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S.T.A.L.K.E.R.

Clear Sky

S.T.A.L.K.E.R.

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Clear Sky - the S.T.A.L.K.E.R. Prequel

03 September 2009

A Touch of Gaming

First few days into spring. 1929, 1987... Spring, not a good month for the share market. But no, onto fun stuff before skool proceeds to take it from me.

Ah, but first, this is a test scheme, just colours really, bit of a change - let me know if you think it sucks. Might be a bit dim perhaps.

http://cs.stalker-game.com/

Last Friday after kebabs and District 9 I did an all-nighter on Clear Sky, first one at the controls for a while. Didn't really get too far though. Bit of a tangle - not much to say only that alliances are tricky things. You can end up finding it near impossible to hold an area until support arrives... or go back into friendly territory and try your best to drum up some business. It was into Agroprom for less lead poisoning, less radiation sickness and eventually right through the swamps back to the Clear Sky base. Still, next session there will be more fun to be had.

So yes, back to good ol' business rather than pleasure. While I wanted to get my hands on a Groza, I could... only I'd have had to ditch my completely tricked out AK74 with optics and a modified MP5 for my troubles. Oddly, though I'd modified the rifle to take a BG-15 it just wasn't playing ball. Might be a patch fix needed. Have to concentrate on generating some more cash via the searching out of artifacts. Trickier than the original.

What I'm actually looking forward to is a MP session. Not had one for a while. Really need to recruit a few punters. Just one more player changes the whole dynamics of the game. Am wondering if anyone has got a mod to introduce bots...

http://www.autodesk.com/3dsmax

More talk of modding and the suggestion made that introducing a bow might be an idea. Well, I'll be happy just to render one up. Rigging is the problem but that's a long way off. Just getting it into the game would be great. Having it operable regards limb movements might be a trick, might even be impossible, but one can only see by trying. Speaking of which, the thoroughfare software wise in S.T.A.L.K.E.R. land is somewhat disjointed at best, but 3D Studio Max is industry standard and I'll be very keen to get some decent hours under my belt with it. Back to the text books, with a somewhat different flavour to what I am used to.

Going to be taking a wee look at Call of Duty 4 - no, not the ongoing saga of this particular franchise but the contemporary version of the WWII FPS. Very realistic I'm told but for those investigating military simulation they can't seem to get trigger groups sorted. Maybe every weapon capable of automatic fire can only fire in automatic. Well, maybe they were trying to replicate the movies... Sad. Some do like the idea of replication of real-world tactics and not just chewing through the ammo for no result.

And now, alas, I must return to my studies...

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21 January 2009

February Calendar

Got another calendar up now, for next month from my first major session in Clear Sky (see below) which comes from the Scientist lab territory of Yantar. I'm using a VSS silent sniper rifle. It is not particularly accurate, but tracer applied to the rounds helps follow-up shots. A bug means, for the meantime until I go back through with the patch, I can't get into the laboratory. Just click on the thumbnail below and the 1024x768 image will pop up.

February 2009 Calendar

February 2009 Calendar

Yantar

15 January 2009

Clear Sky Patches - 1.5.08

There have been a few patches out lately for Clear Sky. They're up to 1.5.08 and you can pick which ever ones you need up at:

http://cs.stalker-game.com/en/?page=patches

A brilliant couple of games, they are nevertheless renowned for their bugginess. You really need these things to deal with some critical gameplay and performance issues, and also some simply annoying occurrences such as quests being set and then more or less instantly being cancelled.

Direct location for a copy of 1.5.08 is:

V1.5.08_stkcs-for-pack-efigspch-patch-any-8.exe

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12 January 2009

Returning to The Zone

WARNING: MAY CONTAIN SPOILERS

Since it is a prequel I am guessing the title is a bit nonsensical. Its really my first time, the other time was just a past life. Must be the radiation effecting my brainwaves. And so, as much as the grey matter is a computer not always firing all electrical impulses I shall continue by detailing my initial adventures in The Zone.

