New S.T.A.L.K.E.R.: Oblivion Lost interview
New S.T.A.L.K.E.R.: Oblivion Lost interview
<strong>[ -> N/A]</strong>
The always-busy <a href="http://www.homelanfed.com" target="_blank">HomeLanFed</a> have slapped-up and interview with Oleg V. Javorsky of <a href="http://www.gsc-game.com/index.php" target="_blank">GSC Game World</a> about their new post-apocalyptic first person shooter, <b>S.T.A.L.K.E.R.: Oblivion Lost</b>. Here's a sample:<blockquote><em><b>HomeLAN</b> - What other gameplay elements will be seen in the game?
<b>Oleg V. Javorsky</b> - You will also be able to communicate with any sapient creature in S.T.A.L.K.E.R. While speaking to NPCs, the game will not be interrupted, so you can, for example, sitting in an ambush, follow your enemy’s actions and communicate with teammates, or distance yourself from interlocutor and he will complain he cannot hear you well. RPG elements are not limited to communication with characters. You can buy, sell or exchange artefacts, equipment, weapons and everything up to a car in the game. Special physics engine will take care of vehicle movement, as well as interactive and destructible objects like glass, lamps etc.
S.T.A.L.K.E.R. will have a non-linear plot, which means you can explore the huge territory of the Zone in whichever direction you like. Some of the areas, due to dangerous anomalies, invisible zones and like will initially be inaccessible and you will need special equipment (protective suits, detectors etc) to reach them. This small feature, as well as constantly changing world of the Zone will serve to high replay ability of the game. The player will live in the Zone, explore it, learn as much as he wants to about it to complete the game in one of the several endings planned.
<center><a href="http://www.homelanfed.com/images/jcal/stalker1.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalker1-s.jpg"></a><a href="http://www.homelanfed.com/images/jcal/stalker4.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalker4-s.jpg"></a><a href="http://www.homelanfed.com/images/jcal/stalker6.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalke ... quote>Read more about it and see more screenshots by checking out the <a href="http://www.homelanfed.com/index.php?id=9001" target="_blank">Interview</a>. Looks extremely good!
The always-busy <a href="http://www.homelanfed.com" target="_blank">HomeLanFed</a> have slapped-up and interview with Oleg V. Javorsky of <a href="http://www.gsc-game.com/index.php" target="_blank">GSC Game World</a> about their new post-apocalyptic first person shooter, <b>S.T.A.L.K.E.R.: Oblivion Lost</b>. Here's a sample:<blockquote><em><b>HomeLAN</b> - What other gameplay elements will be seen in the game?
<b>Oleg V. Javorsky</b> - You will also be able to communicate with any sapient creature in S.T.A.L.K.E.R. While speaking to NPCs, the game will not be interrupted, so you can, for example, sitting in an ambush, follow your enemy’s actions and communicate with teammates, or distance yourself from interlocutor and he will complain he cannot hear you well. RPG elements are not limited to communication with characters. You can buy, sell or exchange artefacts, equipment, weapons and everything up to a car in the game. Special physics engine will take care of vehicle movement, as well as interactive and destructible objects like glass, lamps etc.
S.T.A.L.K.E.R. will have a non-linear plot, which means you can explore the huge territory of the Zone in whichever direction you like. Some of the areas, due to dangerous anomalies, invisible zones and like will initially be inaccessible and you will need special equipment (protective suits, detectors etc) to reach them. This small feature, as well as constantly changing world of the Zone will serve to high replay ability of the game. The player will live in the Zone, explore it, learn as much as he wants to about it to complete the game in one of the several endings planned.
<center><a href="http://www.homelanfed.com/images/jcal/stalker1.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalker1-s.jpg"></a><a href="http://www.homelanfed.com/images/jcal/stalker4.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalker4-s.jpg"></a><a href="http://www.homelanfed.com/images/jcal/stalker6.jpg" target="_blank"><img src="http://www.duckandcover.net/news/stalke ... quote>Read more about it and see more screenshots by checking out the <a href="http://www.homelanfed.com/index.php?id=9001" target="_blank">Interview</a>. Looks extremely good!
