ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » General
A review of Stalker CS(rant)

1 2 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  20:53:03  25 February 2014
profilee-mailreply Message URLTo the Top
optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
02/25/2014 21:13:25
Messages: 176
A review of Stalker CS(rant)

So I decided to give Clear Sky one more go ...so here goes

The Negatives

The Zone
One of my biggest original complaints about SoC was that there are way too many people in it. Despite supposedly being in a super dangerous cordoned-off-by-the-military-shot-on-sight no-man's land filled with unknown and mutants you spend significant majority of the game shooting and being shot at by other human beings. CS follows the same story, lets recap.

-shoot 70+renegades in the swamps
-Eradicate 20+military in Cordon(bandits are hostile in Cordon and a Stalker quest prompts you to kill them)
-Bandits take your cash in garbage to piss you off more and almost make you hostile to the point
-Destroy 30+Mercs in DV
-More Bandit Shenanegans
-Finally mutants to kill in the underground, oh wait there are more hostile bandits in the underground than mutants
-Yantar-more humanoid enemies
-Red Forest-yes mutants, jk there are more renegades than mutants on the map
Army Warehouses-15+military
-Limansk and on-hordes of monolith

And so on, through almost the entire the game, You can't open a Tourist's Delight without murdering a dozen people. I thought STALKER's main theme of the game is the unknown, alien, hostlie Zone. So on one hand you have all these new and fascinating but also scary and/or dangerous things like mutants and anomalies, and at the other - you're constantly bombarded with humans, who reduce it all to the level of any average run & gun FPS

That Smart Terrainn
I understand they wanted the player to have dynamic firefights where NPC's use cover and all but who thought it was a good idea to have a perfectly good map and sprinkle tons of blocks, garbage, ammo crates for them in the middle of nowhere to take cover behind? Ok fine, rocks and tree stumps are understandable but stove appliances in the middle of the forest? Who brought them there..what for? And as soon as you ask these questions to yourself the immersion into the zone is gone instead of a zoneish desolate feel. Then mutants ignoring you because of smart terrain. Brilliant.
  20:58:37  25 February 2014
profilee-mailreply Message URLTo the Top
optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
02/25/2014 20:59:05
Messages: 176
The Weapons and combat
95% of enemies wield automatic weapons...even worse than in ShoC....AI doesnt ever use rocket launchers, barely uses sniper rifles or shotguns and handguns. At least in ShoC AI had a little more variety. Zombies only wield automatics with the exception of pump shotgun ones which are very rare. Lame.

Atmosphere
Its not even close. X18 alone has more atmosphere then all of CS put together. And it's just one of the three labs, which serve to break up the pacing, to keep it from being utterly and completely repetitive. Less emphasis on exploration than ShoC aswell and there is less vegetation or fauna compared to SoC...the ground is bare...wouldnt there be grass growing almost everythere.

Faction Wars
Gimicky and resulted in the maps being hugely overpopulated with firefights breaking out every ten seconds, and hence the atmosphere of isolation was off (and wasn't replaced by any sense of achievement since any victories were ephemeral). Constant respawns of human enemies or allies were not a bug(like in SoC) but a feature now. I thought the zone had 100-300 people operating but no ...huge departure from SoC's "loneliness" vibe. I dont mind isolation coupled with the occasional firefights but I had gunfights every 2-3 minutes(depending on what faction I chose).


Anomalies
Feels like in SoC Anomalies as they are now a wasted potential. First of all, they're simply points on a map. Second of all, they all work by damaging creatures in one way or another. Both of these combined mean boring and uninteresting.
CS follows the same suite but at least they it nicely with the psychic anomaly, but it was still pure damage. Is it really so hard to come up with interesting anomalies? There is rain in STALKER, so how about a place where it never rains. Or always rains. Or an area where it's always dark, or never dark. And so on and so on.
  21:02:44  25 February 2014
profilee-mailreply Message URLTo the Top
optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
02/25/2014 21:04:52
Messages: 176
Artifacts
They are similiar to anomalies. All have no weight difference or size... There are no ''negative artifacts''. A rock which just emits colorful lights might not be worth much to the player, but it still should be still worth a lot for the outside world. Similiarily, an artifact that does nothing but saps your stamina is pretty useless to you, but scientists would still love to get their hands on it. At least the damage artifacts are removed so that's still a little better.