For those who don't know it is situated in the vicinity of the Chernobyl fallout zone, in, and several kilometres around the area of the nuclear power plant (NPP). A second explosion occurred and as a result, asides from the expected radioactive impact, strange anomalies and mysterious artifacts inhabit the landscape, along with vicious mutant creatures of many and varied types who generally just want to eat you. The military moved in to cordon off the place, now commonly referred to as The Zone, but with limited success. And that is where you come in, a quasi mercenary, doing jobs for money for the various factions which now populate the place, and fortune hunter as you hunt out these valuable artifacts in order to make a living. Sadly, if you don't end up dead, any money you do make will no doubt cover ongoing medical bills for radiation sickness and psychological advice to deal with the harsh experiences you have piled up in The Zone.

As I write there are several places I have yet to venture, including Limansk or the Red Forest. Something I noticed absent too was the firing over cover which was shown in early pre-release videos. Maybe, like vehicles in SSoC, this is still present, it has just been locked out, yet could be activated, as done in the Oblivion Lost mod. Though, without a actual HUD linked bore scope link, akin to 21st Century Land Warrior, I wouldn't be interested to do it in-game.

Not sure why, perhaps because of my prior experience, but I chose Veteran level first up. If you've played through SSoC a few times and like a challenge I recommend it, otherwise, avoid it like the plague. You'll just get annoyed and miss out on enjoying the game. Decent AI and wounding mechanics which actually hurt in-game mean that, if you're used to mainstream FPS games, where taking numerous rounds to the chest and head is everyday, a lower skill level setting is advisable.

For more information the world and S.T.A.L.K.E.R. Shadow of Chernobyl (hereafter SSoC) you can go to HERE. You do not need to have played SSoC to play Clear Sky, and you do not need it installed - Clear Sky is a stand-alone product.

Broadly speaking, for the areas covered in this first installment (and their dominant occupants) of my first run through Clear Sky are as follows:

Marshes (Clear Sky)
Cordon (Military)
Garbage (Bandits)
Dark Valley (Freedom)
Agroprom (Duty)
Yantar (Scientists)

Considering a linear walk-thru of the game, I am about half way through. With respect to actual game play and events going on, probably one third the way. In order to finish the game other territories need to be negotiated. Most of them have featured in SSoC but there are a few new ones. More on them later...

The date is 13 September 2011 and...

I find myself in Clear Sky terroritory. I'm some sort of mercenary, named Scar. A stalker, something of a fortune hunter, adventurer, who has come to a place called The Zone - an irradiated area spanning many miles in and around the site of the Chernobyl nuclear accident which occurred in April of 1986.

A dramatic energy surge, known locally as an "emission" takes place, much bigger than the numerous ones that go on in the place. You somehow survive and end up on a rusty old bed inside Clear Sky territory. They are a faction, of which there are several with various motives, who focus on scientific research into the behaviour of The Zone.

I meet Clear Sky man Lebedev, and vaguely remember a mission into the Swamps which surround their camp.

In an aid to my recovery it is off to see the local barman, Cold. Bars are good places to get a pick-me-up, a drink, some grub, and wind of rumours which can lead to the odd job. Some are not worth the effort though. Be mindful on what you decide to undertake. Clear Sky didn't exist in 2012, a year from now, in SSoC, so I'd like to know what happened to them. For another time perhaps...

Cold lets me know that Lebedev is Clear Sky's leader. In addition Beanpolev is the chief scientist, Gray is their top technician, while Suslov is the resident trader in these parts. Anyway, I soon get a message from Lebedev who wants me for something... and on the way I bump into Nimble, someone's skin I saved in SSoC.

Lebedev verbally drills home the virtues of Clear Sky when a call comes in from one of their outposts. It's pretty obvious I'll be busy again very shortly. After getting equipped you head to meet up with a Guide - they take you quickly from one major location to another, after a mandatory blindfolding. Your first journey is to the outpost...

After reinforcing the outpost at the tower you have to take cover from an incoming emission. Then its back to the Clear Sky base, your first little job a done deal. While you survived, your system is not handling the ongoing rough treatment and you're called on to help the scientific community of Clear Sky solve the mystery of The Zone.

There are numerous tasks you can choose from over the next wee while, and intel to be gathered on various stashes and loots about the place. Locations for action include the Fishing Hamlet, Pump Station and the Church. Essentially here you're culling out Renegades on behalf of the Clear Sky faction, making the Swamps a safer place for one and all bar the scumbags.

Pump Station

Pump Station blues...

Battling renegade fighters with only a rubbish Cold War handgun does not make for good fun. Scraping in the Marshes at the Pump House is hard fought even when you get your hands on a decent shotgun. While the TOZ has the range, either this sporter gun or the rough and ready sawn off are slow to reload. The moral of the story is always reload behind cover, and preferably while receiving covering fire.

