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What do you hope for in STALKER 2?

post #1 of 14
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So I thought about this for a while, and I wanted to know exactly what you guys expect out of STALKER 2? I am not talking in a technical aspect of how it should run on your PC, but how the gameplay should go, the story and game mechanics.

This is what I have been thinking of what I would like to see (WARNING, SPOILERS):

- Go into further details on the Mercenaries. We know that the Mercenaries are gaining various contracts, mostly in acquiring rare artifacts. But there are the Mercenaries in CoP that were supposed to protect the scientists, but they ended up sabotaging it (supposedly for the Ukrainian Education Administration...Why?). Or how about the (deleted) mission that was supposed to happen in the Dead City where Strelok was captured, when trying to find Doc (whom was also captured)? How about the Mercs that, Like Leshiy who, in the periods between (after being freed from the Time Anomaly) CS and SoC from going as a Merc to a Freedom member? The Mercenaries where very clouded in mystery, which I would love for them to go further in depth with.

- Find out what happened to Scar, Strider and the Monolith. His (Scar's) fate was never really mentioned after CS, and he was briefly mentioned in CoP in the terms of a Note to Ghost. Theory is that he became Charon, the Monolith kingpin. As Charon is the only person in SoC to have Scar's signature weapon, the VSS Vintorez. As for Strider, it is said that he left to bring his "Brethren" (How the Monolithian members addressed each other) and to bring them to Pripyat. There is rumour as for him starting his own Faction (seeing as how he no longer is a Monolith). Maybe to bring back the former (mentioned) faction: Final Day. As for the Monolith - The death of C-Con and Preacher, who will lead them? What will their new mission be? Since there is nothing to protect, other than the zone itself, what are their intentions?

- Bring back the locations cut. Darkscape, Generators and Dead City are the three that where originally cut from the final game. Also, add in some new locations as well. I bet there is a lot more to Chernobyl than what is given.

- More creatures and NPC's. There was the good idea of a creature named "Counterpart" (Would be scary as heck to fight mutant STALKERS). Also, how about specialized creatures that are considered as bosses (They have them, but easy to kill, like Preacher or the scripted encounter with Psedogiants).

- Keep what they have, but expand on it. There is nothing worst than a game that is really good, then to have a bad sequel, because they had to change way too much. Add in maybe a tad bit more mechanics (like better hand-hand combat) and maybe reduce the ammo amount in the game. How about adding more weapons and weapon types? Making modifications different! The biggest one: Making your actions actually mean something to the zone. For instance, if you kill a specific leader of a specific faction, show that this action does indeed hurt that faction. In SoC, if you killed the Freedom faction leader in the storm against the base with Duty, the freedom just respawn in that military compound. They should be gone for good! Or how about disturbing some sort of Bloodsucker lair, and having the bloodsuckers try to re-locate? Maybe expand on the functions of the PDA and the trading system (as well as upgrade system).

- Keep the secrets! There is nothing more romantic (cannot find a better word) and intriguing then to have so many secrets that lets the player try to think "well, how does this happen? Why do they do this? Who they work for and what are their intentions?" etc etc etc.

- Do not dumb down the PC version for Console version! But, as I see it, the current concept of STALKER can easily be played on the console, with the exception of the PDA though. If they just adjust what needs to be for the console version, but leave the PC version in tact, then I am happy. And it will at least allow the console players get to taste the glory that is STALKER series.

This is what we currently know about STALKER 2 so far:

- Old areas and New areas (CNPP area, Chernobyl and Chernobyl 2, more xlabs and underground areas, and the surrounding cities (Limansk, Pripyat and Dead City (Most likely)).

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Quote:
Official S.T.A.L.K.E.R.
Q: What will be the biggest difference between S.T.A.L.K.E.R. 2 and the previous games, if any?
A: In brief, S.T.A.L.K.E.R. 2 will offer new story, new set characters (with some good old ones) and, of course, the new engine powering it.

Q: Will there be more of a survival element to STALKER 2?
A:Yes.

Q:What features have been removed/compromised in the PC version due to the multiplatform release?
A:Since we develop primarily on PC, you won't see any compromises in the PC version. The key difference between the PC and console versions will be the beauty of graphics (meaning PC will offer more of visual effects).

Q:Will there be any new kinds of interaction with NPCs?
A: How do you mean? It's difficult to answer this one.

Q:Will Sidorovich be in S.T.A.L.K.E.R. 2?
A:I will refrain from answering this one for now.

Q:Will the faction wars return?
A:No.

Q:Will the interface (inventory, map, etc) on the pc version suffer (like other games have) by trying to cater for console systems?
A: No, whatsoever.

Q:Will there be any new mutants?
A:Yes.

Q:How many weapons will be in Stalker 2?
A:It's difficult to give the quantitative figure at this point.

Q:Which part of the zone will it take place? Or is it the zone at all?
A:We'll be locating the game in the triangle of CNPP, the cities of Chernobyl and Chernobyl 2 (where the huge antenna is located).

Q:Is Zone going to be a large single ?
A:Let's postpone this question for now.

Q:Will it support DX11?
A:Yes.

Q:Will we see more X-Labs and secret underground complexes?
A:Yes.

Q:Will GSC expand on the import-a-weapon feature introduced with Nimble, and allow players access to more varied and custom weapons from outside the Zone by importing them through specialist contacts?
A:We have some interesting new ideas on this matter.

