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S.T.A.L.K.E.R.: Call of Pripyat

Oleg Yavorsky intervju.

Q: What locations can we expect in CoP? Is there any dungeons, faction bases or some old locations?
A: As one can already guess form the name of the project, the main location in the game is Pripyat and we can be proud of this location, as the eastern part of the town (which is featured in this location) is made very close to the real one. We made a trip to the Zone once again, photographed a lot, and used the satellite photography to make it as authentic as it can be. We tweaked it for the purpose of gameplay a bit, so it is about 90-95% accurate. Apart from Pripyat we have a really huge Zaton and some lesser locations as well as few dungeons. There won’t be any old ones – all of them are new.

Q: And what about the characters in the game? Could we see some factions, military, or the foreign troops?
A: If compared with Clear Sky, then I can say, that factions won’t play such a big role in CoP – they won’t wage a full-scale war. We’re going back to the concept of the original game, where the Zone isn’t populated with people so much and the stalker’s main opponents are mutants and anomalies, as it could be if the Zone was real. Sure you’ll spot the factions and the military in the game, each have their own goal, and you can achieve better relations with some, as the hero is neutral at the beginning.

Q: And what about the relations between the factions? Will they fight for the territory and defend their positions?
A: In the prequel (Clear Sky), we’ve been telling a story about factions establishing their power, fighting for territory and resources. The Faction War was back then – now it is about a month after the events of the original SoC. Each faction has its own goal, according to their ideology – the conflicts are inevitable, but it won’t take the scale of the war again.

Q: What about our earnings? Can we find an expensive gun or artifact? How easy will it be to get ammo or medicine in the game?
A: Sure it won’t be easy to find a rare or expensive gun, but you shouldn’t forget, that now stalkers will search corpses, collect artifacts and guns, so it is possible to find a lot of stuff in the backpack of a killed stalker. Ammo or medicine can be found or bought from stalkers or traders – as it would be in the real life.

Q: What can you say about artifacts and anomalies? Their quantity and difficulty of finding an artifact?
A: The search for artifacts is the main business of the stalkers – their bread. That’s why we are trying to make this part of the game as interesting as possible. You can’t find a valuable artifact just lying on the ground – you have to equip yourself with a detector and crawl in the anomalous field. Only by making your way through anomalies, constantly being under the harmful effect of the anomalous field, you’ll have a chance for a big buck. Moreover, after every Blowout the order of the anomalies in the field will change, so it won’t be possible to just memorize the safest way and use it over and over again.

Q: What guns and armor will we find in CoP? Will there be something new?
A: One of the biggest innovations in CoP concerning armor is that it is now divided into body armor and head protection – for example bulletproof vest and the helmet. It is also possible to repair and upgrade them. As for weapons – the upgrade system from CS was improved, so it is now possible to upgrade it in a few directions at the same time.

Q: Is it possible to hire some stalkers and act as a team? Can we be stealthy by hiding in bushes with a sniper rifle and shooting enemies from the distance? Will the enemy spot us at once, or he will run around searching for the sniper?
A: Stalkers are loners, so it’s not possible to find a partner, though you can join some stalkers during some missions, or some stalkers can join you during others, but normally everyone is at his own – it’s the Zone. NPCs have the ability to hear in the defined radius and see in the defined sector – being outside these, you can easily sneak undetected. As for shooting – each shot has a sound and direction, and it is quite possible being detected after the first one.

Q: In the Clear Sky it can be clearly seen that the AI was greatly improved – NPCs don’t leave themselves open, but hide behind the rocks, walls, etc. Will you use the same system and will be the AI improved even more?
A: Well, it’s rather to say ”polishing” than ”improvement” – the most radical improvements were made in the monster’s AI and the global A-Life system. With every new step, we’re getting closer to that functionality of the system which suits us most – it is so complicated, that we were improving it all the time the original game, always making corrections and tweaks here and there.