Hardly a moment to loose (or regain one's breath) I get a call on the radio, a call for assistance to help secure the Clear Sky encampment. An old truck is the staging point for this defensive action in the Marshes. Before long I get a message from the Flea Market who are getting overrun by mutants.

All in all, the Swamps, the Clear Sky territory, is a tutorial exercise as you get to grips with the game.

The Military Cordon is some old ground from the original game, just from a different angle, and posing some fresh challenges...

As I've mentioned this part before in my last session, it is perhaps the toughest section to complete in the entire game. You begin this part of The Zone with a rather full-on run ahead.

Though some have said it is impossible on Veteran (which I decided to go for, considering my experience at SSoC) I did succeed. No game is made so hard as to be impossible to complete.

A bit of PK drama...

PK... is not just chewing gum. The GPMG will chew you up.

The PK at the bottom of the gully, over in the camp to your immediate front cuts you to ribbons if you don't completely focus on getting, first to the big tree, and then down the left side to the big rocks further down the hill. Following the fence-line is good, so long as you don't have a weapon drawn. For some reason the machine gunner doesn't open up as fast if you just bolt down there unarmed. Shoot out the boxes to the left, while remaining in relative safety behind the big rocks, sprint across to the fallen tree there, and make like a kangaroo on steroids up the hill on the other side of the fence. No problem!

In the Dark Valley a joker named Chekhov, who happens to be the Commander of Freedom faction there, wants me to track down a PDA for him so I was soon on the road again. Beforehand though, don't mess with the lads at the Freedom checkpoint, just do it nicely nicely.

After an hour or so of rudimentary activities in The Zone, getting to grips with some administrative tasks and acquiring some gear it was time to get the show on the road.

Chekhov informs me that mercs are the ones that have been mounting recent attacks, yet they usually keep out of trouble and don't like to stir things up for the factions. He reckons either Duty or the army are behind it all, but that's all just conjecture at the moment.

Two hours or so later he has the PDA in hand and informs me of how the Dark Valley has been sealed off completely yet his guys keep getting nailed. That's when he lets you know there has been a traitor in the ranks of Freedom - the 2IC, Lingov. As a result a few squads have been sent out to hunt him down.

Still trying to hunt down Fang I press that line. This mysterious stalker was the one who has supposedly survived all the way to the centre of The Zone and will have the answers to its mysteries - and yours. I am told he was there and brought an old part for a military cryptographic machine. Once he got his hands on it, no haggling at all, he bolted. It is yet to be seen what this fellow is up to.

In the end its all about tradeoffs and Chekhov demands I help him in defending the Freedom base from bandits before he gives me the intel I need, so off I go to rid The Zone of some scum. This is all a wangle to get to talk to the commandant and track down this stalker named Fang. Chekhov has got one of his techies to hack into Fang's PDA freq. It appears he has headed off to the Garbage, which is bandit territory. I'm now able to track the guy down as I follow the frequency on my own PDA. All very handy.

A little later Chekhov establishes that there has been a secret tunnel which the mercs have been using to mount their attacks.

While the trader Ashot passes me some ammunition to resupply a deployed Freedom patrol a minor subplot takes place here. I have been informed the patrol members are able to give me more information on Fang's whereabouts. When I get there they've all been whacked. Dead end. Chekhov has requested his traitorous 2IC's PDA which I soon get back to him.

Meanwhile, having the signal of Fang's PDA I track it down... but it seems like a setup, and I promptly get a smack over the head. Having been mugged... losing 3421 ru lost to bandits and a whole lot of gear - I get a communiqué from Lebedev of the Clear Sky faction and I find Fang's PDA is lying next to me as I recover from my bump on the head. After avoiding a near premature welcome to the afterlife, the least I can be is thankful for that, along with the fact Fang's PDA didn't go walk-about, a pistol is also there. Not confident it will prevent any future muggings! Still, it doesn't take long and I reacquire my kit from scumbag central.

About to loose it all...

Through the door... and thieves abound.

Thereafter there is familiar grounds of the Garbage, on the trail of Fang - In a little time I have acquired myself an AK-74 which gives me the reach I feel more comfortable with. But without a few tweeks the old rifle is rough in the accuracy stakes. When you're trying to avoid being shot, that's a difficult combo to contend with.

