Cyberarmy
Love fool
That looked a lot better than I was expecting...
I think we really lowered the bar for our expectations nowadays...
That looked a lot better than I was expecting...
If they don't show A-Life simulation, rename this thread to Metro 4.
If they don't show A-Life simulation, rename this thread to Metro 4.
Gameplay demo from swamp had just dropped and there's no a-life in sight. It will be on rails looter shooter, with big emphasis on looting a lot of crap that you most likely won't end up using or just sell. The whole gameplay loop will be looting lifeless maps and do on-rails strictly POI focused tasks.
A major part of what made STALKER so fun and terrifying to play was the fact you could get jumped by mutants randomly in the Zone.
Chimeras ambushing you during the night in Call of Pripyat can be straight heart attack inducing.
Chimeras ambushing you during the night in Call of Pripyat can be straight heart attack inducing.
I wish they would've stayed true to the prestigious slav jank qualities of the original games.A major part of what made STALKER so fun and terrifying to play was the fact you could get jumped by mutants randomly in the Zone.
Chimeras ambushing you during the night in Call of Pripyat can be straight heart attack inducing.
Majority of community wanted to play on CoP strength and get more of dynamic things - anomalies, mutants, emergent quests and AI. Instead we get metro, so popamolization. There is already a lot of euroukrosoyjacks coping in r/stalker soothing each other about lack of certain features on the gameplay, claiming it will be revealead later...at least if the game turn to shit, they will have coping excuse their money helped ukrainians lol.
True, I guess the hard part is making NPCs not walk into them all the time like in SoC.By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
I like being able to break things, such as the wood planks in the church. The talk about enemy AI in the church also sounds way better than Metro's AI (which is virtually non-existent).A major part of what made STALKER so fun and terrifying to play was the fact you could get jumped by mutants randomly in the Zone.
Chimeras ambushing you during the night in Call of Pripyat can be straight heart attack inducing.
Majority of community wanted to play on CoP strength and get more of dynamic things - anomalies, mutants, emergent quests and AI. Instead we get metro, so popamolization.
It make take a couple of playthroughs to tell how static the gameworld really is, so expect a lot of hype and gushing the first weeks after release from players that will rush through the game, rate it 5/5, then quickly move on to the next release so they can rate that 5/5 too...There is already a lot of euroukrosoyjacks coping in r/stalker soothing each other about lack of certain features on the gameplay, claiming it will be revealead later...at least if the game turn to shit, they will have coping excuse their money helped ukrainians lol.
By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
In one of the mod for SoC modders managed to create "dynamic" anomalies.
No kidding?By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
In one of the mod for SoC modders managed to create "dynamic" anomalies.
GSC representatives were insisting A-Life 2.0 is totally real on Reddit and that they alluded to it in the showcase without specifically calling it A-Life. Their examples were factions changing leaders and stuff like that but that could just be scripted.The game's official page mentions "A-Life 2.0" so it's weird that they haven't shown off what should be a major feature. I remember GSC making a big deal about A-Life during Shadow of Chernobyl's development.
I think you're 100% right. It'll take multiple playthroughs to know if they were full of shit or not.It make take a couple of playthroughs to tell how static the gameworld really is, so expect a lot of hype and gushing the first weeks after release from players that will rush through the game, rate it 5/5, then quickly move on to the next release so they can rate that 5/5 too...
I've been playing Delta Force: Black Hawk Down Team Sabre and the weapon reload animations and sounds are great.Is it me or the weapons animations feel like recent Call of Duty? Why do all FPS these days share the same animations like for reloading for example?
If they don't show A-Life simulation, rename this thread to Metro 4.
Gameplay demo from swamp had just dropped and there's no a-life in sight. It will be on rails looter shooter, with big emphasis on looting a lot of crap that you most likely won't end up using or just sell. The whole gameplay loop will be looting lifeless maps and do on-rails strictly POI focused tasks.
That console HUD looks disgusting
RIP I guess
That was in relation to the particular anomalies in the air that took out the helicopters AND the large emission that happened at the end of SoC (and also at the beginning of CS). It makes absolutely no sense within the context of the world, because it would be impossible to set up any bases (and it also does not happen during the game). And also because it's an incredibly annoying "feature" that just makes moving around the world a pain in the ass, having random anomalies on common paths is something that the devs clearly went away from if you just look at the map design between games.By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
It's just modder autism.That was in relation to the particular anomalies in the air that took out the helicopters AND the large emission that happened at the end of SoC (and also at the beginning of CS). It makes absolutely no sense within the context of the world, because it would be impossible to set up any bases (and it also does not happen during the game). And also because it's an incredibly annoying "feature" that just makes moving around the world a pain in the ass, having random anomalies on common paths is something that the devs clearly went away from if you just look at the map design between games.By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
Leave it to retarded "omg so hard" modders to come up with stupid shit like this.