Q: In both Stalker games we got an outstanding visuals as well as the atmosphere. Can we expect further improvements in graphics as well as more spoken dialogs and new interface features?
A: Judging the atmosphere – it will be close to the one of original SoC game that was critically acclaimed as the most atmospheric game of the 2007. The visuals will be somewhat better then in the Clear Sky, but system requirements will be the same due to the optimization. The dialogues will be mostly written, it is better as the voiceover sometimes – the player uses his own imagination instead of artist’s expressions to perceive the character’s personality. The interface was totally redone to make it more intuitive. The use of hot keys was added, a convenient round mini-map and lots of other stuff. Also, we made a possibility to continue the game after completing the main storyline.

Q: Will there be Blowouts in the game? If yes, will the occur only as storyline-driven events, or will they be completely random?
A: Both, and the player will have to seek shelter to survive one.

Q: Will there be any improvements to multiplayer.
A: We’re working on the code optimization, reduction of traffic and new anti-cheat tools. There will be a system of ratings and rewards as well. No radical changes in the gameplay modes.
 

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The following is the translation of the open playtest report written by GeForsik

I arrived at the Metropolis mall 25 minutes before the start of the playtest. While going up to the fourth floor, I was thinking of how to make my way through the crowd of infuriated STALKER fans waiting to see GSC’s new work; but surprisingly, it was quiet and calm near Vault 15 – no testers, no fans but just developers who were running from one computer to another trying to set them up before the game time. After some time, testers, fans and other youngsters interested in the playtest were starting to arrive. Some gamers came with books from the STALKER series to get autographs from the developers, while others were hoping to get a picture with them.

Putting a checkmark next to my name on the playtest's members list, Mr Yavkorsky sat me down in front of a computer with Call of Pripyat already loaded. First thing I did was check the game settings to possibly find some new graphics options available in the new 1.6.00 build of the X-Ray engine. Unfortunately, there was nothing we haven’t seen in Clear Sky. It’s alright. I press ”Apply” in the options menu, press ”New Game”, and choose ”Stalker” for the difficulty level. The game is loading…

It was nice noticing the developers spent some time optimizing levels loading times, seeing that the game loaded pretty quickly. Oh no! Not Zaton again… Sure, it’s the first location in the game, but still, after watching videos and screenshots from the showcase at KRI [Game Developer Conference], it would’ve been nice to see something new: Pripyat, for example. Alright, back to the game. I took out the PDA to see the objective: observe three MI-24 helicopter crash sites… same objective shown at KRI. I decided to use another route and play side-quests instead. I went towards a dry cargo ship called Skadovsk, talked to the bartender and received a mission to find an artifact at the flooded fishing vessel. Seemed quite simple and ordinary to me. I ran out of the bar, simultaneously fixing my inventory by placing the first aid kits and bandages on the hotkeys (F1-F4), and only after around 350 feet I met a pack of dogs. I never encountered any problems with dogs in the previous STALKER games, but this time I had to work much harder to send those poor dogs to a better world (perhaps, I wouldn’t have as much problem if I’ve spotted them earlier). The main difference with the renovated monsters is that they now attack without stopping in front of you. So in the end, while fighting with the pack, at least one dog will be able to leave a bite on the protagonist. While analyzing the bodies, it was clear that the developers made some plastic surgeries, replacing old models with new high-poly ones, while also adding textures, making the monsters look much better and more realistic.

Alright, back to the game. Healed the wounds, reloaded my AK-74Y and continued running to the location. It was easy finding and getting to the vessel but finding your way inside was not as easy. I won’t go into details about little puzzles inside and outside the ship but I will note that I had to use quicksave a couple of times. After leaving the ship with the artifact, I was greeted by a loner stalker which asked me to give him the artifact (the nerve!). I refused his offer and started walking away from him when two stalkers holding their guns blocked the road asking for an artifact again. I decided not to be a hero and gave away my artifact and watched the loner stalker run towards Skadovsk with my catch. His two friends were pointing their guns at me until he was no longer seen. Getting to a cover, I took out my gun and presented my skills with two headshots, one for each. Without having time to search two buddies, I ran after the other stalker towards Skadovsk. Once I get to the bar, I see that stalker selling my artifact to the bartender! Of course, the barman doesn’t care who the guy is and how he got the artifact and replied to my grumbling, saying: ”This is the Zone, son…”