Fang is onto me and knows someone is on his trail. He has reached the centre of The Zone. As a result his freq gets changed so that mission is off - for the meantime. Somehow Fang's group survived a powerful emission there. Clear Sky want to secure it again. Lebedev thinks they have to wipe out the stalkers who have gone there, or otherwise they'd have to count on another emission to do the job for them. Fang's PDA has coordinates to the group's stash which should offer up some clues as to their intentions.

Entering Agroprom, Duty let me know they are keeping an eye on me and they warn me of approaching mutants. Not overly surprised I find myself fighting off snorks. Tough and fast they deplete the ammo pretty fast. Single shots are not helpful when they're jumping at you with radioactive claws as they scream through their worn out rubber gas masks. It would have been good to be able to jump aboard the broken down BTR and let loose with the KPV in the turret. The hull doors are welded shut and the HMG has no ammo!

Duty Camp

Duty Camp

Next stop is the Duty base. It is then that I get a job from the faction's General Krylov to flood the Agroprom Underground in order to stop the incursions of the Valley. The Duty sergeant gives me some additional supplies to assist me in a task no one else is willing to undertake. While a short exercise, it is pretty hair-raising.

There are several blown pipelines down in the tunnels and this creates a few problems with flaming gases. A bit of stumbling gets me through with some second degree burns as a result. I can still smell it. Little alleyways allowed some progressive safe haven. There were several snorks down here but I let the flames do the business on them to save some ammo.

Agroprom Underground

Agroprom Underground... worse is yet to come.

The end of the tunnels found me at a doorway. It wasn't looking good and my intuition and experience in The Zone didn't lie - it not getting any easier. Going through the doorway the door is promptly shut behind me cutting off all possible escape. Some serious psionic activity confirmed my fears and I was soon facing it off with a Brain scorcher. A similar situation to SSoC but this time I also had to dodge radioactive pools.

Done with all that and heading back up to get out of the tunnels rats raced away, not bothering to nibble away at my mortal flesh with their rabid jaws as the place began to shake wildly as if it was a 9.0 on the richter scale. Finding the stairwells there was only one way to go - up. I was looking forward to getting above ground again and feeling the wide open fresh air (what's that in The Zone?) and making my way back to Duty to collect my reward. That only after several close quarter firefights with some bandits down there, who obviously didn't want me to leave. Grenades are very deadly in confined spaces as you may well know. They found out the hard way - but were only to happy to reply in kind.

Just beyond the Duty base as I moved on a short but intense exchange of lead had me picking up more ammo and a few surplus weapons I was able to trade in for much needed cash. Always a risky business though, going into strictly unnecessary combat since the combat is so lethal. Bandages no longer heal you as such, only stop the bleeding. A few close calls reminded me of the fact. The smell of cordite is still inflaming my nostrils.

But hey... I'm not complaining. It was here that, on the quiet I decided to kill a guy totting a VSS. Carefully done, his buddies didn't notice and I was able to walk off with it - later to do some serious damage in yet another, thankfully, well executed firefight. The tracer is particularly handy for the frequently required follow up shots. The 9x39, while it hits hard, is not the most accurate round in the world. Particularly when its subsonic.

Yantar sucks... in The Zone again.

Yantar sucks... even with a Groza.

Making my way to Yantar, I quickly remember how much I hate the place. Worse, I have no actually missions or tasks to get on with. The labs there are closed to visitors and I need to get on with things. Though I've tried to talk with the guys guarding the place they're not interested in giving me any work. Back up the hill its just a bunch of zombie stalkers and more radiation than a man without a noddy suit can handle. For my next session I've decided to make my way back to Garbage, and take a route into the Red Forest and see what I can see...

End Notes

As tasks are accomplished over time you are up for some rewards. Its a major way of making a bit of money and acquiring equipment. Just, sometimes you have to trek a fair distance to call your debts in. Ammunition of course is critical. There is plenty of 5.45mm Bloc ammo about, and likewise, 9x18 Makarov, but 9x39mm is not so common if you are rolling with the likes of the Groza or VAL / VSS rifles. I haven't had a SVD to date, but in SSoC, 7.62x54mm was notoriously difficult to come by, balanced by the effectiveness of that ancient cartridge.

