-F7
08-10-2003, 12:17 AM
Here's a short FAQ on STALKER for anyone curious about the game:
Q: What types of gameplay will STALKER feature?
S.T.A.L.K.E.R. is a tangle of intertwined psychological and physical dangers - psychotropic weapons, zombied humans, telepathy, telekinesis, mutant creatures, deadly anomalous zones etc.
The player travels an immense world of the Zone, all its locations joined into one global map. He can select any route and will not be limited in his explorations. The player will find unrestricted travels, packed with generated and storyline-imposed events, participation in the eerie story of a contaminated world.
The player is to become a stalker - a guy who earns money by shovelling red-hot ashes out of the infernal Chernobyl Zone. Ie. Discovering strange artifacts and anomalies. Returning from the radioactivity-blasted Zone, he will sell the procured anomalous formations to underground dealers and scientists in research camps on the Zone border. With the money gained stalker will buy equipment, weapons, and protective suits to allow him to reach previously inaccessible areas.
Q: How about weapons? How many weapons are planned for the game?
We plan over 40 types of firearms, cold steel and artifact weaponry. Weapons will be taken from the 1970s to the early 21 century. I.e. you will see both time-proven Kalashnikov submachine guns, and models of modern weapons from recent years, such as the FN 2000 assault rifle.
Weapon types (excluding artifact ones) are going to be quite traditional for games: knives, pistols, shotguns, machinegun pistols, assault rifles, sniper rifles, machineguns, grenades, grenade launchers. As the game is set on the territory of CIS, in Ukraine, the weapon models will, accordingly, be those produced in USSR/Russia. Though the best western "pieces" will not be omitted too.
All the weapons are close in looks to their real prototypes. We will try to accurately render the parameters of weapon shooting and the comparative efficiency of various models. However, we do not desire to become a virtual special forces simulator. Ie. certain simplifications will also take place. Talking about interesting peculiarities, we will have an accurate physical model of weapons, which contributes to effects such as piercing of various surfaces, shock waves, splinter and pin-point explosions as well as other goodies. Weapons will wear out through time.
What's going to be the artifact weaponry is something for the players to experience as they play the game through.
The majority of weapons will be modifiable. For instance, by adding a muffler, barrel-attached grenade launcher or sniper sight.
Q: Will players be able to drive numerous types of vehicles (saw a car in the video), how about these in multiplayer? If flying vehicles (hellicopter) are included in the game, will joystick be supported?
The player will find a variety of vehicles in the Zone - cars, trucks, jeeps, armoured personnel carriers and helicopters. The player will be able to control virtually any vehicle, except for APCs and helicopters. Merely buying a car will not be enough, as you also need to take care of fuel and protective equipment for your vehicle to go through dangerous zones.
Q: How big will the outdoor arenas be?
Certain levels will attain up to five square kilometres in size.
In it's entirety, the Zone territory is approximately 30 sq. km.
Q: Can I finish the game without taking a single shot? Will players be able to pick their style of play?
You can complete the game without shooting human characters, but you will hardly be able to play through without a single clash with mutants. The probability to encounter aggressive mutants is too high.
It is up to the player who to become. You can become the most wanted man in the Zone or become a noble rescuer, or maybe even an invisible stalker, talked about in chilling rumours by the other Zone Stalkers. Countless possibilities such as immense equipment variations, countless alternatives of behaviour in tough situations where the decision will determine game characters' life, as well as the changing world, will enable players to select their own personal style of play and choose their own life in the world of the Zone, independently of storyline or scripts.
Q: Will there be multiplayer? What multiplayer modes will be available in the game?
We will have a multiplayer mode in S.T.A.L.K.E.R.. What's planned are standard multiplayer modes such as Deathmatch, Team Match and Cooperative, as well as new types of battles (MutantsVSHumans). The main focus of attention for the players, as we believe, will be the Cooperative play - a mode to play the game through in a team - a virtual on-line game where up to several dozens of players can join in, and the Team Match - team play a-la Counter-Strike (on dedicated levels).
Servers will support up to 32 players.
Q: How many endings are planned?
We plan over eight drastically different endings for the game. The ending will depend on how the player completed the game.
Q: What requirements S.T.A.L.K.E.R. will have?
The minimal specifications for the game are:
P3/Athlon @ 600 MHz, 128 Mb RAM, GeForce 2 64 Mb.
Recommended specifications:
P3/Athlon @ 1 GHz, 256 Mb RAM, GeForce 3 64 Mb.
Q: When will S.T.A.L.K.E.R. be released? Who's the publisher?
