S.T.A.L.K.E.R.: Shadow of Chernobyl Updated Q&A - Anomalies and Artifacts

GSC Game World's Oleg Yavorsky tells us what to expect when this ambitious first-person survival game ships next week.

Official Trailer

Check out S.T.A.L.K.E.R. one last time before it ships in this exclusive movie.

After years of development and delays, THQ and GSC Game World's ambitious first-person survival game S.T.A.L.K.E.R.: Shadow of Chernobyl finally ships to stores next week. This isn't a traditional first-person shooter in which your only job is to run along a very narrow, linear path and blow away everything in sight; instead, you'll be dropped into a dynamic, evolving virtual world, one set around the melted-down reactor at Chernobyl. Your job: explore, survive, and uncover the mystery of the exclusion zone, which is inhabited by mutants, strange energy anomalies, bandits, army groups, and stalkers, which are basically heavily armed scavengers. For more, we turned to Oleg Yavorsky, senior PR manager at Ukraine's GSC Game World.

GameSpot: How is the artificial intelligence of monsters and other enemy characters being designed to provide a realistic challenge? Will some characters have daily routines that cause them to patrol certain areas at certain times of day, for instance? What are some of the cunning tricks that enemies will use to try to get an edge against players?

Oleg Yavorsky: We gave our non-player characters a number of abilities to make them interesting, realistic enemies in combat. The general combat AI system is quite versatile and allows NPCs to be responsive to the dynamic situations in the game. Thus, monsters and human characters are able to evaluate their chances in battle based on comparing themselves to enemies with regards to current condition, weapon type, physical strength, ammunition available, and more, and react accordingly. If they consider the enemy weak enough, they are likely to attack him more vigorously, and if they find the enemy too strong, the NPCs might panic and run away.

Aside from pure physical strength and abilities, some monsters have been enabled with abnormal powers, such as invisibility, telekinesis, and telepathy. The poltergeist, for example, is a very unusual and interesting monster. While remaining invisible, he prefers to attack the player from a distance by levitating physical objects and throwing them at the player. The controller is extremely dangerous owing to his psi-control powers. Watch out, lest your brain should be captivated by his mental waves.

Diligent attention was paid to the stalkers' combat AI. Stalkers choose the best positions for attacking enemies, and they use cover to reload and change cover in case the enemy starts advancing toward them. Making use of the virtual hearing and sight functions, NPCs will determine whether the enemy can see them. If not, the NPC will sneak silently behind the target to shoot them in the back. Human characters are skilled at outflanking enemies. They use group tactics (one will try advancing while the others cover him). Stalkers are designed to finish off wounded enemies; they run away from grenades that are thrown, and they may panic in tough moments, like when they run out of ammunition.

On top of that, we worked out an elaborate precombat system. For example, if the player snipes a guard on a watch tower, enemies that heard the shot or ricochet will go to "aware" condition and find cover or look around.

More interestingly, the whole system is universal and applies to all combat in the game. Guided by the A-life system, NPCs live their daily lives: monsters roam the zone in search of food; stalkers go around collecting artifacts, fighting enemies, doing their daily jobs; camps and army posts go through their routine lives with members patrolling or sitting at the campfire playing songs on the guitar.

GS: Tell us about the role-playing gamelike elements in S.T.A.L.K.E.R. Will players gain actual experience levels as they complete missions and defeat monsters? How will inventory management be handled?

OY: From the outset of development, we decided to have players develop their own skills and not go for the traditional role-playing levels. For example, we implemented realistic ballistics in the game, and we want players to feel and master each gun in combat themselves. At the same time, the concept of role-playing in S.T.A.L.K.E.R. primarily means giving players the possibility to play the role that they want in the game: Some might be friendly and helpful to NPCs, other might be evil and try to kill everyone in the way, while other might want to explore. The role you play in S.T.A.L.K.E.R. will cause the world around you to respond accordingly and ultimately lead you to one of the seven different endings in the game.

With that said, the inventory system in the game will not have a separate skills section but will rather be focused on a stalker's bare necessities. There are active weapons slots, belt slots for activating artifacts and gear, a backpack containing all of your possessions, and some other important sections and indicators, such as the health bar, radioactivity bar, and hunger bar. The player's inventory is intuitive and easy to operate.

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91 Comments

  • Humorguy_basic

    Posted Nov 1, 2007 5:46 pm PT

    God ManOWasp - a bloody hand!? What do you want? A linear game through grey corridors that lasts for 12 hours and that you will never play again because it will be the same, but with a nice hand animation, or a non-linear world with great AI, 75 hours plus of gameplay and 7 different endings and replayibilty that goes through the roof, but with a not so nice hand?! Geez, I just don't get some PC gamers! No wonder PC gaming is struggling!

  • solideagle13

    Posted Mar 21, 2007 7:15 pm PT

    this looks pretty awesome

  • monowasp

    Posted Mar 21, 2007 5:35 am PT

    I just got the game last night, the first thing I noticed was the nice environments, but I was somewhat disappointed when it came
    to the modelling of the characters; especially the "gunhand" of your
    character looked like something out of the game "Über Soldier". Playing around for a while I like the interface, the maps, the voicecasting is ok, but from what I can judge of the sounds the guns make, they are like toygunds, not "in your face", like for instance F.E.A.R. or any other FPS, (Infernal also a great game...) I won't write anything more because I have to play more to be able to get a true impression...