In regards the employment of hand grenades, it is worthy remembering the difference between a defensive and an offensive hand grenade, least you get caught in the blast radius! The best way to avoid forgetting, despite the feeling that the terms might be obvious enough, is that defensive means the enemy is coming at you and you are holed up... big blast radius. Offensive means you're on the offensive, and amongst friends. Smaller, more controlled blast radii are the call of the day, to avoid friendlies getting caught up in hot shrapnel.

Unlike in real life, grenades designed to be fired from under barrel grenade launchers (such as the 40mm M203) do not offer up the safety of delayed arming (17m for a 203 HE round, for example). They will detonate at point blank range. Oh the gracious nature of saving games... in the real world, you have three things to avoid such stupidity, good instruction, screaming corporals and idiot codes.

For me, one of the greatest strengths in the S.T.A.L.K.E.R. universe is the dynamic narrative. You, can't go past the storyline, the power of the RPG (role-playing game) elements using the FPS (first-person shooter) as the interface.

Odd, but for some reason the developers decided on little changes like the fact you can't bring up the sights on pistols anymore. I didn't even think about this until I read it somewhere and Kryton confirmed it.

Look above for a link to the most recent (1.5.08) patch. I was unable to get into the Scientist bunker at Yantar, but hopefully if I go there now it should be okay. Otherwise this bug makes the entire level somewhat pointless, save for a bit of practice on the two-way rifle range. A side thought was that you can't join the Scientist faction. It would make another good sequel, prequel to further explore other areas of The Zone, from another perspective.

Already, particularly when you consider the Mod Priboi Story, which takes a military perspective of SSoC, it is much like the highly successive Half Life series. While in the original game you starred as the scientist Gordon Freeman, the follow-up games had you as a security guard at Black Mesa (Blue Shift), and a Force Recon Marine (Opposing Force). The beauty is, that while the majority considers the same areas, the new games permit the player to explore different areas as well, not accessible in the original game. For example, Barney, the security guard has access to different locations. Very cool.

http://stalker.filefront.com/file/PRIBOI_STORY;93263#Download

In the Agroprom area I have heard there is a Hermit living there somewhere, and if you do a mission he gives you, on return you can get an RPG-7 out of it. Will have to investigate that one next time around.

All in all, much fun and games and I look forward to completing my first run through of Clear Sky shortly.

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11 January 2009

Overview... and some of the new features.

Well, the truth is, this is really tomorrow. After a couple of eps of The Unit into the small hours, it was time to dig back into Radsville... The Zone. My happy place, in amongst the mutants, the scumbags, the glowing air where I belong. This is going to be long one so buckle in and enjoy the ride...

Right at the beginning, heading out from the base and into my first firefight I saw evidence of what the developers call "smartcover", where the AI combatants use their environment properly to seek cover from incoming fire. The react more intelligently than in S.T.A.L.K.E.R. Not that they were a pushover then. It is a natural progression of the technology.

So far as artifacts are concerned, they are not simply scattered about The Zone for all to see as in the original game. Rather, you now need a detector to provide their location. Anomalies are everywhere, but usually off the beaten track, across more remote glasslands. You can see electrical storms cracking away in the distance, and can be pulled into gravity wells very easily if you're not careful. It tends to be a case of either surviving unscathed, a close shave if you will, or getting absolutely ripped apart. You have been warned. Not much fun against a physical force you can't destroy with firepower.

In Clear Sky it becomes a real skill and far more challenging to find artifacts, but just like Chernobyl you can make plenty of money if you're willing to take the risks. At this point in my first campaign they don't factor into my activities. They will next time, for sure, since this time around, one of my biggest concerns is not having enough rubles.

Being very much the consummate firearms enthusiast one of the most welcoming features of Clear Sky for me is the weapons modifications feature. Instead of most firearms, depending on their nature, as pistols, long guns or what have you, being instantly able to take on features such as scopes and grenade launchers, you must search out an armourer, and have them, as in the real world provide your given weapon with, for example a scope mounting rail, or thread the barrel for a suppressor.

Scopin' - scope mount for the AK-74

Scopin' - adding a scope mount for my AK-74 - 1600 ru

Additionally, internal mechanical modifications go further than the original game in allowing the player to fork out for improvements such as recoil deduction, and upgrades to modify your weapons rate of fire, if it features an automatic sear. Other options include increasing magazine capacity, customised barrel for increased accuracy and range, and custom grips for a personalised layout. Some options can't be added until others are fitted.