The game is slated for release in Q4 2003.
Q: What types of gameplay will STALKER feature?
S.T.A.L.K.E.R. is a tangle of intertwined psychological and physical dangers - psychotropic weapons, zombied humans, telepathy, telekinesis, mutant creatures, deadly anomalous zones etc.
The player travels an immense world of the Zone, all its locations joined into one global map. He can select any route and will not be limited in his explorations. The player will find unrestricted travels, packed with generated and storyline-imposed events, participation in the eerie story of a contaminated world.
The player is to become a stalker - a guy who earns money by shovelling red-hot ashes out of the infernal Chernobyl Zone. Ie. Discovering strange artifacts and anomalies. Returning from the radioactivity-blasted Zone, he will sell the procured anomalous formations to underground dealers and scientists in research camps on the Zone border. With the money gained stalker will buy equipment, weapons, and protective suits to allow him to reach previously inaccessible areas.
Q: How about weapons? How many weapons are planned for the game?
We plan over 40 types of firearms, cold steel and artifact weaponry. Weapons will be taken from the 1970s to the early 21 century. I.e. you will see both time-proven Kalashnikov submachine guns, and models of modern weapons from recent years, such as the FN 2000 assault rifle.
Weapon types (excluding artifact ones) are going to be quite traditional for games: knives, pistols, shotguns, machinegun pistols, assault rifles, sniper rifles, machineguns, grenades, grenade launchers. As the game is set on the territory of CIS, in Ukraine, the weapon models will, accordingly, be those produced in USSR/Russia. Though the best western "pieces" will not be omitted too.
All the weapons are close in looks to their real prototypes. We will try to accurately render the parameters of weapon shooting and the comparative efficiency of various models. However, we do not desire to become a virtual special forces simulator. Ie. certain simplifications will also take place. Talking about interesting peculiarities, we will have an accurate physical model of weapons, which contributes to effects such as piercing of various surfaces, shock waves, splinter and pin-point explosions as well as other goodies. Weapons will wear out through time.
What's going to be the artifact weaponry is something for the players to experience as they play the game through.
The majority of weapons will be modifiable. For instance, by adding a muffler, barrel-attached grenade launcher or sniper sight.
Q: Will players be able to drive numerous types of vehicles (saw a car in the video), how about these in multiplayer? If flying vehicles (hellicopter) are included in the game, will joystick be supported?
The player will find a variety of vehicles in the Zone - cars, trucks, jeeps, armoured personnel carriers and helicopters. The player will be able to control virtually any vehicle, except for APCs and helicopters. Merely buying a car will not be enough, as you also need to take care of fuel and protective equipment for your vehicle to go through dangerous zones.
Q: How big will the outdoor arenas be?
Certain levels will attain up to five square kilometres in size.
In it's entirety, the Zone territory is approximately 30 sq. km.
Q: Can I finish the game without taking a single shot? Will players be able to pick their style of play?
You can complete the game without shooting human characters, but you will hardly be able to play through without a single clash with mutants. The probability to encounter aggressive mutants is too high.
It is up to the player who to become. You can become the most wanted man in the Zone or become a noble rescuer, or maybe even an invisible stalker, talked about in chilling rumours by the other Zone Stalkers. Countless possibilities such as immense equipment variations, countless alternatives of behaviour in tough situations where the decision will determine game characters' life, as well as the changing world, will enable players to select their own personal style of play and choose their own life in the world of the Zone, independently of storyline or scripts.
Q: Will there be multiplayer? What multiplayer modes will be available in the game?
We will have a multiplayer mode in S.T.A.L.K.E.R.. What's planned are standard multiplayer modes such as Deathmatch, Team Match and Cooperative, as well as new types of battles (MutantsVSHumans). The main focus of attention for the players, as we believe, will be the Cooperative play - a mode to play the game through in a team - a virtual on-line game where up to several dozens of players can join in, and the Team Match - team play a-la Counter-Strike (on dedicated levels).
Servers will support up to 32 players.
Q: How many endings are planned?
We plan over eight drastically different endings for the game. The ending will depend on how the player completed the game.
Q: What requirements S.T.A.L.K.E.R. will have?
The minimal specifications for the game are:
P3/Athlon @ 600 MHz, 128 Mb RAM, GeForce 2 64 Mb.
Recommended specifications:
P3/Athlon @ 1 GHz, 256 Mb RAM, GeForce 3 64 Mb.
Q: When will S.T.A.L.K.E.R. be released? Who's the publisher?
The game is slated for release in Q4 2003.