Yup, this is the Zone. And now, the Zone is filled with monsters, and not crazy stalker fanatics exterminating each other. The fights with bloodsuckers became much more interesting! Now this bloodsucker can actually suck the blood out of an incautious stalker, if he gets too close to him. His cloaking ability, as well as the new fix where monsters don’t stop in front of you, really made him a formidable opponent even to an experienced stalker. The bloodsucker was the top contributor to my game deaths, and not regular stalker bandits. The monster animations are improved as well: after shooting a wild boar in a leg, it is quite pleasing and even pitiful to see him jump using the three remaining legs.

One of the biggest features of Call of Pripyat – big open locations – serves both a positive and a negative role in the game. Sometimes, you can go through as much as the third of Zaton without even meeting an enemy. And the environment isn’t too exciting for stalker exploration either with just hills and glades. The main story events are happening in the quest locations.

Problems with AI are still present. At times you will encounter stalkers with an eagle eye that would spot and fire at you long before you would even see them on the screen; and sometimes, they won’t notice you standing 30 feet away from them, even if you’re firing your gun. Much praised cutscenes weren’t really impressive either. I walked to a helicopter, pressed ”F” and then observed a slowly moving camera behind my back. At the same time, Mayor Degtyarev had zero body movements, as if he was paralyzed.

Since there are now much fewer stalkers walking around, the problem of ammo shortage won’t be felt as much, to which I can’t complain. One thing that is unclear to me, though, is the fate of the pistols in the game. From the start, you can have two automatic guns that you can place in both of the slots. There is no reason now to place a pistol in the first one.

In the meantime, Valentin Ektyshev came by and I couldn’t resist a chance of interviewing him while playing the game:

GeForsik: Valentin, in the game’s main menu I’ve noticed that the engine build was upgraded to 1.6.00. What are some of the new changes?
Atem: The most work has been done to the game’s optimization. With a limited time of development, we didn’t make any significant changes to the engine. We had to part with ShaderModel 1.1, and now ShaderModel 2.0 is the minimum requirement.

G: So what about the static lighting? Did you have to get rid of it too?
A: No, we left the static lighting. We just got rid of the DirextX8 video card support.

G: How many polygons are now possible in each frame?
A: There are some places on Zaton with 800-900 thousand.

G: I’ve seen some of the new screenshots of Pripyat… why is Pripyat so empty? Such a small amount of trees, branches and grass.
A: I know; I’ve been reading the forums and noticed that many are complaining about that. Trust me, right now Pripyat is the heaviest and the most polygon-filled location out of all three. Our engine is almost overloading…

G: Will there be military soldiers in the game? If yes, will they be friends or enemies?
A: They will. In the final build you will know for yourself [smiles].

G: Aren’t you afraid that the player might get bored, walking around huge locations, shooting at not so often appearing stalkers?
A: Actually, the players themselves asked to decrease the population of the Zone. This is us listening to their opinions and trying to please them.

G: So you guys are getting close to the original game concept, when the Zone only had 120 stalkers?
A: Well, it was not a concept but just an idea. We are not coming close to its realization.

G: Is the release date still Fall 2009?
A: Yes, reaching for October. As of right now, everything is going according to plan.

”Guys, your time is up, please come by and fill out the questionnaire and receive memorable prizes”, announced Oleg Yavorsky. With these words my little tour in the world of G.A.M.E. was over. With one hour of gameplay I carried many emotions, some positive and some not. And since first impressions are usually not trustworthy, I will not give out any grades.

I would also like to point out that there is still a lot of time before October, and the developers can fix all the problems noticed by the testers.

P.S.: There was not a single game failure during the playtest.
 
/\ nice !!
 
The Plot.

