S.T.A.L.K.E.R.: Shadow of Chernobyl Updated Q&A - Smart AI, Advanced Physics, and Multiplayer

Project lead Anton Bolshakov discusses the advanced artificial intelligence and weapons modeling that make this first-person survival action game different from anything that you've played.

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Get a glimpse of life inside the exclusion zone in this exclusive movie.

You probably wouldn't want to vacation around the exclusion zone that surrounds the infamous nuclear reactor at Chernobyl, which melted down in 1986. But when S.T.A.L.K.E.R.: Shadow of Chernobyl ships next month, you'll be able to adventure all you want around a fictional version of Chernobyl, set in a universe where the radiation has done strange things to the area. That's because you'll play as a stalker, a heavily armed scavenger looking for valuable artifacts while also battling the mutant creatures and rival stalkers that inhabit the zone. S.T.A.L.K.E.R. blends first-person action with a wide-open world that you can explore at will; you won't be following a linear path, like in so many action games. With the game finally set to ship next month, we caught up with project lead Anton Bolshakov to learn more about the game's advanced features.

GameSpot: Give us an update on the game's development. What aspects of the game is the team working on now?

Anton Bolshakov: We are close to the finish line. The team is preparing the release-candidate version. The feature list is already closed, but we are still correcting some bugs, fine-tuning the balancing, optimizing the game for different PC configurations, and just polishing the game as a whole. So in general, everything is going well and according to plan.

GS: Tell us about the combat in the single-player game. How true to life are the weapons and damage models? Is the game intended to be highly realistic and punishing for less-skilled players?

AB: S.T.A.L.K.E.R. is oriented around realism, so we are doing everything in such a way that the player will feel that everything is real, including graphics, atmosphere, and artificial intelligence. We used the same principle working on weapons in the game.

There are about 30 weapon types, most of them based on real prototypes. Many of these weapons are upgradeable with scopes, grenade launchers, and silencers, just as in real life. The same thing applies with the ballistics. Making apt use of the physics engine, we implemented a large number of interactive gameplay features, which makes the game more realistic and lively. Thus, true bullet ballistics were implemented in the game. To adjust the bullets, we used such parameters as mass, speed of flight, materials-piercing abilities, and environment resistance. As a result, our weapons act very realistically. For example, when you are shooting the Russian Vintorez rifle from long distances, you can see that the bullet is flying in a parabola. That is why while shooting at a target that is far away, you should aim a bit higher.

Real bullet speed makes it necessary to lead your target while shooting at a target that is moving and far away. The same goes for grenades; they use physics, creating physical waves and splinters after the explosion. We also created a ricochet that sometimes can be used to shoot a covered enemy, if you are able to calculate everything correctly, of course. You should remember the ricochet effect so you don't hit yourself accidentally.

Using iron sights is more accurate than shooting from the waist, and shooting while you are sitting is more accurate than shots made while running. You should also take into account the density of materials and the ability to shoot through them--concrete blocks are good cover, while thin metal and wood are not. In addition, we should say that nearly every weapon has different cartridge types (splinter, armor piercing, and so on), each of which has its own physical properties. And don't forget to change your weapons from time to time, as the weapons show realistic wear and tear over time.

We created a realistic damage system where the torso or headshot will be completely different from the hand or leg ones. You will see the proper animations of enemies hit in each body part. After a serious torso hit, the enemies will fall on the ground squirming in pain. The more injured a character is, the more that character's state will change--heavily injured characters will leave tracks of blood (which can be followed). Without dressing a wound, you can bleed to death.

By creating the combat system, we were trying to make it realistic, fun, and as efficient as possible, so we think that beginners will be able to get used to it very quickly. Having familiarized themselves with the weapons properties, players will be able to use them effectively in different combat conditions.

GS: How does the combat in the single-player game differ from standard first-person shooter battles? Will players have to be more concerned about conserving ammo or not being able to heal themselves from damage, for instance?

AB: The concept of the player's freedom in S.T.A.L.K.E.R. makes the game a lot different than other shooters.