It all costs money, but also you can pay to have weapons repaired as they get worn out, but it seems that no weapon is able to last forever. As you would expect in The Zone. The beauty is, you can tailor make your chosen firearm to best fit your approach to the game in view of tactics - from silent deadly and accurate of suppressed sniper fire to the spray and pray of large capacity magazines and modified lightened bolts.

All part of listening to reviews of SSoC and to the players, Guides were introduced in order to lead you from one major area to another. It saves a lot of walking when, meeting up with a guide in one area, they can take you to another via time lapse. It adds a bit of realism and additional interaction, where you can image that these sorts of people are part of the world leading inhabitants about. Oddly though, they don't charge out for their services.

Sure enough I saw my fair share of bugs, but in all honesty, the only real negative aspect to the game had nothing to do with its performance or presentation. Rather, it was simply availability of hardware and not being able to see the full on effects in DX 10. That will be remedied in the coming months.

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05 January 2009

Being Back in The Zone

After a few preliminary sessions of Clear Sky bringing me up as far as the military cordon, had my first full on session, finally, which unsurprisingly went into the night and the next day (tomorrow) when in between many good conversations, jokes, laughs, a couple of episodes of The Unit, and scallywag kids, it was a couple of hours after dinner time that I finally finished up.

The cordon was (and according to Kryton is) the hardest part to date. Saw on several forums that it is impossible to get through on Veteran level. Wrong - I did it.

The PK is absolutely deadly. Just as well you get unlimited chances eh, and you can strap on a field bandage with the click of a button. The way to do it is to holster / sling your weapon, and run down the left side (no your other left) and head for the big boulders there. You can move further left along them. To your 9 (as you face down the hill) you'll see a fallen tree, beneath it some boxes. While behind the safety of the rocks smash the boxes with a long range fist, that being a pistol. This allows you to move unhindered beyond them. Then make a mad dash there and start heading back up the hill on the other side of the fence. It will take a few goes but you'll make it.

PS: don't sell anything of value to the bandits. They'll rip you off big time. And just when you'd like to go on a big ol' rampage, all your weapons are automatically stowed as a right of passage...

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10 October 2008

Patch 1.5.05 Released... and the PK GPMG.

The new patch for Clear Sky fixes quite a number of bugs and scripting crashes in the game. According to the documentation, save games from 1.5.04 will still work. Saves players a lot of work in The Zone. A must get for all Stalkers out there.

http://www.oblivion-lost.de/download/patches/stkcs-for-pack-efigs-patch-any-5.exe

Soon I should be able to give you some sort of a initial report on my first impressions of the new game from GSC Game World. The prequel, from second hand sources so far, seems to be living up to expectations by being the product intended of original vision - cleaning up the ground-breaking S.T.A.L.K.E.R. : Shadow of Chernobyl. The best thing of all I have to say is the marketing coup of the century, the new game doesn't require any better specs than the original - but if you have a grunter machine, you can see the new vision fully realised. I'm just hoping that some of the impressive features of the Oblivion Lost mod have been included (which was, in part a step to bring SoC up to the original vision also).

PK General Purpose Machine Gun

Someone has been listening and the PK GPMG has been included now. It was first seen rendered, though not shown to be functional, in the Firefight video, pre game release. This provides a dedicated machine gun. Barrel heat is not a feature so can't function as a balance in game terms for a suppressive fire weapon. I would say that weight will therefore be a consideration, perhaps no running? We won't want to see the firepower become a killer for the game. Jams could also be more frequent perhaps. I would have preferred the RPK-74 and have the PK as a fixed positional defence weapon only. A bit of digital art and a little coding will have the LMG in the game soon enough :)

http://cs.stalker-game.com/en/?page=pkm

 

09 July 2008

Clear Sky Builds, My iTunes Playlist... and a view of the landscape.

Just like Shadow of Chernobyl, Clear Sky will be released in two builds - the Special Edition in a tin with extra bits and pieces on the development on a bonus DVD, and the standard issue version, for a wee bit cheaper.


If you want to see what I'll be playing audio wise during future sessions in the Zone... click HERE. There are 50 tracks but not all are showing. Mostly hard stuff, as to be expected. Hey, but that's just one side of my personality... okay :) Gotta pick up me Groza... Screenie is in 800x600.