The events of Call of Pripyat – the second stand-alone project in the S.T.A.L.K.E.R. universe (Clear Sky being the first) is taking place two weeks after the events of the original game: S.T.A.L.K.E.R.: Shadow of Chernobyl. As Gunslinger shut the psy-antennas down, lots of stalkers rushed to the center of the Zone trying to lay their hands on the treasures it conceals. But only few made their way into it safely, as a new faction war broke out. The survivals are mostly neutrals, ”Duty” and ”Freedom” members as well as some bandits.
As the psy-barrier broke down, the military started to develop an operation called ”Fairway” in order to establish full control over the new territories. As a first step of the operation, 5 reconnaissance helicopters were sent to investigate the new areas and find a safer way through the anomalous fields for their full-scale ground operation. Despite all the precautions made, the operation fails with all HINDs being vanished from the radars leaving only approximate coordinates of the crash sites.
The player takes a role of major Degtyarev, an ex-stalker who signed the contract with the military in the past, and now is an undercover agent sent to the center of the Zone to investigate the reasons behind the operation failure.

The Zone.

First of all, there will be no faction wars in Call of Pripyat, the number of NPCs will be greatly reduced, as opposed to Clear Sky, and the developers promise us to create a bigger ”back to the roots, explore-the-surroundings” feeling of the game, more common to the original: Shadow of Chernobyl. Among other game improvements, the game’s locations are one of the most important ones with three new huge locations that include a photorealistic Exclusion Zone – Pripyat (the eastern part of the town), Yanov railway station, Jupiter factory, Kopachi village and others, recreated by their true-to-life prototypes with the use of satellite photographs. There are also two underground locations which are kept secret for now.
The first location, where the game starts, is Zaton (The Backwater) – a huge 1.5x1.5 km area, featuring a dried out river with some shipwrecks, a factory of some sort and lots of anomalies. As the player arrives to Zaton, other stalkers have already accustomed to the area, so we can find the Bar in one of the ship’s carcasses, the bases of the ”Duty” and ”Freedom” factions who share one ship by having a cease-fire agreement (but only within the walls of their base), and the mercenary base somewhere in the industrial area.
The Blowouts (aka Emissions) will now be random and deeply incorporated in the local ecosystem: with every Blowout, new artifacts are born in the anomalies, and some anomalies will change their positions (only random anomalies and not the unique looking, static anomalous fields). Stalkers will seek cover during Blowouts and will fight for it, if members of others factions will attempt to use the same hideout; this works for the player as well: staying on the open field during the Blowout is lethal, but finding a safe spot (they will be marked on your map) can cost you your life as well, if it is already occupied by your rivals. The new types of anomalies will also be introduced in the game.
It is also worth mentioning, that now both stalkers and mutants will have their own day/night cycle, with mutants being more active at night, while stalkers will be going to bed. As for the mutant additions, we will see the good old, finally made functional Chimera and Burer. Chimera will be your most fearsome night encounter, as it moves rapidly, hiding in the dark, always trying to attack you from the rear; however it won’t be such a menace during day time, as it can be easily spotted under the sun light. The Burer uses telekinesis to grab and throw objects at you, which can be a heavy barrel or even your own weapon pulled out of your hands and thrown at you. It was also mentioned in some previews that Burer is able to cast a bulletproof shield with his telekinetic abilities. But the good thing about Bruer is that he is not really an aggressive creature and, for the most part, will only attack if the player bothers him.
The behavior of the older and more familiar mutants been reworked as well. For example, dogs and snorks are now attacking on the move, instead of just stopping in front of you and biting like before; so fighting them is now much harder, especially when they attack in packs. The packs, however, can now be formed with the mutants of each type, and since all the mutants are now divided into carnivores and herbivores, we can expect one hunting the other. The Bloodsucker has been redone as well, so it can now literally grab the player and start sucking the blood out of him. If you think they now have an unfair advantage over you, the developers made it fair by removing the invincibility of the bloodsucker while he is invisible.
The stalkers, as mentioned before, have a ”timetable” of what to do during the day: they leave the base in the morning, alone or as a small group, roaming across the landscape in search of artifacts and finally return to the base in the evening for some rest. The developers are promising to make a fair system of an artifact trade, so if you happen to run across some stalker, you can see the stuff he has already collected and trade with him by offering something more worthy than just vodka or a lump of bread.
Searching for an artifact with the detector is also in the game, and both positive and negative effects of the artifacts are rebalanced.