First, the player may approach the game scene from absolutely any point or position. For example, in order to accomplish the task of eliminating the bandits encamped in the factory, the player may go in with guns blazing, or try sneaking up from flanks, or circle the camp around, or use stealth-style play.

Second, with any tactics chosen, the player will obtain a corresponding AI reaction. The universal combat AI we created is taught to skillfully act in any circumstances. Thus, we gave each non-player character virtual hearing and sight. As a result, combat against the AI would start only after NPCs have spotted the player.

For example, a player could sneak up to an army post, snipe an enemy, and hide. Once the other NPCs spot their friend's body, they will react by raising the alarm and seeking out the enemy. As soon as the enemy is detected, the AI will, while shooting, run for cover, reload, and look out for targets. The combat AI was taught to reload guns and search for new cover if wounded. Aside from individual actions, the AI is taught to effectively act as a team. Thus, in battle the AI characters exchange messages with each other and use suppression fire when one of them asks to cover him, and the rest will back him up.

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108 Comments

  • sycenleung

    Posted Feb 26, 2007 7:33 pm PT

    It sounds good. I hope that the release version will be as good as they said.

  • rutger300

    Posted Feb 25, 2007 9:02 am PT

    when GS askes:
    "What role will the environment play in S.T.A.L.K.E.R.'s battles? We've seen several missions that take place in crowded industrial ruins that provide plenty of cover, but how interactive will the environments be? Will players be able to destroy or deform parts of the world in battle, such as knocking over walls or piles of debris with explosions to provide more cover or crush their enemies underneath?"

    AB says:
    "The large outdoor setting, the highly detailed and complex geometry, and the freedom inside the game give the player an enormous amount of possibilities regarding combat action planning. Using binoculars, the player is able to look over the area, count enemy forces, and find a good spot for attack. The player will find a lot of dynamic objects and physics. For example, by shooting at a gas container that is next to a group of enemies, you may kill more than one with a single shot. Or by shooting out a lamp in an underground area, you will be able to set up an ambush for an enemy stalker." THATS NOT AN ANSWER ANTON!!!

  • Zero_Fate_

    Posted Feb 22, 2007 7:22 pm PT

    devilnevercry9, i think you just made one of the most idiotic comments i ever layed my eyes on.

  • nev70

    Posted Feb 21, 2007 11:38 am PT

    FinishingTouch- This game is old news, I had the cracked alpha build way back in 2002.
    ............................................................................................WTF are you on ? are you saying theres been no dev or any improvment in the last 5 years ? what so they just let it sit there and gather dust for the sake of it ?

  • R3DN1N3

    Posted Feb 20, 2007 9:27 am PT

    I've been tracking this game since '05 and I'm glad it's finally coming out. I hope my 3 year old HP computer can handle the system requirements. I can shell out some money to upgrade a few parts here and there but if I can play it as it comes then I'll be a happy camper. I can't wait lol. 2007 is gonna be a great year for the video game industry as a whole.

  • devilnevercry9

    Posted Feb 19, 2007 9:57 am PT

    this game is only $39.99. that's made something isn't good about it. this price is pulled me to attention about the game, it could be rate at 7.8 to 8.2 is the best for of it. Since it is new play styles

  • Himoversin

    Posted Feb 18, 2007 9:45 pm PT

    Prediction: It'll be buggy but still cool. Put me down for a copy.

  • doodeeman

    Posted Feb 16, 2007 5:14 pm PT

    Just in case no one has posted the Min requirements for the game i'll just say this: they have made the game to run fine on low end computers and it'll run on DX8-9 and possibly 10 later on. I dont even care about the graphics, as long as its as fun as it sounds im happy

  • VengfulOne

    Posted Feb 15, 2007 3:10 pm PT

    This game better be good. I haven't baught a pc game in a while and I feel lost and scared!

