hmm, was i missing something, those screenshots looked pretty good especially the second one.
nothing wrong with them and also gfx do not make a game. it oculd of course be that you are like those who compare say source to say red orchestra which i play. source games gfx are brighter and clearer but RO's are not worse just more gritty.
do not confuse gritty with crap. nope unless you are seeing something i am not it looked pretty good.
then again i do like RO and that aint the newest of game engines but gfx or not it is very much superior to most FPS due to its gameplay.
then again i do like RO and that aint the newest of game engines but gfx or not it is very much superior to most FPS due to its gameplay.
The game is not even out yet how do you know what the gameplay is like?
Also i am confused with this game. I thought it is going to be released in March and on fileplanet they advertising a multiplayer beta sign up? WTF?
hmm, is english your first language, not flaming just asking as it was plainly clear from that quote i was referring to red orchestra in that although the engine it uses(a modified unreal 2.5 one) it still is a great game regardless of what some people say about its gfx.
English is not my first language and i guess i miss read your post or something, but i thought you were referring to STALKER how good the gameplay is.
Does this multiplayer beta thing make any sense to you at all or is it just me that i don't get it. I hope that it is not going to be like HL2 was where they shipped the game without the multiplayer and they add the multiplayer later.
I can not think of anything else if they want to do multiplayer beta so close to the release date. As for the game engine people might not give the game a chance if it looks like poopoo. It might be good for Red Orchestra since that already had a big player base behind them because it was a free mod first, so they did not need such a big introduction when they went retail. I don't know if STALKER will bring anything interesting to the table as far as gameplay goes that will help them sell the game better. If you compare STALKER to say R6Vegas or UT3 you can see that the game looks dated. Even compared to GRAW2.
Anyways i hope the game will do well, since it is in development for so long.
i think the fact that people have waited so long for it may help. i am not sure what the plans are regarding the multiplayer. still, the game IMO looks good and from what i have heard it is like an FPS but with RPG style quests so it sounds interesting.
Game developers release multiplayer betas a lot nowadays before release, they did the same thing with Battle Field 2142 which I was part of. It’s just to help stress test the game out and see if it would hold up to mass inspection. The beta is more or less the last stage of it’s development and will more than likely other than helping them advertise the game, give them a good indication of how it ways up and to make sure it is solid before the game goes to print. It will also help them develop a patch early for the game if any bugs are found in the multiplayer beta.
As for the game play not being any different, you lot really need to fucking read up on this game before you start posting stupid comments like that.
GS: Tell us about the combat in the single-player game. How true to life are the weapons and damage models? Is the game intended to be highly realistic and punishing for less-skilled players?
AB: S.T.A.L.K.E.R. is oriented around realism, so we are doing everything in such a way that the player will feel that everything is real, including graphics, atmosphere, and artificial intelligence. We used the same principle working on weapons in the game.
There are about 30 weapon types, most of them based on real prototypes. Many of these weapons are upgradeable with scopes, grenade launchers, and silencers, just as in real life. The same thing applies with the ballistics. Making apt use of the physics engine, we implemented a large number of interactive gameplay features, which makes the game more realistic and lively. Thus, true bullet ballistics were implemented in the game. To adjust the bullets, we used such parameters as mass, speed of flight, materials-piercing abilities, and environment resistance. As a result, our weapons act very realistically. For example, when you are shooting the Russian Vintorez rifle from long distances, you can see that the bullet is flying in a parabola. That is why while shooting at a target that is far away, you should aim a bit higher.
Real bullet speed makes it necessary to lead your target while shooting at a target that is moving and far away. The same goes for grenades; they use physics, creating physical waves and splinters after the explosion. We also created a ricochet that sometimes can be used to shoot a covered enemy, if you are able to calculate everything correctly, of course. You should remember the ricochet effect so you don't hit yourself accidentally.
Using iron sights is more accurate than shooting from the waist, and shooting while you are sitting is more accurate than shots made while running. You should also take into account the density of materials and the ability to shoot through them--concrete blocks are good cover, while thin metal and wood are not. In addition, we should say that nearly every weapon has different cartridge types (splinter, armor piercing, and so on), each of which has its own physical properties. And don't forget to change your weapons from time to time, as the weapons show realistic wear and tear over time.
We created a realistic damage system where the torso or headshot will be completely different from the hand or leg ones. You will see the proper animations of enemies hit in each body part. After a serious torso hit, the enemies will fall on the ground squirming in pain. The more injured a character is, the more that character's state will change--heavily injured characters will leave tracks of blood (which can be followed). Without dressing a wound, you can bleed to death.
By creating the combat system, we were trying to make it realistic, fun, and as efficient as possible, so we think that beginners will be able to get used to it very quickly. Having familiarized themselves with the weapons properties, players will be able to use them effectively in different combat conditions.
By what has been said this game could even put ArmA to shame by it’s realism.
hmm, that does sound good. it is like RO but with the capabilties of a newer engine. should be great and hopefully discourage noobs who won't like not being able to point and click kill.
Exactly I could see this game becoming in to it’s own online as it will actually need some real skill to shoot a moving target and not just fast point and click reflexes.
I was thinking the same thing but know i think the graphics don't look as good just because the game is mostly dark and gritty so its hard to really tell.
Actually what you quoted got me pretty excited. It reminded me to an old game i loved Global Operations. I really liked the ability to shoot through like wood doors and stuff like that it was really satisfying to me. Just stay behind a closed door and wait until you hear the footsteps then just rip a bunch of bullets through the door.
Also i read the 1UP preview of the multiplayer beta and they said you can snipe through cracks in walls and stuff like that. It sounds interesting. I will definitely give this game a chance to impress me.
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