Quests.

The game features over 70 ”hand-made” quests (no more randomly generated missions), which can be received from not only faction leaders and a barman, but from ordinary stalkers as well. As already mentioned there will be three factions to cooperate with (but not join, as the main character is already an undercover military soldier). ”Duty’s and Freedom’s leaders and members are controlled by the criminal authority nicknamed Sultan, who is ready for cooperation with everyone if it is beneficial to him. However, even without joining a faction, it will be possible to become a dominant force by cooperating with others, for example when the scientists will lose the protection from the military, it will be possible to give them a hint about some guys from Freedom who are eager to grant scientists their services for a small price. For the Freedom faction it will mean a stable financial income and for the player – good relations with the faction and an access to their up-to-date equipment. ”Duty” will support you with machineguns, assault rifles and heavy armor, while ”Freedom” will equip you with sniper weaponry and their armor which is more suitable for exploration and protection from the environmental hazards. The bandits will possibly equip you with shotguns, but it is not clear yet.
Some side-quests have already been shown. For example, we can take a quest from the barman to find a specific artifact on the abandoned fishing vessel – the player finds the ship being surrounded and filled with anomalies, and when he finds his way through all the traps, finds the artifact and leaves the ship, he will be greeted by a stalker, who will ask the player to give him this artifact, as it is the only thing which can save his dying friend. If you’ll refuse to handle him the artifact - two heavy armed stalkers will block the road and ask you the same thing but in the less polite manner. If you will give the artifact, the two heavy armed stalkers will wait until the first one will run away, and then you can find him at the barman’s place selling the artifact. Of course the barman doesn’t care who found it first and the only thing he will say to your complaints is: ”This is the Zone, son.”
Another quest that has been showcased is from Sultan’s bandits. They try to establish control over stalkers, so they are attempting to make a raid at night on one of the stalkers’ bases. You can accept their offer and kill the stalkers or you can warn the stalkers of this threat and they will give you a counter-mission to engage the raid with the bandits but shoot them in the back. What to do is up to the player, but the both decisions will affect his reputation among stalkers and bandits.
The game is expected to have 20 unique characters with unique appearances taken from real life people.

Smaller improvements.

The inventory has been redone as well. An armored suit is now divided into a suit (which mainly provides defense against physical threats) and a helmet (which will protect the player against the anomalous hazards); ammo is now highlighted, when you click on the weapon, to show what gun it belongs to. Both inventory slots, which were previously divided into pistol/main weapon classes, can now fit any type of weapon, so it is possible to carry two rifles at the same time. The weapons will be rebalanced for greater distances in combat and there will be some new guns as well (we will at least lay our hands on DAO 12, an automatic shotgun).
The inventory also contains four quick access slots, so it is possible to bind your first-aid kits, or canned food to the F1-F4 keys. The first-aid kits, by the way, no longer restore health instantly but will take some time to restore the health bar to the fullest; so it won’t be as easy to run through the action by rapidly clicking the first-aid kit hot key. Moreover, the player can obtain some boosters which affect the character’s abilities (like running faster for a long time, or increasing the blood’s coagulability) but there are some rare ones that can give your character a chance to survive the Blowout in the open space.
The weapon and armor upgrade systems were rebalanced and now are more intuitive. The number of artifact slots available will depend on the upgrade level of the stalker suit.

The Engine.

