<strong>[ -> Interview]</strong>
Now it's <a href="http://rpgvault.ign.com/">RPG Vault</a>'s turn for a <a href="http://rpgvault.ign.com/articles/556/55 ... .A.L.K.E.R. Q&A</a>.<blockquote><b><i>Jonric: Turning to the range of locations players will see within the game, what are a couple that stand out for you, and why? </b>
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<br>Andrew Prokhorov
<br>Project Lead / Lead Designer
<br>I vote for the city of Pripyat and, of course, the Chernobyl plant, without a doubt. These levels are reproduced from the actual places, and in great detail. We saw them with our own eyes. We breathed in the neurons close to the sarcophagus and listened to the silence of the dead city - just try and imagine a place that used to house 50,000 people, but is now entirely deserted, overgrown and strewn with toys and old furniture. The Chernobyl Power Plant has been modelled according to its real size, and this is one of the biggest levels created in the gaming industry. Our level designer was indignant with 'Why the heck did they build such huge atomic power plants? Now I have to make a level for five months.'
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<br>However when modelling Pripyat, our level designers decided not to model the city outskirts - so it's the city center only that has been modelled in every detail. You can enter any building - unless somebody or something already lives there.</i></blockquote>...
<br><BR>Spotted at: <A HREF="http://www.shacknews.com">Shacknews</A>
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