[ « Previous Page | 1 | 2 ]
Once again anomalies will play an important part in gameplay and once again you'll be hunting down artefacts using a Geiger Counter in one hand and a pack of bolts in the other. More anomalies have been added to the environment. We see a strange pool of whirling water sitting in the middle of a calm stream. We're promised odd ruins, distortions in the ground and teleporting portals too. "We wanted to create the impression of the Zone as more dangerous and hostile," Oleg explains. He shows us how anomalies will work in Clear Sky, part of the game's opening tutorial. With a set of bolts in one hand and a detector in the other he throws the metal and listens to the clicks to work out where it's centred. Eventually the artefact will reveal itself. "Here's where your protective set upgrades will be useful. Some you won't be able to enter until you've upgraded your equipment to a high level."
The tutorial continues. Oleg hides from dog/pig/rhino monsters by climbing a tower. He starts taking pot shots at random birds flying overhead. In Clear Sky you'll be able to shoot them down. Bandits will have contests in dedicated arenas which you'll be able to take part in. "Greenpeace hate!" he says. We agree.
Blow outs are not a much bigger part of the game, which, according to Oleg, was what the team had always intended for the first S.T.A.L.K.E.R. Although the main character can resist the blow outs, his nervous system will still break down. The sky goes blood red. You're told to hide. Eventually it overcomes you and the Clear Sky faction come to your aid, bringing you back to the base and ending the tutorial.
We then take our first tentative steps into the outside open world and the Marshland level. The area is littered with four-legged monsters which Oleg dispatches with the shotgun. Then there are bandits to contend with. But it's the faction on faction combat which will impress gamers the most. The Zone is embroiled in a constant AI driven conflict as the factions battle for territory, resources and scientific information. At any time the player will be able to check which faction is winning the war in a separate War of Factions screen, and at any time the player can choose an ally and get their hands dirty. The more points controlled in the Zone the more resources are gathered and the more quests and equipment becomes available. "It changes dynamically," enthuses Oleg.
We then see the squad-based gameplay in action. Oleg accepts a quest and a squad forms then makes its way out into the wild. His AI buddies crouch as they move by low cover, and even crawl if they have to. They form positions, poking their weapons out above them and firing blindly. So smart is the AI that your computer controlled mates will throw grenades.
So, Clear Sky is more S.T.A.L.K.E.R. 1.5 than 2.0. That's absolutely fine with us. But don't let that fool you into thinking GSC has simply tweaked the menus, given the AI some smart juice and drummed up a new story. Clear Sky is S.T.A.L.K.E.R.'s graphics on steroids. It's all down to the new DirectX 10 support. New textures and new high poly models have led to an increase in detail not only in the characters but in the environments, too. In a tech demo we see volumetric fog, which changes and warps when characters move through it, leaving trails. Rain dynamically wets surfaces. At first the ground will glisten, then puddles will form with droplets bouncing up and down. Water streams down vertical surfaces realistically.
But we were most blown away by the lighting, which is some of the best we've seen in a game. It's been completely changed. Camp fires cast dancing shadows that impact on walls and characters in real time. Sun rays burst through cracks in wooden roofs. Lightning lights up the night sky as well as dark interiors. It looks superbly atmospheric, which is what S.T.A.L.K.E.R. is all about really.
Don't worry, the game doesn't force you to own a £4,000 super computer just to get it out of bed. Clear Sky will support three ranges of hardware, DirectX8 through 10. It will run fine if your computer coped with the original game.
We're very enthusiastic about Clear Sky. It's shaping up to be a graphical PC powerhouse, and a worthy refinement of the original S.T.A.L.K.E.R. vision. It's surely one for the fans - don't expect to like it if you didn't like the first game. But that's OK. Because we were fans anyway.
We also expect it to hit its planned August 29 release date, so there's just under three months to wait. The team is putting English localisation in right now, so soon enough we should have some brand new playable code to explore. Until then, S.T.A.L.K.E.R. remains one of 2008's most promising PC exclusives.
[ « Previous Page | 1 | 2 ]






» Go to 's original post
» Go to 's original post
» Go to 's original post
» Go to 's original post
Not this game.
STALKER is gonna kick some serious ass no matter what game comes out.
I agree Clear Sky will be remebered... forever!!!!Last edited on Fri 6 June 2008 by Rogue Soul
Not this game.
STALKER is gonna kick some serious ass no matter what game comes out.
I agree Clear Sky will be remebered... forever!!!!
» Go to 81xoN's original post
» Go to 's original post
» Go to 's original post
Post Comment
Login or register to reply to this topic
Create a new account or login to take part in this topic discussion.