The game runs on the improved X-Ray v.1.6 engine, which differes from v1.5 (used in Clear Sky) only by a greater level of optimization, so it can handle huge locations present in the game. Character models and textures were improved, so the normal mapping is taken from the high-poly models. The HUD will be dependent on the type of armor the player carries: for example, his hands will look different when different suits are equipped.
The Zaton level features some places with 800-900 thousands of polygons. Lots of animations have been redone. And yes, now no NPC will block your way in a narrow passage, the will instead lean against the wall to get behind you.
It will be also possible to play the freeplay mode after finishing the game and be able to complete unfinished side-quests.
The main storyline is targeted for 7-9 hours of gameplay.
The release is scheduled to October of this year.

70 unikatnih kvestova je valjda dovoljno :)
 
Svidja mi se sto ce biti "open end" igra.:)
 
Poslednja izmena:
Samo da bude sto manje bagova,u atmosferu ne sumnjam.:)
 
Dooobro, nadam se samo da ce moci da se kupi kod nas. A ne kao sa CS, pa da moram narodnu verziju da kupujem :(
 
Stvarno deluje odlicno .

Samo jedno pitanje , jel ce igra biti optimizovana i za QUAD core procesore ? Jel ce koristiti sva 4 jezgra ?
 
http://www.youtube.com/watch?v=YtfKJ3jTb2s

Izgleda da ce ubaciti i veliki podzemni nivo?

cf73b.jpg
 
Ovu fotografiju sam video prvi put pre najmanje godinu dana.Neznam odakle si povezao ovu fotku sa ovim video .Na jednom drugom forumu je neposredno posle izlaska Cs bio postavljeno pitanje, gde se to nalazi.Predpostavka je bila da je to iz nekog budućeg Stalkera pošto te lokacije nama u prva dva, a možda je najbliže realnom da to nema nigde i neće ni biti jer to samo gameart.Deluje obećavajuće , a pošto ima neki rudnik , možda je stvarno iz CoP-a.Samo me čudi da to ne exploatišu u trejlerima, pošto deluje moćno, ili ipak neće sve karte na sto da stave.Koliko sam razumeo biće dosta podzemnih nivoa.
Jesteli primetii da je Burer mnogo manji nego ovaj što se pojavljuje u modovima.Sad je stvarno patuljak.Kod starog Burera je bio problem jedan, verovatno je zbog toga i izostavljen,naime jako se često dešavalo kad ga ubiješ on ostane da stoji.Tako je nekako građen, zdepasto, kockasto da ako su mu ruke kojim slučajem bile iza njega ,ostane oslonjen na njima, pa iako je mrtav on stoji.To možre da zbuni ako si ga rokao sa veće daljine,pa besporebno nastavljaš da ga puniš.Ovaj iz videa mi deluje dosta živahno, i opasno, manja meta a opaka.Himera je u modivima izgledala prilično opako, ali je bila jako laka za eliminaciju, za razliku od snorkija, a po meni bi trebalo biti obrnuto, pošto je nenormalno brza i skače dalje od snorkija.Po meni, himera bi od svih zveri koje klasično grebu i grizu po opakosti trebala da bude na drugom mestu , normalno posle karalja "krovososa".Normalno, neračunam tu controlore, burre i ostale koji imaju neke psi moći.
 
Al mi se igra nov stalker, jooooooooooooooooj... :banana:

Sve ovo deluje obećavajuće...
 
Meni ova fotka nije jasna. Ocemu se tu radi, sta je zaokruzeno crvenim?
 
