News - S.T.A.L.K.E.R Oblivion Lost - Update der Website : Neues über den Spielverlauf und Optik ...
- PC
Noch gut ein Jahr dauert es, bis das vielversprechende Action-Adventure 'S.T.A.L.K.E.R Oblivion Lost' erscheinen wird, doch zumindest veröffentlichen die Entwickler von GSC Game World regelmäßig neue Informationshappen rund um das Spiel. Heute haben wir einige Konzeptzeichnungen, sowie Neues über das Lebens-Simulations-System. Hier ein kleiner Auszug:
The system provides realistic processing of events in the Zone. Stalkers traverse the Zone, face anomalies, look for artifacts, accomplish tasks of dealers. Now and then they return to the dealers to deliver the items found, buy foodstuffs and equipment. When encountering superior enemy forces, the characters avoid clashes, run away during the fight, should their victory chances get slim, can go into hiding, lay ambushes.
Under heavy injuries a character cannot move on his own and asks for help. If no help arrives, he dies. When starving, stalkers lose their strength.
Characters can easily find their way in the Zone, they know their location - on marshlands or near semi-rotten hut, in factory basement or close to army post - and this allows them to behave adequately to the location.
They trade and communicate with each other, exchanging valuable items and vitally important information. When coming across, a friendly character will be able to tell what happened to him lately. He will tell how he had to sit still in the basement hiding from controller and how he found a fresh corpse of a stalker close to rusty bridge, how he nearly died in bogs and got trapped by inconspicuous anomaly. He can advise not to poke into the territory of neglected research institute, for he spotted a pack of blind dogs there.
Each game event finds a reaction from characters. Frequently the same event will be described from different viewpoints. Thus, for examples, one stalker will hear distant shots, another one will be the skirmish participant, and a third one will speculate the battle from a distance. As a result, three different descriptions of one event will appear.
Kurz gesagt, wird die 'Zone', das Gebiet rund um Tschernobyl, tatsächlich bevölkert sein und leben. Die Charaktere kennen sich dort aus, finden ihre Wege, unterhalten sich miteinander und tauschen sogar Gegenstände aus. Sie erinnern sich an vorherige Ereignisse und reagieren auf die Aktionen des Spielers.
Galt 'S.T.A.L.K.E.R' zunächst als gewöhnlicher Ego-Shooter, lässt sich spätestens jetzt sagen, dass wohl weitaus mehr dabei herauskommen wird.
The system provides realistic processing of events in the Zone. Stalkers traverse the Zone, face anomalies, look for artifacts, accomplish tasks of dealers. Now and then they return to the dealers to deliver the items found, buy foodstuffs and equipment. When encountering superior enemy forces, the characters avoid clashes, run away during the fight, should their victory chances get slim, can go into hiding, lay ambushes.
Under heavy injuries a character cannot move on his own and asks for help. If no help arrives, he dies. When starving, stalkers lose their strength.
Characters can easily find their way in the Zone, they know their location - on marshlands or near semi-rotten hut, in factory basement or close to army post - and this allows them to behave adequately to the location.
They trade and communicate with each other, exchanging valuable items and vitally important information. When coming across, a friendly character will be able to tell what happened to him lately. He will tell how he had to sit still in the basement hiding from controller and how he found a fresh corpse of a stalker close to rusty bridge, how he nearly died in bogs and got trapped by inconspicuous anomaly. He can advise not to poke into the territory of neglected research institute, for he spotted a pack of blind dogs there.
Each game event finds a reaction from characters. Frequently the same event will be described from different viewpoints. Thus, for examples, one stalker will hear distant shots, another one will be the skirmish participant, and a third one will speculate the battle from a distance. As a result, three different descriptions of one event will appear.
Kurz gesagt, wird die 'Zone', das Gebiet rund um Tschernobyl, tatsächlich bevölkert sein und leben. Die Charaktere kennen sich dort aus, finden ihre Wege, unterhalten sich miteinander und tauschen sogar Gegenstände aus. Sie erinnern sich an vorherige Ereignisse und reagieren auf die Aktionen des Spielers.
Galt 'S.T.A.L.K.E.R' zunächst als gewöhnlicher Ego-Shooter, lässt sich spätestens jetzt sagen, dass wohl weitaus mehr dabei herauskommen wird.
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