  • telorn

    Posted Feb 15, 2007 6:51 am PT

    Lunch my butt, Reldas. We all know you're browsing the web on company time...just as I am

    Oh, and I'd stay away from physics cards for now. It's too new to know who will come out on top (External Aegis or ATI/Nvidia built-in) and hardly any games support it anyway (Ghost recon the only one?). Does Stalker even support Aegis?

  • Reldas89

    Posted Feb 14, 2007 7:20 pm PT

    i was reading this while eating my lunch at work and i am very impressed, lets just hope that everything that they say is true and works just like they said it would

  • firedrakes

    Posted Feb 14, 2007 4:44 pm PT

    Physics cards anyone??? thu price needs to go down on them

  • Chief_Kuuni

    Posted Feb 14, 2007 12:16 pm PT

    well it's all good, hope it's good

  • Sandlynx9

    Posted Feb 14, 2007 10:18 am PT

    Last I heard they said the graphics are comparable to HL2, so... I'll allow it. They are trying to do so much with this game. It sounds awesome, I just hope it all pans out in the end and the elements lend themselves well to the gameplay.

  • nappan

    Posted Feb 14, 2007 8:50 am PT

    This game sounds like Oblivion in chernobyl, and I mean that in a VERY good way. I cannot wait to get my hands on this puppy.

  • infirmaryblues

    Posted Feb 14, 2007 8:12 am PT

    Wow, it's pathetic to see so many people not give this game a chance based on GRAPHICS. Good god, of course it doesn't look like Crysis. Only Crysis looks like Crysis. And we still have yet to see if Crysis has decent gameplay or an engaging storyline. STALKER looks very promising in those areas, not to mention the physics involved with the guns.

  • -Dragon_Hunter-

    Posted Feb 14, 2007 12:23 am PT

    While i haven't been following this title for long, i'm quite exited about it's it's upcomming release. And as many have said, the graphics will probably be a bit dated. However, in my personal opinion, while great graphics are nice, they really are just that, nice. Judging by what i have read (Pretty much just what has been written here on Gamespot), the rest of the game is above average. For one, how many games up to date actually include parameters such as air resistance and travel time for shots at long range? Not to mention that they apparently let the AI handle most things, instead of using prescripted events.

    This all should, if it's actually implemented correctly, lead to STALKER being one of the most realistic games to date. Look at it this way. How many games actually make chest-wounds as deadly as they should be? Not many of them. While i don't expect it to realistically portray the effects of damage to vital organs, such as punctured lungs and so on, it seems like it will do a better job than most other games.

    Not to mention that it's not a traditional FPS, which will most likely result in a much wider range of potential players (I know alot of people who aren't all that big on FPS's, myself included, that is looking forwards towards this title). And the dated graphics could, note that i said could, also give them a wider array of potential purchasers, since alot of games these days are playing on somewhat dated systems.

    Well, i could go on and on, but this is already getting drawn out, so i'll end here. And note that this entire comment is based on my perception of gaming and my interpretation of what i have read, and i hold no illusions of being right about everything.

  • ANGELOFSOLLACE

    Posted Feb 13, 2007 3:49 pm PT

    A well awaited game. I plan on getting it once it comes out. For those of you out there that are thinking about getting this game don't listen to bad reviews from people that haven't played the game. If you really worried about dropping 40-50 dollars give the demo a run when it comes out.

    -SOLLACE

  • airforceone452

    Posted Feb 13, 2007 2:13 pm PT

    We used professional cyber-sportsmen in designing and balancing maps.

    wtf are "cyber-sportsmen"?

  • FinishingTouch-

    Posted Feb 13, 2007 2:09 pm PT

    This game is old news, I had the cracked alpha build way back in 2002.

    The game looked crap then and looks crap now. The engine is outdated and a 5 year old graphics card could handle this.

    """For example, a player could sneak up to an army post, snipe an enemy, and hide. Once the other NPCs spot their friend's body, they will react by raising the alarm and seeking out the enemy. As soon as the enemy is detected, the AI will, while shooting, run for cover, reload, and look out for targets. The combat AI was taught to reload guns and search for new cover if wounded."""

    Ya we've all seen that before in EVERY other game.

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