Ovu fotografiju sam video prvi put pre najmanje godinu dana.Neznam odakle si povezao ovu fotku sa ovim video .Na jednom drugom forumu je neposredno posle izlaska Cs bio postavljeno pitanje, gde se to nalazi.Predpostavka je bila da je to iz nekog budućeg Stalkera pošto te lokacije nama u prva dva, a možda je najbliže realnom da to nema nigde i neće ni biti jer to samo gameart.Deluje obećavajuće , a pošto ima neki rudnik , možda je stvarno iz CoP-a.Samo me čudi da to ne exploatišu u trejlerima, pošto deluje moćno, ili ipak neće sve karte na sto da stave.Koliko sam razumeo biće dosta podzemnih nivoa.
Jesteli primetii da je Burer mnogo manji nego ovaj što se pojavljuje u modovima.Sad je stvarno patuljak.Kod starog Burera je bio problem jedan, verovatno je zbog toga i izostavljen,naime jako se često dešavalo kad ga ubiješ on ostane da stoji.Tako je nekako građen, zdepasto, kockasto da ako su mu ruke kojim slučajem bile iza njega ,ostane oslonjen na njima, pa iako je mrtav on stoji.To možre da zbuni ako si ga rokao sa veće daljine,pa besporebno nastavljaš da ga puniš.Ovaj iz videa mi deluje dosta živahno, i opasno, manja meta a opaka.Himera je u modivima izgledala prilično opako, ali je bila jako laka za eliminaciju, za razliku od snorkija, a po meni bi trebalo biti obrnuto, pošto je nenormalno brza i skače dalje od snorkija.Po meni, himera bi od svih zveri koje klasično grebu i grizu po opakosti trebala da bude na drugom mestu , normalno posle karalja "krovososa".Normalno, neračunam tu controlore, burre i ostale koji imaju neke psi moći.

Fotka nema veze sa videom.

ba964.jpg


Ovo je stari concept art, i vjerovatno je u pitanju Underground Pripyat?

Meni ova fotka nije jasna. Ocemu se tu radi, sta je zaokruzeno crvenim?

Zanemari to sto je zaokruzeno :)
 
Malo je 5 lokacija, pa original je imao mislim duplo vise.
Mada ako odrade kako treba, i puno sadrzaja (a ocigledno ce biti)...

Al sto mrzim da gledam koncept, slike, najave, tako sam cekao Clear Sky pa se razocarao.
 
Mape ce biti vece.
 
Znaci nece biti nijedna od lokacija iz prethodnih delova?
 
Ne, sve je novo. Doduse Pripyat ce biti, ali istocni dio grada.
 
Iako znam da su se trudili da iskopiraju odredjene delove naselja Chernobyla/Pripyata, ipak nekako mislim da u tome nisu 100% uspeli, no to im ne uzimam za minus.
Jer gledam danas neki dokumentarac o Cernobilju, i ladno prepoznam deo (bazen sa skakaonicom unutar jedne zgrade, i jos par lokacija) iz Call Of Duty 4, znaci 110% isto odradjeno je u igri :) (ko je igrao i seca se, u pitanju je ona misija kada se sa ranjenim saborcem (u pedu :D)) ceka dolazak helikoptera. I udjem ti ja u MP na nekom serveru, igraju ljudi, pucaju ubijaju se, a ja otisao u taj deo gde je bazen i gledam i posmatram :bottle: :d.
 
jesi se okup'o? :d
 
Da sam se okupao, onda bih ove koleZe na serveru pucao iz Ak47, Dragunova i uzija istovremeno, a nogom bih bacao bombe :d.
Avaj, zimska sezona pa bazen prazan :p.
 
Iako znam da su se trudili da iskopiraju odredjene delove naselja Chernobyla/Pripyata, ipak nekako mislim da u tome nisu 100% uspeli, no to im ne uzimam za minus.
Jer gledam danas neki dokumentarac o Cernobilju, i ladno prepoznam deo (bazen sa skakaonicom unutar jedne zgrade, i jos par lokacija) iz Call Of Duty 4, znaci 110% isto odradjeno je u igri :) (ko je igrao i seca se, u pitanju je ona misija kada se sa ranjenim saborcem (u pedu :D)) ceka dolazak helikoptera. I udjem ti ja u MP na nekom serveru, igraju ljudi, pucaju ubijaju se, a ja otisao u taj deo gde je bazen i gledam i posmatram :bottle: :d.

Losa ti je procjena :)
 
Moguce, zato sto se vecina misija u originalu i mission packu :p odvijala van centra grada, tek na kraju originala se ulazilo u Pripyat.
 
Nazad
Vrh Dno