  • jasonbrobertson

    Posted Mar 20, 2007 2:49 pm PT

    I have this game already, (before the release date) and it does not take as strong of a system as most would think. It runs perfectly on my computer: AMD 64 4000+, 1MG RAM, ATI X1600. If you have anything stronger than that and you want to run on high settings or below, it will work fine. There ARE a few bugs in this game, but it is nowhere near as bad with windows xp than vista. All in all, I find the game to be on par with some of the other FPS games out there, but it is no HALF LIFE 2.

    OH - LOOK FOR ME OUT THERE ON XBOX LIVE !!!
    MY GAMER CARD IS: UNDUEPAIN
    EMAIL: UNDUEPAIN@GMAIL.COM DROP ME A LINE. I'D LOVE TO GIVE YOU SOME OF MY USERNAME. HA.

  • msudude211

    Posted Mar 19, 2007 6:36 pm PT

    Looks like a cool game though.

  • mastertransfer

    Posted Mar 19, 2007 3:04 pm PT

    Same here, make sure you have a good enough system to run this bad boy. Core 2 Duo E6700
    2 Gig Corsair XMS DDR2 800
    Asus 8800GTX in SLI (2 cards)
    EVGA 680i mobo
    Koolance complete liquid cooling system

    www.PlugComputers.com - Custom gaming computers.

  • grey-flood

    Posted Mar 19, 2007 2:39 pm PT

    HA HA HA HA HA HA!!!!!!!!!!!!! I HAVE IT NOW!!!!!!! AFTER 3 YEARS!!!!!!!!!!

  • Razormouth

    Posted Mar 19, 2007 12:36 pm PT

    I'm retarded. No dx10 support for S.T.A.L.K.E.R. (Yet... I hope). The game will be so good it will still punch your balls off.

  • Razormouth

    Posted Mar 19, 2007 12:30 pm PT

    Can't wait to see this on my system in full DX10'ness.

    -Pentium Core 2 Duo E6700 (2.6ghz @ 1066mhz FSB)
    -2 Gigs OCZ DDR2 PC2-8500 SLI-Ready Edition RAM (@ 1066mhz FSB)
    -BFG Tech GeForce 8800 GTX
    -EVGA 680i motherboard

    I think I'm ready for S.T.A.L.K.E.R.

  • Bauholzwolf

    Posted Mar 19, 2007 11:59 am PT

    Can't wait to try this one out!

  • Unstoppable_1

    Posted Mar 19, 2007 11:58 am PT

    Here are system recommended and minimum
    Recommended: Intel Core 2 Duo E6400 / AMD Athlon 64 X2 4200+, 1GB RAM, DirectX 9.0c compatible 256MB graphics card nVidia GeForce 7900 / ATI Radeon X1900, 4x DVD-ROM, 128kbps Internet connection for multiplayer.

    Minimum: Windows XP SP2 / 2000 SP4, Intel Pentium 4 2000 MHz / AMD Athlon XP 2000+, 512MB RAM, 10GB hard disk space, DirectX 8.1 compatible 128MB graphics card nVidia GeForce 3 / ATI Radeon 9200, DirectX 9 compatible soundcard

    Mine is an AMD Athlon Xp 2100+(1.73ghz), 1 gig DDR ram, 128mb Geforce 4 TI 4600 SE. What I like about this game is it don't force you to get a Direct X 9 card. It don't force you to have the latest and greatest system. I'm willing to bet I could run this game just fine. If anything i'd add another gig of ram and a new video card. S.T.A.L.K.E.R. does what other companies refuse to do. Tailor to a wide range of systems. It should sell good!!

  • 2Apunisher

    Posted Mar 19, 2007 11:12 am PT

    damn its 9.6 GB so i don't have enough space on my HDD ( i got the game from friend that came back from vacation in Russia)

  • Karl319

    Posted Mar 19, 2007 9:15 am PT

    *drools* ... must, have!

  • Mohamed_h

    Posted Mar 19, 2007 8:21 am PT

    Finally .. !

  • e1337prodigy

    Posted Mar 19, 2007 7:51 am PT

    Finally a new game which I should be able to run full spec on my machine since the graphics will be slightly dated .

  • GibboViper

    Posted Mar 19, 2007 7:19 am PT

    Wow intense trailer!

  • Goliathvv

    Posted Mar 19, 2007 6:51 am PT

    Finally out! Thia one is gonna be great, no doubt!

  • Romanticide

    Posted Mar 19, 2007 6:29 am PT

    lithus

    I liked it better when they called it F.E.A.R


    Ignorant comment of the day.

    This has been in development longer than F.E.A.R, and it has absolutely no similarity to F.E.A.R anyway, apart from they both are FPS'.

    By your logic, all games are exactly the same.

  • 0z0n

    Posted Mar 19, 2007 6:27 am PT

    Heh, I just welcome you to Chernobyl, Ukraine
    Ok, I'll remember, don't speak russian

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