from THQ and GSC Gameworld based in the year 2012 in the area known as "The Zone." The Zone is a location that has been greatly affected by radiation from the 1986 Chernobyl nuclear reactor incident. STALKER combines the latest technology found in the proprietary X-Ray engine, with revolutionary AI and gameplay to bring the player an amazing experience in FPS/RPG's.

STALKER was delayed so there is no specific release date yet. However, the latest rumor says that it will be released in Q4, 2005.
This is a role-playing game without growing experience of your character, without changing characteristics and levels. We'd like the player to work out his personal mastery, moreover S.T.A.L.K.E.R. is an action/RPG, where much is dependent on skills of the player himself. To our mind, the changing characteristics, levels and character experience destroy realism we try to create in S.T.A.L.K.E.R. With the rest, it is virtually a normal RPG - players travel the Zone, collect artefacts, weapons, reveal anomalous zones, communicate and trade with each other. The player develops economically, just as in "Elite". He earns money, buys new equipment, weapons. Owing to that, new parts of the Zone are revealed to him. I.e. those, which you won't initially reach with a pistol and simple detector.
What refers to characteristics, an experienced player will already act quicker and smarter than a newbie.
We come out of presumption that the player plays as stalker - a mature, thoroughly prepared person, living in the Zone. He can be compared with a soldier who is trained to accomplish a mission. The soldier is trained for the task, but when on a mission, everything depends on himself. In the course of accomplishing the objective he cannot improve his skills drastically. That is why, unlike other games, the player, for instance, does not start playing as a character whose submachine-gun-holding hands tremble or who cannot hit a rat with his sword 9 out of 10 times, and within the next 10 years of the game time he becomes a demigod hitting a bird in the sky with his eyes closed and evading machinegun volleys. Classic system of skills is justified in third-person-view games, when nothing depends on the player's actions, like in Diablo, for instance. The player can only click on opponent - then dice are cast and, basing on skills, mathematical calculations are done. In S.T.A.L.K.E.R. this is the player's mastery which grows, and not abstract skills of a model on the screen. If the player has mastered weapon peculiarities, knows weak spots of the enemies, knows equipment and Zone anomalies, has an excellent reaction and accuracy etc - he gets an appropriate result. The hero of the game is the very player - everything depends on him solely.

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