Now with the positives

Artifact hunting
After playing SoC and its boring artifact hunting(It can't even be called hunting. You literally just walk and pick the glowing rocks visible from 100 meters away. And there are tons of them. TONS. Everywhere. It's kind of okay in Cordon, gets worse in Garbage - especially the garbage piles themselves - and absolutely out of control in Agroprom. There's like thirty artifacts in Agroprom area, not counting the underground.)

But Clear Sky? Now that's a game where artifact hunting is a challenge.Artifact hunting is MUCH better now - they are RARE and require EFFORT to get. As such, the merchants also pay prices for them in accordance with the difficulty of acquisition.

As many things is CS the detector is both a good and bad idea
It's bad idea because you don't really need to LOOK for artifacts at all because CS uses anomaly fields instead of single anomalies here and there like SoC does. So when you see an anomaly field you can be 90% sure there is an artifact inside.

Stashes
Still the same like in SoC but I thought it was a cool idea to add how some NPC's knew some stash locations unlike ShoC where you had to either slaughter NPC's for stash info or search already dead corpses. The loot in the stashes wasn't really well programmed tho it seems.
  21:11:45  25 February 2014
profilee-mailreply Message URLTo the Top
optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
02/26/2014 5:45:35
Messages: 176
The Cordon Military Loudspeaker and bandit HQ music

A positive compared to ShoC's...i understand some russian and while ShoC's was alright too (while it was on Russian) when translated into English it sounds a little lame lots of humor lost in translation.

Bandit HQ music is great..nuff said

Bandits

Bandits finally have a storyline, can whistle like pro thieves and share some witty quotes with you. Unlike ShoC where bandits did not have a story to them, were basically retarded disposable muscle and literally insane. All they could do is fire at you on sight or if you were neutral said Hey!. Now bandits actually try to rob stalkers(as hinted and planned originally), go as far as setting up concentration camps and finally(presumably?) fight stalkers for artifacts or other goodies. Explained at least. Was making bandits netural a ham-fisted way? Sure but it worked

The guides and a random plus about combat

The guides are an amazing system to save some of the time the player wastes running around...whats up with the stupid blindfold stuff though?

Another random plus is that in CS NPC's use cover, can jump out the said cover and go prone. So thats a huge plus. Also having attachments like silencers and scopes on weapons(in ShoC most weapons were the same bland stuff with the exception of a few scopes on the aks/lr300's) adds some dept.

NPC's being able to use ''upgraded'' weapons with that little green arrow is cool too, less generic.

AIl NPC's could do in Shoc was backpeddle and fire their automatic weapons.


Overall its still STALKER (which means its playable..to a certain extent).. the game feels so "rushed'' tho its so obvious
  00:03:35  26 February 2014
profilee-mailreply Message URLTo the Top
Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
 

Message edited by:
Genocider
02/26/2014 1:11:00
Messages: 629
A detailed response by someone who has overly analyzed all three games

-Post written response note: I apologize for the lengthy response, I've put quite a bit of thought into this franchise and what makes it good/enjoyable, so most of this I had already thought about and ended up writing about here.


---QUOTATION---
A review of Stalker CS(rant)

So I decided to give Clear Sky one more go ...so here goes

The Negatives

The Zone

---END QUOTATION---



That sounds like a personal preference. While Stalker was originally supposed to be modeled off the book Roadside picnic and the movie based off the same book, it ended up being something different. While I read the book and watched the movie, I have to say I am very VERY glad the game wasn't like them. I enjoyed both however a game filled with nothing but anomalies with very few humans seems quite boring indeed. Simply because with all three games, I've played them all so much I have literally 90 percent if not all of the locations memorized of where anomalies are.

While the game could be populated and have a higher focus on mutants, it would not be the same way it is now. I would definitely be interested in a game where anomalies do more then just damage the player and literally can bend space and time in such a way that the player could get a serious mindfuck...

...But that's not what we got. And I actually am alright with that. The human enemies are fun to fight, and to be honest the ai is quite good and was praised extensively when the game first came out (All three, though CS received more criticism then the others due to the smart terrain issues with mutants which I'll cover later).


