- Oct 7, 2004
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Originally posted by: xtknight
Delayed to improve story/AI mainly, along with the graphics still evolving on the way. They sound like they are working on it.
Or you could say they're even doing the "Half Life 2" -- Oh crap, we need hype and we're on a deadline, let's just lengthen it.Originally posted by: Robor
I think they saw Half-Life2 and Far Cry and did the "Duke Nukem" -- Oh crap, our game has been in development for several years and isn't nearly as good as those two that were just released.![]()
Originally posted by: virtualgames0
It looked worth playing? From what? The recently leaked multiplayer beta?![]()
Originally posted by: virtualgames0
It looked worth playing? From what? The recently leaked multiplayer beta?![]()
Originally posted by: crazydingo
S.T.A.L.K.E.R. is the internal codename for Duke Nukem Forever.![]()
Originally posted by: HamburgerBoy
Originally posted by: virtualgames0
It looked worth playing? From what? The recently leaked multiplayer beta?![]()
Eh? The only leak I know of is a 2003 single player leak.
Originally posted by: Zenoth
Their own, built from scrap engine, named X-Ray, which is technically more advanced than the Source engine.
Most people are brainwashed by the work Valve has done with Source, and think it's the best engine on Earth. But Valve started work on Source back in late 1998. And GSC (developers of S.T.A.L.K.E.R) created X-Ray in 2002.
Look at the story of the development of the game, read the official forums, and those at www.oblivion-lost.com
People keep complaining about the delays, and they believe three years of development is "enough", or "too long".
Half-Life 2's development started in 1998, from the first ideas in minds and sketches, to its final release in late 2004.
Five ... not three, but five years into development.
If Valve would have announced that Half-Life 2 was under development right from the start back in 1998, then most people would have believed it would never be released somewhere in 2003.
The fact is ... S.T.A.L.K.E.R is, and will be, upon release, the only, and first game of its genre. It is a very complex game, especially coding-wise, and is technically huge. A huge, virtual, living and "breathing" world, provided by the colossal amount of things the X-Ray engine can do.
Half-Life 2 itself, and its engine can feel ashamed in front of S.T.A.L.K.E.R and its engine.
It's not S.T.A.L.K.E.R that's "aging" here. It's the Source engine.
Most people even complained about Half-Life 2's graphics, saying it would have looked jaw-dropping if it would have been released somewhere in 2003, and that being released in 2004 was a "mistake". Its closest competitor then was Far Cry, and that game still looks better today than Half-Life 2 on any settings.
There's many things to learn about X-Ray and S.T.A.L.K.E.R.
And the most recent news tells us the core components of the game are completed, and they are now working on the story-line, and its interactivity with the game's unique-on-Earth Life Simulation System. Plus other things. Included the "eye-candy", being constantly reworked as the years pass.
And 95% of the videos from the game are based on an old build from 2003, running in DirectX 8.1 mode.
There is technically only one official DirectX 9.1 video, and it was shown at E3 2005 from THQ (the publishers).
The game is far, far away from being "cancelled", or a "cousin of Duke Nukem Forever".
It will be released, and they are even planning a sequel to it. Read the news on the web site, read, read ... and read more. Look at the information, and stop judging that game based on mere two years-old sayings (based on old information).
Originally posted by: microAmp
Not much news but something for who are still waiting on STALKER.
http://www.stalker-game.com/index_eng.html
"What's happening to S.T.A.L.K.E.R.?", "what's the development stage at the moment?", "when's the release?" are just part of the questions the community have been raising lately. Andrew Prokhorov, Project Lead/Lead Designer, kindly agreed to give a quick interview to www.oblivion-lost.com regarding those critical questions. Read on.
Where do we stand?
As of today we are working on the game's storyline. After conclusively play-testing the first version, we came to the conclusion that the result was below-par and didn't live up to our own expectations and high standards. As a result we undertook a broad review of the story and key design areas of the game, looking particularly at the interaction of the plot with the life simulation.
Once key areas were identified we were able to work on filling out the content of the game world and being the process of polishing and balancing. At the same time, we are working hard to refine the AI, life simulation, the PDA interactivity, bug fixing and optimising the game to run on lower-spec machines. The 'eye candy' is also getting a major overhaul?
What has been achieved to-date?
Now that the game components have been put together we are pleased to be able to say that we have some thrilling gameplay - the key thing! Once we acknowledged that the project was going to deliver a first person title quite unlike any other, we were able to look towards refining and balancing the gameplay. On top of that we are continuing to receive great support and feedback from our Publisher, and we've been able to use their extensive knowledge and familiarity with the market to ensure that we have a truly unique and compelling gameplay experience.
The game itself is different from anything else out there, in particularly the life simulation and open-world gameplay mechanics. This has proven to be very time-consuming to polish and debug - a major headache for us! We especially wanted newbies to be able to pick up and play the game, meaning that accessibility became paramount in the design. While we have been able to retain the depth and feel of the game, we feel that by making maximum use of the in-game PDA, we will be able to ensure that at no point do people feel that they are lost or directionless.
We have also continued to work on the AI in the game and we're particularly happy with the way our stalkers react to one another and to other stalkers; while they're certainly challenging to attack, they don't actually 'cheat', but react according to their situation and make decisions depending on the player's actions. Once you understand that the underlying AI reflects true-life situations then the combat becomes all the more engaging, realising that a simple mistake could be the end of you brings a real intensity to the action! We have also been working hard to make sure that the life of the other AI stalkers in the game is just as engaging as your own; they talk, tell jokes, drink, sleep, etc. The community has been particularly useful in this context; they have supplied all the jokes and stories that the stalkers tell while relaxing around a campfire.