Hype. Looks like a few Lost Alpha levels? Don't like how they still think 2008 mirrored gun models is somehow ideal or special though. I say bring on GUNSLINGER mod, but we already have Arsenal Overhaul. Also that "Second Trailer" is not really a trailer, and LOL at the talking Flesh pigs and their durability and the stalker sprinting animations.
Gunplay in SOC is complicated.
There is a weapon progression ladder by ammo caliber. You are generally encouraged to switch to better calibers and use better weapons in that caliber class as you progress.
Speaking strictly in terms of stats, weapons in SOC are actually better than their CS/COP versions. This was done to encourage using the upgrade systems in those games.
At the same time, SOC has some unintuitive features that throw those stats off.
First, ammo in SOC also has minor stats that contribute to weapon progression.
Damages also follow a curve, but its not a particularly noticeable contribution. What is noticeable however is dispersion. Smaller calibers make weapons more innacurate. Switching to armor piercing ammo sometimes helps in this regard.
CS and COP removed the dispersion multipliers from ammo, so this makes weapons feel better.
Second, weapons in SOC have a feature called Aim Bullets that was poorly understood until people analyzed the source code.
All weapons in SOC can fire what can be considered a super bullet, which will deal more damage when it hits the head of NPCs and mutants, usually resulting in an instant kill.
But only the first shot in any firemode counts, unless you wait a second between shots. So spraying too much reduces your chances of getting those shots in.
This contributes greatly to the feel that your enemies are spongy, because sometimes your weapon will instantly kill an enemy and not seem to work on others.
So, aim carefully to the head and time your shots, enemies will go down faster.
Aiming center of mass will not deal extra damage, but its a bigger target that can help to send NPCs into stagger animations which will give you extra time to go for the head if your aim is sharp.
Headshots also do this, but once they enter the animation, its hard to track the head and waiting for it to reset to its previous position leaves you open to a quick response from the enemy.
Related to this, shooting to the torso increases the chances of hitting the arms, which take considerably less damage. A good workaround is to shoot crotches. The pelvis in SOC takes the same damage as the torso, and is not obstructed by animations so often.
CS and COP don't use this system (in CS by equalizing the superbullet multiplier, in COP by turning off the system entirely).
Third, Marked One own stats contribute a great deal to weapon accuracy. All movement adds to dispersion, so you need to low crouch and stay still as much as possible to get better grouping of shots.
You still need to keep in mind that some weapons have horrible dispersion. You can be aiming at the head in low crouch, and still miss the mark because of the random component of the weapon.
You need to keep in mind the effective ranges of all weapons. Pistols are useless beyond 50 meters. Assault rifles in general work well up to 300 (unscoped rifles) or 500/600 meters (scoped rifles). Shotguns only work up to 23 meters with buckshot, 100 meters with slugs and 150 meters with dart, dedicated Sniper rifles work up to a 1000 meters.
The exception to this are the Abakan and the AK74, which can hit up to 1000 meters in vanilla (but good luck hitting the mark at those distances with their dispersion values). Cut weapons like the Hi Standard and the TOZ34 and IIRC the Beretta also can reach up to a 1000 meters.
The bullets WILL disappear past this distance. So if you feel your bullets are not doing anything, you might be shooting from beyond the effective range of the weapon. But this is true of NPCs too.
The crosshair is a good indicator of where your shots will hit. If you are aiming at a head, but it only occupies less than a third of the inner space of the crosshair, your first shot is probably going to miss.
These values work in tandem with the Handling properties of weapons (PDM values), which determine how much acceleration and stance affect the crosshair recovery time.
The multipliers for the player in CS/COP are different from the ones in SOC IIRC. As are the PDM values (weapons in CS/COP have more variable movement multipliers, while they are more standardized in SOC).
Translation is not perfect because I am tired and drunk. If you guys see errors, tell me. Still the general idea is correct, here it is:
Hello people I am Kybel'vile and today I want to address some injustices levied at STALKER Clear Sky. It came in the distant 2008 and I remember impatiently waiting for the new game. Faction Wars, new maps, emissions, the anomaly system and other features. I was ready to take the gas mask and again head into the Zone but the majority of players were left puzzled at the game. The Faction War is not a perfect fit and the computers at the time were crying from the pain of X-Ray 1.5. We have a game that also led to the beginning of Shadow of Chernobyl as it was a prequel.
Now we will discuss why Clear Sky turned out the way it did and compare it to the two other official releases.