---QUOTATION---

That Smart Terrainn

---END QUOTATION---



I liked the idea of smart terrains as well. However (And someone please correct me if I'm wrong) I believe SoC used smart terrains as well. The biggest impact and difference between SoC and CS in terms of smart terrains in regards to the game is as you said, the effect they have on mutants. It makes mutants less so the hunters and more-so the hunted, outside a few scripted sequences that occur in the Cordon and Red Forest, as well as the swamps if you count those poor little lone boars . Mutants really didn't pay much attention to you until you got within a certain distance of them, making them largely non threatening.

The way Stalkers take cover, go prone, blind fire, it's all very awesome when in firefights and if anything I wish they were done in more areas and done more effectively (Not blind firing over a small boat that you can clearly be seen over, IE the area in the swamps leading to the pump station).

The random bits of debris do sometimes remind me of paintball arenas, however they're done well in most areas however a few spots do stand out in Garbage. For the most part though, it's not too bad. I do think the environments in SoC looked better though however it really isn't an issue from me, I sort of justify it by seeing it as the factions creating positions for their members that are secure, using whatever materials they had available. It makes the whole random laundry machine on top of a hill make much more sense considering it probably came from one of the random hills full of garbage.

Either way I think you missed a very important issue and mistook that issue for smart terrains. The thing I think detracts more from the game would be squads. Simply because you never really see lone stalkers from any factions around, save for a few very specific quest related characters. In SoC you'd have random faction members walking around possibly into groups of upcoming enemies, which really made you want to help them or simply watch and let things unfold. Either way it created a "Many vs the few", a situation where the odds are stacked against you and those who don't exactly hate you... It also leads to you seeing random bad guys all alone, or random stalkers... It was more dynamic and led to a great number of encounters and situations you just won't get in CS or CoP.

The Squads do add things to the game that SoC just didn't really have. Like squads of well equipped and armed faction members (Think Duty or Freedom) going up others similar to them. It really aids the whole faction WAR aspect of the game, with small groups of men working together to defeat their enemy. They're two different styles, I personally prefer SoC's from a singleplayer survival horror immersion stand point. However the squad system in CS allows for better combat against humans in my opinion, and also lets modders do some amazing things as far as faction wars are concerned (I'm well aware of the myriad of faction war mods for SoC, however those mostly are composed of changes to alife allowing stalkers to go wherever they want regardless of story progression or map limitations, not coordinated faction attacks or things like that). I'll cover faction wars more specifically later down below though.
  00:28:22  26 February 2014
profilee-mailreply Message URLTo the Top
Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 629

---QUOTATION---
The Weapons and combat

---END QUOTATION---



In CS most enemies do indeed have automatic weapons. However they also have sniper rifles, PKM's, and gauss rifles. You don't really see much of it however because in CS there are a lot less human enemies to fight then in SoC. You also don't have a big encounter with the strongest faction in the zone, the monolith, to the same extent you did in SoC. As a result, most enemies you face if any will likely be the mercenaries you help Freedom deal with, the Renegades in the swamp, the Bandits guarding the bridge to Limansk, the Military in Cordon, and the Monolith at the end of the game. Other then that, any enemies you face you have to make yourself through the faction wars.

Because of this, what weapons you encounter will be different. Duty has PKMs, AK74's and AK74u's, I've seen a few with shotguns as well and I believe they can use 5x39mm weapons though that may have been due to a mod. Freedom has SVD's and SVU's, and TRS301's and LR300's... Bandits use Makarovs, Viper 5's, sawn offs, chaser 13's, and both AK variants. Stalkers use both Vintars, and pretty much every weapon the other factions do except PKM's, SVD's, and SVU's.

There is actually quite a bit of weapon variety, though most of the enemies you normally face use AK's or TRS 301's. Zombies also mostly use ak's whereas in SoC they tended to have sawn offs and pistols as well as ak's and spas 12's. I didn't really find the weapons enemies used to be an issue honestly, the only annoying thing was the bleeding and the extreme lack of bandages. That's what annoyed me the most and was usually due to the number of bullets coming my way, if bleeding were more like SoC I don't think the weapons used against you would be as big of an issue.