Here is a screen shot of what to expect in CS. Click on the thumbnail to get a bigger version.


Clear Sky - landscape

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17 June 2008

0808 Clear Sky Movie

Head off to Oblivion Lost to grab the file. The filename I have is 0808_PR_STALKER_CS.zip and is 78.4 Mb in size.

http://www.oblivion-lost.de/index.php?zone=design2&lang=en

The movie is 3:58 long, in .wmv showing many of the DX10 effects, particularly sunrays at the beginning where the Stalker walks out of a more civilised dealer cabin rather than in a roughshod bunker. In the prequel things are not so raw regards the environment, which is to be expected. Damage in The Zone is not yet so extreme.

The reviewer voice-over is German so hopefully an English version will come out shortly. Still, the visuals give you a good impression of what to expect. The PDA has been modified, as has the general order of things in organising your kit and weapons. We are presented with a list of five faction icons so there are at least five, perhaps more, compared to SSoC's original two (of which you can come a part).

While getting out into the sticks (and looking at the menus) only presents the TOZ double barrel, sawn off, and the Makarov. Screen shots also have yet to suggest any new weapons or options which is a shame. But, the idea that you can shoot over cover while remaining behind it is an odd choice (though people do do this sort of thing).

The compass for navigation and the anomaly detector in hand is a nice touch. At OL there is also a collection of recent screenshots worth a look.

Clear Sky 0808_PR_STALKER_CS

File Location:

http://files.filefront.com/0808+PR+STALKER+CSzip/;10511114;/fileinfo.html

 

21 May 2008

Clear Sky and DX10 Features

Got another MP going this last weekend and it was fun as always. Great feed, great conversations, then, well, down to a bit of well-deserved virtual violence. Taking a bit for me to warm up, but made a better account of myself after a few rounds. Just never enough hours in the day...

Anyways, Clear Sky has a release date of 29 August 2008, so that's something. Many lessons have been learned since the original installment was released so we hope that there won't be delays on this beauty.

Yes, beauty... if you need to see how real the virtual world can really be, as if S.T.A.L.K.E.R. wasn't enough (I still yahoo and carry on with expressions of delight when I see and hear the rain in SSoC) then take a look at the Clear Sky DX10 Features video...

You have some really impressive effects going on here;

  • God Rays - are sunrays of light cast out in the daylight hours.
  • Soft Water - this is highly realistic water expectantly beyond the feats of HL2 or Vietcong.
  • Volumetric Fire - like the volumetric heat haze I believe, but another step up (never saw it in the original game because I've not been able to play it totally cranked up) Nice for furnaces or leaking gas pipes, or those burning drums Stalkers like to sit around.
  • Dynamic Volumetric Smoke - this is some impressive, err, smoke, which is affected when hit, eg: by gunfire. Imagine what happens to dust when it is hit by wind or created by some external impact. Hopefully the same effect is produced by concrete or bricks.
  • Dynamic Wet Surface - exactly what it sounds like, where rain is different visually depending on the surface it has fallen on. This is further enhanced by a rain effect which produces the water splash and impacts you see in real life.
  • Water Streaming - takes the above effects another step forward where gravity finds water dripping down surfaces. This is truly amazing.

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13 July 2007

Clear Sky

Okay, so this has been made official, the release of a S.T.A.L.K.E.R. prequel in Q1 of 2008. No comments on release dates, but some on the first video I've seen. The idea of DX10 is both welcomed and expected, but what is shown is not. Our central character seems bullet proof to the max and is adverse to taking cover when a) taking fire, and b) changing out magazines. I can only hope there was an RPG man there somewhere in the firefight, because there is no way any assault rifle can take down a combat helicopter of the Hind series magnitude. I sure hope that Clear Sky does not become a "typical" FPS as far as realism is concerned.

S.T.A.L.K.E.R. has been a great balance between realism and playability, and for the latter and its open environment it beats Ghost Recon. Please let there not be a step backwards. Still, this is early days yet.

There were some obvious tweaks that needed to be resolved, and its an opportunity to turn a excellent game environment into an exceptional one. Won't say anymore until there is substantial material to go on (official). Also there is so serious calls to clean up the original game in earnest, eg: solid patches. In the meantime, check out these links:

http://stalker-game.com/clearsky/index_en.html

http://www.stalker-game.com/en/?page=news

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