The first thing you notice in the game is that the voice acting and recording quality for charqacters has improved by a noticeable agree. No longer are major plot points unvoiced, this time even many side characters get reasonable voice acting. Shadow of Chernobyl was voiced but only in bits and pieces and almost always just the key dialogue. In Clear Sky even a simple bartender is ready to tell you about the hard fate of drunks and why he is called the way he is
*Cold dialogue, background. About how he got his nickname.*
It is rare to hear a kind word about the improvements to sound, but everyone goes on and on about the bugs and crashes. Let me be honest, Voice Acting is not really all that important for this series, rather the king is atmosphere and this is another place where Clear Sky excelled. With the technological improvements of DirectX10/10.1, the picture became even more realistic and enthralling. The Voluminous (Volumetric) Lighting, dear God these rays of light which we could almost feel on our skin. Now, jokes are that it became a much brighter game and there is truth to that statement though we would argue it still has bragging lights with its lighting system. Another advancement is the Dynamic Rain effect (the first dynamic one in gaming!) with stalkers, mutants and ground getting wetter and wetter when under the rain. It reacted realistically with cover added this extra bit of immersion to rain. Technologically, the effect looked really good and along with the improvements to the water shaders, it was a good fit. In reality one of the (many) reasons for Swamps being cut from Shadow of Chernobyl is due to how badly its water looked compared to contemporary titles, and Clear Sky addressed these issues fully.
Other improvements are to NPC and world design. With extra photographs and reference material from the Zone we got the best looking game in the series. At times, Call of Pripyat looks like a lifeless desert in comparison.
*Excerpt from the Making of STALKER Clear Sky video about how they increased texture quality and model quality*
By the way the size of the Swamp approaches the size of maps from Call of Pripyat. We had this massive, gigantic starting area made by the developers and remastered from earlier versions.
Finally emissions are officially in the game! This level was made with the AI and A-Life in mind and for the first time we could see, imagine an entire game with this complex faction dynamic.
*Another part of the Making of Clear Sky video, about how the Swamps was designed with A-Life in mind from the ground up*
NPCs move as a group, attack or wait, regroup and fight. We get to experience the new battle animations (smart cover system) in action and truth is the game is always at least a little bit different. This randomization lends well to the new upgrade system which allowed players to customize their weapons for a preferred play-stile. Want a marksman rifle? You got it, just upgrade accuracy and flatness! Guns blazing like a Rambo wannabe? A legit option, increase magazine size and rate of fire as well as handling. No one restricts you, you just need a mechanic.
*Excerpt about weapon ballistics and balance from same video*
Unfortunately, Clear Sky was not reviewed very well by neither critics nor fans. GSC themselves had already pushed technology really hard in 2007 and even high end computers had issues playing the game at anything above medium settings... or accept 20-30 fps on Ultra settings, barely. Clear Sky managed to surpass even this bar, loading systems fully in 2008 and making players play on Static Lighting even with OK hardware. This shocked everyone at the time and to add insult to injury, the game was buggy as sin with major, catastrophically bad errors on release. It wad rightfully a part of every single review for the game at the time. We would add that the A-Life Faction War often bugged out or did not function properly, leaving players to wait for NPCs for a very long amount of time. It is the most amateurish release of the series by far.
With that being said, in time as new hardware and patches were released and fans played around with it... it got better. In 2010 we could finally play a decent game on high settings that would not crash all the time and enjoy the immersive effects and choices, participate in an at least working Faction War system without crashes to desktop or blue screens. Remember how far ahead Shadow of Chernobyl was? Well Clear Sky repeated this trend and even surpassed it technologically. If one looks at it these days with fresh eyes (and Sky Reclamation I would add!) , a fine game that still looks pleasant to this day even 10 years later awaits you.
It is a cult classic that deserves its place in the trilogy, warts and all.
Have a great day and till next time, friends!
The unseen fourth location of STALKER: Call of Pripyat.
) and some leaked information from the early development of Call of Pripyat, Bart and his team have pieced together that early on in the development of CoP a fourth location was planned. The Dead City. Artist Ilya Tolmachev (who has worked on all STALKER games) described the location as such:
A small, isolated and very well guarded town, residents of which are part of a type of "social" experiment. Surrounded by high walls and with architecture that resembles a mini Pripyat, it also features a small hamlet and a security checkpoint. Some of the assets or buildings created for it were later reused for Pripyat. There are huge metal supports with cables for the satellite antenna and other apparatus. Idea belonged toAnton Bolshakova and in 2008 he created concept art for the location. We do not know what exactly Alexander Degtyarev would have been doing in that location, but its description does seem to fit some of the general ideas for STALKER. Remember Limansk, it was a small town that also served some of the workers for the underground laboratories.
I thank the people from the Site "Zone Chronicles" for their help on this topic, letting us get to know more and more of our favourite video game.
Sergiy Grygorovych, head of GSC GameWorld, surprised everyone when he announced that a new STALKER game, S.T.A.L.K.E.R. 2, is currently under development. And while the team targets a 2021 release, it has not secured any publisher yet.
In the 222 episode of the “How to make games” podcast, Epic Games’ director of publishing, Sergey Galyonkin, revealed that STALKER 2 is now in its design document phase and that the game was announced early so that GSC GameWorld could find a publisher at E3 2018. As Galyonkin noted, GSC GameWorld will use the media’s attention and hype surrounding the announcement of STALKER 2 in order strike a publishing deal.
Galyonkin also revealed that the team that is currently working on STALKER 2 is a separate that was not involved in the development of Cossacks 3, and some of its members have worked on the first S.T.A.L.K.E.R. game.
Out guess is that GSC GameWorld will go radio silence for the next couple of years, however, we kind of hope to hear at least something about STALKER 2 at this year’s E3 event.