---QUOTATION---

Atmosphere

---END QUOTATION---



I agree with you here, completely. Exploration in CS is rewarded in the swamps however, and the atmosphere in both the swamps and the red forest matched if not surpassed what SoC offers up. Your mileage may vary obviously, but when I first entered the red forest in CS it was dark, I could barely see, and I kept hearing bloodsuckers around me. If you were to ask me whether I preferred SoC's Red Forest or CS's... I'd say SoC's for combat, and CS's for immersion and a bit of horror.

To be honest the graphics in CS also aid it in terms of immersing you into the world. While I found SoC a better game for immersion, the environments and attention to detail when it came to the maps was really impressive.


---QUOTATION---

Faction Wars

---END QUOTATION---



I'm actually glad there were constant respawns in SoC, while it could be annoying to some I actually found it made the game more dynamic. Especially due to the way respawns would come from other maps and make their way back to wherever they were going but I digress.

To be honest SoC never really had that loneliness vibe for me, and to be even more frank CS felt lonelier for me then SoC did. In CS I can go upwards of 10-15 minutes without a gunfight, whereas in SoC every map I'd go on there would be action. To be honest I find that aspect of CS a bit boring, and wish there was more to do. Sometimes I can go across an entire map and have nothing happen. I'd say CS is better in terms of 'loneliness' until you join a faction for the faction wars. However I find SoC the more immersive game so the few quiet moments I've had have been much more interesting then the long dull moments CS can have sometimes.


---QUOTATION---

Anomalies

---END QUOTATION---



I agree, the way anomalies were handled in both CoP and CS is a shame. They go from being this extremely dangerous thing that could be anywhere and could kill you in the blink of an eye to a simple means to an end. You don't have a reason to go to those fields unless you want an artifact, which you can go the whole game without in both CS and CoP if you really wanted to.

To be fair to CS though, they did introduce an anomaly that doesn't actually kill you which was returned in CoP. The Bubble anomaly which you see in Limansk, Cordon, and the Army Warehouses. While I think more could've been done, and while I am fine with the style of anomalies there already are, the Bubble was an interesting idea and seems like a scary thing to get stuck in (Minus the part in Limansk where they're essentially just a puzzle to get through an area). There's also that moving fireball in the Dark Valley if I recall correctly...(Or that's SoC...or both...either way).
  00:37:37  26 February 2014
profilee-mailreply Message URLTo the Top
Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 629

---QUOTATION---
Artifacts

---END QUOTATION---



I prefer the artifact system SoC had honestly. Though there are no "negative artifacts" in CS, all of the useful artifacts in the game emit radiation. This means that you NEED anti radiation artifacts in conjunction with the beneficial artifacts such as ones that raise stamina or your weight limit. CS also introduced the Compass which is an interesting one. The way it works however isn't what I like, I don't like needing to get an anti radiation artifact to use useful ones. I find it annoying, and unnecessary.

I wish more creativity was put into them, and they had positives and negatives that weren't simply "Get radiation and extra stamina, get anti radiation artifact to cancel out radiation=Profit". With SoC, you had things like the stoneblood that increased your healing over time yet made you take more damage from bullets when equipped, that was an interesting idea. More things like that would've been better then what we got in my opinion.


---QUOTATION---

Artifact hunting

---END QUOTATION---



I agree, however I personally enjoyed the artifact system in SoC more. While there was an overabundance of artifacts in SoC, I think the way they worked was more creative. And due to the level design and the way anomalies worked, were more interesting in general.


---QUOTATION---

Stashes

---END QUOTATION---



Still the same like in SoC but I thought it was a cool idea to add how some NPC's knew some stash locations unlike ShoC where you had to either slaughter NPC's for stash info or search already dead corpses. The loot in the stashes wasn't really well programmed tho it seems.

I found the buying stashes mechanic a little annoying, however it does give you something to spend your money in. A bit of a side note, since getting rich in SoC was extremely simple, the fact that the devs tried to do things to limit the income of the player is commendable even if the methods (Unavoidable robbery) aren't exactly great. I do think the stashes in SoC were more interesting and the contents made a bit more sense (Thanks for the stash nimble, now I have rockets for an RPG that I won't get until.... yeah...), however CS has some good stashes and unlike SoC none of the stashes end up being empty due to bugs.
  01:06:43  26 February 2014
profilee-mailreply Message URLTo the Top
Genocider
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 629

---QUOTATION---
The Cordon Military Loudspeaker and bandit HQ music


---END QUOTATION---



I agree, the translation and voice acting in CS is amazing. A lot of it uses lingo still used today (Though the over-usage of swag is making me a bit sad), and some funny things can happen that wouldn't of happened in SoC (Try pointing your gun at someone.... and then staring at them while they yell at you).


