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ILIY PRESENTS:
S.T.A.L.K.E.R.BUILD.2215.MP.BETA-iliy
url: http://www.stalker-game.com/index_eng.html
Genre: Survival FPS/RPG
store Date: 2006
Publisher: THQ
RLS INFO
"...We rejected the linear level-to-level passage in favour of such
freedom of action and movement as seen in 'Elite', 'Daggerfall' and
'Fallout'. Players will travel an immense territory of a zone
stretching for 30 square kilometers, explore it, gain money and
experience, move along a free "non-stiff" story line towards the
game final..."
World
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.
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 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.
s far as the rest is concerned, this is almost a normal RPG 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.
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, 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.
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