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- Scarf-wearing n00b
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Its got a main first person view with 3rd person for adventuring/making 1337 screenshots with the high poly player model.
Id be ok if they made fallout with this engine actually, whilst not the most "beautiful" its certainly the most atmospheric engine out their with the grutty details you need for FO.
Id be ok if they made fallout with this engine actually, whilst not the most "beautiful" its certainly the most atmospheric engine out their with the grutty details you need for FO.
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Well, point of perspective doesn't determine the game type, Red is right about that. Max Payne is a shooter and Tomb Raider is action/adventure/porno/platform. They are different types of games although they're both 3rd person. I even wouldn't call 1st person view as FPS view. Morrowind and M&M9, for example, are not FPS's.
Stalker
This video popped up on fileplanet a while back, and i was stunned by the beautiful grpahics and huge environments... a sense of that "Fallout freedom" if u may. Think this game will rock if they implement the all rpg:ish features theyve been talking about.
http://www.gsc-game.com/index.php
http://www.gsc-game.com/index.php
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EotB (and others, most notably Lands of Lore and the Migth and Magic series) had a first person view. Those were RPGs (And if you want to go really far back, Questron had a First person vector dungeon - 1984 w00t...)
There's plenty of FPS equivalents in isometric views (which is even mroe limiting then 3rd person)... Plenty of platformers like that, though I'm mostly thinking of Crusader No Remorse. Of course it's not a "First Person Shooter" since you're not in "First Person" but the game more or lesshandle the same.
There's plenty of FPS equivalents in isometric views (which is even mroe limiting then 3rd person)... Plenty of platformers like that, though I'm mostly thinking of Crusader No Remorse. Of course it's not a "First Person Shooter" since you're not in "First Person" but the game more or lesshandle the same.
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Having just dloaded the trailer for this game i am far less excited, the appearences of FPS standard "temple ruins" and "minigun" completely ruin the concept. The trailer is all out action, i was looking foward to VERY rare action with a massive amount of sacry desolate lonely exploration, just like the film.....
now it just looks like a bog standard action FPS except a very nice external location engine and intresting hud effects.
The screenshots on the other hand echo the film, instead of having an actual temple appear from the weird zone jobbie youd have an influence/artifact around a building etc. which would make people use it as a temple.
now it just looks like a bog standard action FPS except a very nice external location engine and intresting hud effects.
The screenshots on the other hand echo the film, instead of having an actual temple appear from the weird zone jobbie youd have an influence/artifact around a building etc. which would make people use it as a temple.
Stalker
nah a first person turn based game would have been alot better... of course its going to include frenetic firefights, it doesnt make it a no-brainer deathmatch killall game... and seeing as the demo is about 8 moths away, and the full version slated for a q3-4 2003 release, i think its safe to say the trailer is all show-off material. What u should be thinking of is the engines capability to produce wast and beautiful areas for you to explore. and apparently it has a non linear plot, so lots of room for living your character hopefully. They sure as hell didnt present the game as being a serious sam fps, and i dont think its heading that way either.
stalker
on the other hand i dont think youd want flashpoints "i have a stonebrick in my boots" movement in a science fiction title, if you are gonna tell a story and keep the player following it you cant stick in camp-your-ass-off fire fights... of course it would be far more realistic, but in this case the wearing of full body armour takes you out of the bushes and from behind the rock to get stuck in. on the other hand the hud seems to do alot of detection and aiming for you, so some camping and sniping is definatly an alternative to spray and pray minigun fights.
Im getting the film tomorrow after reading some pretty amazing reviews, almost everyone gave it a 5/5 on all categories. Though i dont expect it to be much like the game, the story seems very deep and will leave you thinking for weeks ahead. If we are lucky GSC will stick in some philosophic thoughts into the game to match the film.
Im getting the film tomorrow after reading some pretty amazing reviews, almost everyone gave it a 5/5 on all categories. Though i dont expect it to be much like the game, the story seems very deep and will leave you thinking for weeks ahead. If we are lucky GSC will stick in some philosophic thoughts into the game to match the film.