---QUOTATION---

Bandits

---END QUOTATION---



I liked the bandits in SoC in terms of what they did. Gameplay wise, they made the world feel hostile and served as the main enemies of the early game. By talking with stalkers and hearing about the bandits, you learned about them and learned why a lot of the areas were dangerous (After dodging the military and anomalies for your precious artifact, you have the pleasure of being jumped/shot by bandits for your trouble).

In CS I'm kind of undecided. Story wise I think the way bandits were written worked well enough, and they had some cool characters and dialogue both voice acting and text wise.

Gameplay wise however, there were some issues. The robberies are the main issue, with robberies only at entrances and exits rather then randomly by squads. Although could be explained away, the main problem comes from being able to avoid the robberies simply be sprinting by the bandits EVERY. SINGLE. TIME. It gets monotonous and annoying for someone to do so if they want to remain neutral yet not join the bandits. While I suppose it makes sense, however you'd think you'd be immune to these robberies when finally friendly with the entire faction... nope... However instead of shooting at you, they just turn neutral and pretend nothing happened. It screams untested to me, and is a flaw that really detracts from them however I suppose I'm nitpicking a bit.

Another main problem is the balance, which simply means the poor bandits get destroyed by the Stalkers every single game. And if they somehow survive, both Duty and Freedom swing into action helping to nullify whatever resistance the bandits could muster.

When actually joining the bandits, Freedom is displayed as neutral however shoot bandits on site as well. It's annoying as trying to defeat the stalkers when most of your men are killed by someone you thought was neutral is frustrating. Either way they're more-so annoyances than huge problems.


---QUOTATION---

The guides and a random plus about combat

---END QUOTATION---



Very true, however the AI in SoC is much better then you give it credit for.


---QUOTATION---

Overall its still STALKER (which means its playable..to a certain extent).. the game feels so "rushed'' tho its so obvious

---END QUOTATION---



CS was definitely rushed, as was SoC technically. CoP was not however it did use maps that were originally meant for SoC and CS (Warlab and the Pripyat tunnel).

I could go into extreme detail here but for once I won't. Instead I'll focus on the one very important thing for me that makes CS a very important element in the franchise. It could be considered the staple of what makes Stalker Stalker, and that is the A life. The A life in CS allows NPC's to travel between maps and fight each other offline with an outcome similarly to what would happen online (You could have two squads fight and only three guys survive, who you run into later). SoC didn't have offline combat and NPC's would only turn online and thus fight one another if near the player.

The effect of SoC's A-life meant that the player was the center of attention contrasting what the player was led and indeed usually believes, that the zone is a world where people die all the time, and you're just another random guy in it. It leads to quite a great experience where what happens to you seems like it could happen to anyone, but what you do in particular is what makes a difference (Avoiding an anomaly someone else didn't, deciding to take that job no one else wants, turning off a switch allowing passage by everyone down paths no one has ever gone down).

CS tried something new. It allowed NPC's to fight each other offline as well as online, which is much better as far as faction wars are concerned. IF you want someone important in SoC to stay alive during a battle... just leave and let the parties ignore each other and walk wherever they were going in offline mode. In CS whoever you want to live is usually going to live if you're there to help. While leading to a world where less happens around you, it creates a better simulation type of environment.

It also creates quite the base for modders to work off of, leading to great mods such as Total Factional Warfare which remove many of CS's problems and reintroduce many great aspects from SoC (Like the artifact properties), while also having a fully functional simply amazing faction war. A mod like this wouldn't be possible in SoC, it would probably be more dynamic in terms of where Stalkers go and the variety you'd see, however it would never be able to have a functioning faction warfare mod without heavy scripting as the alife in SoC simply wouldn't let faction members fight over territory unless the player was there.