Q:Will artifacts be something we can go out and transmute through Anomalies?
A:No. However, the area of artifact application will expand.
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post #2 of 14
You forgot the biggest point : Optimize the new XRay Engine!

EDIT : NVM, missed the line about the technical part.

EDIT[2] : Actual demands.

-Ability to get in good terms with a faction through money/missions. For instance, if I accidentally shoot one of the freedom guys there's no way to come to good terms without loading a save.

-MORE GUNS!
Edited by MoonStruckHorrors - 8/5/11 at 7:11am
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post #3 of 14
maybe artwork to the graphics? seriously. i don't know how people find this game to be beautiful when this game just looks like a whole lot of detail to ugly.
post #4 of 14
Quote:
Originally Posted by dontpwnmebro View Post
maybe artwork to the graphics? seriously. i don't know how people find this game to be beautiful when this game just looks like a whole lot of detail to ugly.
its like a dark, gritty, very zone appropriate atmosphere. A radiated anomaly filled zone is not going to look pretty.


though some inspired and well crafted architecture wouldn't of hurt.
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post #5 of 14
Bringing STALKER to console was a big mistake.

It's one of my favourite game series - absolutely amazing.

But the only way to really experience it is in a dark room with headphones - you have that fear factor which makes the game that bit better.

I just can't imagine playing STALKER in daylight on my sofa with a controller.
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post #6 of 14
Quote:
Originally Posted by dontpwnmebro View Post
maybe artwork to the graphics? seriously. i don't know how people find this game to be beautiful when this game just looks like a whole lot of detail to ugly.
Try downloading the stalker complete mods, either I thought they looked great before now its awesome. I really want one huge zone rather than traveling in between areas
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post #7 of 14
Quote:
Originally Posted by TheProfiteer View Post
its like a dark, gritty, very zone appropriate atmosphere. A radiated anomaly filled zone is not going to look pretty.


though some inspired and well crafted architecture wouldn't of hurt.
maybe if i used more words, i could stumble upon the right words for the idea im trying to express. i'm not talking about the atmosphere and how the graphics were related to that atmosphere.

the look of this game feels unpolished. i remember noticing how odd this table looked. it felt even more fake than it obviously is. i don't know much about cgi but putting a light on it gives it this weird look that i don't seem to notice much when i see another table made out of wood in crysis or an UE3 game.
Edited by dontpwnmebro - 8/6/11 at 1:13am
post #8 of 14
I want it to be mostly the same ... only with new maps, better graphics (esp. better animations), a great and interesting story-line, with more variety to everything like anomalies, artifacts, suits, weapons, upgrades, etc.

I agree on having a bit more of the 'your actions impact to storyline' element like Fallout 3, as well as there being tons of strange, wacky, and wondrous side-missions ... again like FO3. Basically CoP on steroids in this regard.

I want more scares, more creepy underground labs, for sure.

I also want more RANDOMNESS in terms of 'who will I run into where'. Of course certain plot-central NPC's need to stay in certain places, but like in all the other games, everyone has very specific 'turfs', and you always see the same type of dudes in it. I'd like to see some variety during the course of an individual game, like one time you play, the Bar is held by Duty, the next time, it might be held by Freedom.

I'd also like more randomness in terms of whats in the stashes, and which characters hold which stashes. I pretty much know (in SoC at least): kill this guy, get this stash marker at location X, which contains Y ... every time. WHY does it need to be like that?

However, I also hope they go back to the SoC/CS model for stashes, too, where they're empty til you get the marker off a corpse or via a completed mission. I didn't like the pre-populated stash system in CoP ... made it too easy the 2nd (or more) times through the game.

I'd also like more distinctive, 'named' NPC's ... I wanna be able to run into the same 'recognizable' dudes in totally different places, like they're just stalking around like I am.

But I want a similar dread-filled, lonely atmosphere. I want it to be hard. I want a very similar ballistics modeling, and PRAY they don't pander to the consolers by making the aiming way easier!

And ya know what else I want? More weapons at teh same time! Only two guns being quickly available is a major drag (esp. in SoC where it's only one pistol and one rifle) esp in a game w/so many of them. I like how they did the weapons in FO3, where you have like 8 slots, counting your medkits or whatever else you wanted to have at the touch of one button.

Some battles of the 'boss' variety would be cool too ... although in a game where combat is almost all shooting, the concept of bosses is kinda hard to implement in an interesting way. Pretty much every variation possible has been 'done' (the whole "you have to shoot them in the soft spot!" has gotten a tad old at this point), but just ... something that works like bosses.

Arguably the whole CNPP was one big 'boss', as was Limansk/Hospital, but I'm talking I wanna have to take on some SERIOUS badass dudes sometimes.

Oh ... and some females are always cool to have around
    
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post #9 of 14
- A more RSI (repetitive strain injury) friendly inventory system.

Immersion:

- A somewhat more detailed equipment modification, both in graphics and gameplay. Just like that fancy graphics animation in Crysis where it would you show your character tweaking the gun.

- A small airconditioner hooked up to a fan controller and then the stalker's game engine would interface with the fan controller so it could synchronize with the airconditioner's fan and temperature controls to simulate the in-game environments and at the same time compatible with the vest you put on you can buy to simulate gun shots... nah just kidding ;-D
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post #10 of 14
-Realistic weapon damage.

biggest thing i hate about the stalker series is it takes 2-3 shots of a sniper rifle to kill a man
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