GSC Trickles Out STALKER 2 Details: More Survival Elements, No Compromises Because of Consoles, New Engine



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Hey, it'll be like CryEngine 3 maybe. A stream lined version of the same engine with enough scalability to crank it up to 11 on PCs. Probably a not-so-good comparison, but Source still runs as good as ever on both the PC and console (heck, it even runs on the original Xbox) because Valve planned on scalability.

But if they're going to keep the same game formula, there's one thing else that's on my mind that may or may not be a problem. The game is still freakin' hard. And while I've seen people comment that Bioshock's VitaChamber system is a step up in gaming, I thought it took away from the atmosphere. What was I supposed to think when I saw a Big Daddy? Adorn brown pants and call it a day? Or just go "meh, whatever, you can kill me all day and I'll be here."  And practically all FPS games now and days have either a checkpoint and reload system, or a die and spawn elsewhere system. I just hope STALKER 2 gets neither, because then that takes the fun out of it.

Or at least make it like GTA. That game handled death pretty well.



Want to know the real reason for the engine change?

Because every shooter developer wants to have Call of Duty-like numbers.  So they think to themselves...what is it about the COD franchise that we can copy?  And they came up with in-game scripted sequences.  The truth is that the x-ray engine, the venerable motor that's been powering the Stalker world since the beginning, cannot handle in-game scripted sequences very well.  With x-ray, it's cutscenes or nothing.  Anyone who's played all the Stalker games as well as any COD game knows the difference I'm talking about.  In GSC's quasi-collective mind, in-game scripted sequences mean the difference between selling 1 million copies (which itself is a pretty good number) and 10 million copies (which means many many extra rubles, comrade).

Look at Metro 2033, the shooter made by former Stalker developers.  It was a damn fine shooter, full of atmosphere and S.T.A.L.K.E.R.-esque dread.  But it was very heavy with in-game scripting and it was on rails like a mo-fo.  In fact, about half the time, it was literally on rails.

In reality, however, I don't think anyone (not even the guys at Infinity Ward) can say "because a game has in-game scripted sequences means it will sell well."

Remember in the mid-to-late-eighties there were like 4 or 5 different body-swap movies in the theaters?  Big, Vice Versa, Like Father Like Son, 18 Again, etc?  It's like that.  If you see someone being successful by doing X, then you shouldn't be surprised when twelve guys also do X.

If STALKER 2 doesn't feature big-time scripted sequences like COD and Metro 2033, I'll eat my LCD monitor.  The trick is...can they do that and keep it sandboxy too?  I hope so.



The current engine isn't exactly known to perform well under pressure, maybe this new engine will be more streamlined or something.



“Since we develop primarily on PC, you won't see any compromises in the PC version." Ill believe it when I see it.


The engine they have been using is godly looking and has been tuned up at every turn for more gfx, its already at DX11. The only reason I can think of for them to use an entierly new engine is because they completely changed the game formula to fit it on the dinky consoles.

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