The fact is, CS out of all three games has the more advances alife. That is why it is right there next to SoC in terms of my favorite Stalker games. In my opinion, CoP is actually the weakest in the series simply because the Alife compared to the other two games is extremely limited with not even any NPC map to map travel, making it a step backwards. I'd take unmodded SoC over CS any day, however modded SoC vs modded CS? That's a very tough choice indeed. Don't think I don't play CS unmodded though...I still have yet to defeat the Stalkers as the bandits and hopefully one day I'll manage it.

Hopefully you don't see this as me trying to pick apart your opinions but rather offer up my own and hopefully get a nice discussion going. I just hope these weren't too long... oh well heh, cheers and hope you try out a few mods for CS or at least understand the very important step it took in terms of A life.
  01:37:12  26 February 2014
profilee-mailreply Message URLTo the Top
optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
02/26/2014 5:46:59
Messages: 176
Shoc does use smart terrain too but its not as noticeable since NPC's aren't as restricted. I get that CS had an advanced on-line and offline engine

I feel you, im getting that you are trying to say don't get me wrong human NPC combat is my favorite too, but the fact that there are so many of them pissed me off. CoP fixed the problem by limiting squads to 3-4(some exceptions). Some make sense(like Duty/bandits/freedom) traveling in a group or a clan for protection but there is a reason stalkers are called loners.

When your map looks like this....I thought I was in a middle of a unknown forbidden zone...and then this

[IMG]http://i.imgur.com/3CNEo6B.jpg[/IMG]



Now you might say: "you dumb ass, it's a first person shooter, it's about shooting dudes". Well in a way, yes, but there is a problem with fighting human enemies: it's very common, very normal, and everyone's been doing it since Wolfenstein 3D. There is a reason why horror games use monsters and not people with fire axes: human enemies, even fanatics like the Monolith, represent a well-known element that any FPS player over the age of 12 is so used to that it almost feels like home. And the reason this is bullshit in STALKER is because the main theme of the game is the unknown, alien, hostlie Zone. So on one hand you have all these new and fascinating but also scary and/or dangerous things like mutants and anomalies, and at the other - constant humans.

Picture this scenario which happened to me on my first playthrough in limansk: I was exploring the abandoned lab/bunker under the Antennaes looking for a way to go forward...the place is completely empty save your squad and the two bandits so I found the place genuinely creepy. But as soon as I talked to the bandits my "Stalker Counter" next to the minimap went ping-ping-ping-ping as the whole map repopulated with enemies. And I remember thinking to myself, at that very moment: That's good. At least I don't need to be all alone.And then and limansk/hospital/NPP part turned into a huge traditional FPS s%@#fest

Isn't that the very opposite of what you want to achieve when designing a creepy location?

Making humans the main enemy through most of the game creates another problem - sooner or later the player is going to ask himself a simple question: "Why am I not dead yet?". Like when you are sent you to your first CS , which involves killing 70+ Renegades to secure their position. As you're slaughtering your way through your fellow men, which is nothing short of a chore(see below), sooner or later you stop and ask yourself: did they really just send one guy against thirty as if it were nothing? After all, like the enemies, you're just a human with a gun - likely same as they're using - yourself. Unless the game estabilished that the player character is special or unique in some way - and STALKER really doesn't, all you have is a scar- then the immediate and correct answer as to why you're still alive is "because I'm a player in a videogame so I have more HP and my weapon does more damage and the AI is stupid". Which, of course, instantly kicks you out of the game and atmosphere is ruined until you get back in again.

CoP fixes it for example, the entire Jupiter plant is empty except for a pack of dogs and two Psy Dogs, which is wonderful for the atmoshpere of the place when you're spelunking it for documents. The same location in SoC would be packed full of Bandits/Military/Monolith who completely incidentally just happened to occupy the place where you needed to go.

I did like that in CS and on you had a limited option of AI support. Not only did it make the game more believable(no more one-man-army approach) but allowed the devs to make AI more competent and dangerous. After all if you're expected to attack the enemy camp alone the AI must be either weak or dumb, otherwise the game will be too hard. But if you give the player a supporting force and never purposefully put him in a situation where it's him vs. the world.



