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S.T.A.L.K.E.R. 2: Heart of Chornobyl

Stavrophore

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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.
 

NecroLord

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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.
 

Stavrophore

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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.
 
Last edited:

Fargus

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Chimeras ambushing you during the night in Call of Pripyat can be straight heart attack inducing.

This.

And controller attacks can be very intense even during the day.

Speaking of A-life further, i once healed some scrawny loner shithead in Stalker CoC and to my suprise he survived multiple encounters and made it big in the late game. His inventory was full of weapons and stuff when we bartered and he wielded a striker shotgun. Nigga liked strolling through Red Forest and somehow avoided getting torn to shreds by muties or jihaded by Monolith.
 

Stavrophore

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And don't even mention warfare mod which turns ai-life and npc management even more. People thinking that core game systems like AI can be honed later or updated with DLCs are delusional. That's not how game development or engine work, and i doubt GSC have resources for a complete rework of the game post launch like PDX did with Imperator Rome 2. We also know that modding in UE5 will be very restricted, so no, modders won't fix the game.
 

NecroLord

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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.
I wish they would've stayed true to the prestigious slav jank qualities of the original games.
This is just way too Metro-like.
 

NecroLord

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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...
 

randir14

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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.
 

Iucounu

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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...
True, I guess the hard part is making NPCs not walk into them all the time like in SoC.

Clear Sky also mentions how the large emission opened up new areas (like the Swamp) while closing off others. This could also be used to gatekeep the player during plot progression.
 

Iucounu

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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.
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).

Long-term A-Life changes like migration is obviously hard to showcase in a trailer, so when the female Creative Director talks about seeing different quests and NPCs during replays it would have been a perfect opportunity to at least mention A-Life.

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.
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...
 

Mikeal

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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.
 

Fargus

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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.

I think it's an option you can toggle in CoC\Anomaly
 

NecroLord

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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?
How does that work exactly?
 

ADL

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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.
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.
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 think you're 100% right. It'll take multiple playthroughs to know if they were full of shit or not.
 

Ryzer

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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?
 

NecroLord

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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?
I've been playing Delta Force: Black Hawk Down Team Sabre and the weapon reload animations and sounds are great.
The reload animations are simple, nothing fancy.
 

luj1

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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
 

Iucounu

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Could be adaptions for TV screens, they need larger icons so console players can see things from across the room. Hopefully the PC version looks different.
 

Gerrard

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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...
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.
Leave it to retarded "omg so hard" modders to come up with stupid shit like this.
 

NecroLord

Dumbfuck!
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Sep 6, 2022
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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...
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.
Leave it to retarded "omg so hard" modders to come up with stupid shit like this.
It's just modder autism.
 

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