And I don't know about AI intelligence in SoC.....walking backwards, not seeing you, walking into anomalies, 100% accuracy.............uhh for example other games produced in 2007 like Cod 4/halo 3 enemies could blindfire, go prone,etc.. ..heck since halo 1 enemies could dodge,dive, do barrel rolls, taunt you, use grenades...heck even operate vehicles.
  17:31:42  26 February 2014
profilee-mailreply Message URLTo the Top
Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
 

Message edited by:
Three Mile Island
02/26/2014 17:38:14
Messages: 2860

---QUOTATION---
I thought STALKER's main theme of the game is the unknown, alien, hostlie Zone.
---END QUOTATION---


I think a lot of confusion is caused by the game's mixing of elements from both the Roadside Picnic novel and the completely unrelated Chernobyl accident. Took me at least couple of playthroughs to get used to this. I also played CS before SoC, which made a lot of things remain unexplained throughout the game (I kind of like that, though).


---QUOTATION---
-Red Forest-yes mutants, jk there are more renegades than mutants on the map
---END QUOTATION---


You only see the Renegades if you hurry through the game, otherwise they get killed by mutants before you arrive in Red Forest. Also mutants keep respawning, unlike the Renegades.


---QUOTATION---
Ok fine, rocks and tree stumps are understandable but stove appliances in the middle of the forest? Who brought them there..
---END QUOTATION---


At least the Red Forest tank was said to be brought there by an emission. But yes, there's a lot of junk almost everywhere if you think about it. Perhaps SoC's Wild Territory is the worst place in this regard, if you examine the place closely the architecture makes no sense at all. Still it's not a big deal, IMO.


---QUOTATION---
AI doesnt ever use rocket launchers, barely uses sniper rifles or shotguns and handguns. At least in ShoC AI had a little more variety.
---END QUOTATION---


They do use grenades in CS...


---QUOTATION---
there is less vegetation or fauna compared to SoC...the ground is bare...wouldnt there be grass growing almost everythere.
---END QUOTATION---


Is it? There's the grass popup mechanic, but doesn't that happen in SoC too?


---QUOTATION---
the game feels so "rushed'' tho its so obvious
---END QUOTATION---


Not to me (except for the ending, which is a disaster). Limansk can be quite buggy though.


---QUOTATION---
Making humans the main enemy through most of the game creates another problem - sooner or later the player is going to ask himself a simple question: "Why am I not dead yet?". Like when you are sent you to your first CS , which involves killing 70+ Renegades to secure their position.
---END QUOTATION---


I disagree, IMO the fighting in the Swamps is over much too soon (except for the neverending fighting over the Bandit camp near the Machine Yard). You don't even have to take part in it yourself, the Clear Sky squads do all the work for you.


---QUOTATION---
As you're slaughtering your way through your fellow men, which is nothing short of a chore(see below), sooner or later you stop and ask yourself: did they really just send one guy against thirty as if it were nothing? After all, like the enemies, you're just a human with a gun - likely same as they're using - yourself. Unless the game estabilished that the player character is special or unique in some way - and STALKER really doesn't, all you have is a scar-
---END QUOTATION---


Actually the intro cut scene does establish that you're special, due to surviving the intro emission: serious brain damage, but otherwise a vastly improved physique, IIRC. Also you're an experienced Merc, while the Renegade reminds me more of homeless drunks.


---QUOTATION---
then the immediate and correct answer as to why you're still alive is "because I'm a player in a videogame so I have more HP and my weapon does more damage and the AI is stupid".
---END QUOTATION---


I disagree, your health and weapons are nothing special compared with the enemies, also they have unlimited ammo. In fact some lazy players complain that the enemies are too hard in SoC and CS. Also you're able to load a previous save when you die, something the enemies can't do.


---QUOTATION---
CoP fixes it for example, the entire Jupiter plant is empty except for a pack of dogs and two Psy Dogs, which is wonderful for the atmoshpere of the place when you're spelunking it for documents.
---END QUOTATION---


Only the first couple of visits. Later on in a game you simply stop going there, since nothing more ever happens.

One way to deal with empty places could be to let migrating NPCs like in in SoC pass through them. Also respawning events (like the Badit attacks in SoC's Garbage) don't have to occur everytime, but maybe a little more rarely.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » General
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.