STALKER: Oblivion Lost Interview - interview
(hx) 09:24 PM CEST - May,19 2002
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ToTheGame
has conducted
an
interview with GSC Game World team, as they talk about
S.T.A.L.K.E.R.: Oblivion Lost, their upcoming tactical team 3D action game
which is partially based on "The Roadside Picnic" book by Strugatsky brothers,
Stalker movie by A.Tarkovsky and the history of Chernobyl atomic catastrophe.
Here is a snip:
ToTheGame:In earlier statements GSC has mentioned that the game will have extremely dynamic game play of fast and tough combats. Would you care to give us some detailed examples?
GSC:Initially we had a bit different concept for Oblivion Lost, but it got subsequently changed, along with the title’s name. With the introduction of Chernobyl story, the game acquired a murky and atmospheric flavour. S.T.A.L.K.E.R.: Oblivion Lost is going to be an adventure 3D action with elements of RPG and tactics. The gameplay intensity depends on player himself, on how actively he moves around the Zone, performs game tasks, smashes monsters, etc, but, in any way, I wouldn’t say Stalker is a rush game, as the point here is not to run through a level from beginning to end, but rather to roam and explore, find artefacts, fight with enemies, communicate with Zone creatures and other stalkers and so on. One of the features to affect the gameplay in S.T.A.L.K.E.R. is a life simulation system we integrate into the game. This system will fill levels with creatures due to several factors – friendliness of living conditions, aggressiveness of flora and fauna, impact of game plot and interaction with other characters and creatures. Thus, this system will produce a true behaviour simulation of all the game characters, similarly to how this would be in real life. Players will not find themselves lonely in the game, as levels will always enable you to find a place to hunt, get artefacts or carry out one of the game-generated quests. Apart from that, at certain time periods psycho-energetic outbreaks off Zone centre will occur. During these outbreaks, unless the living creatures outdoors find a hiding, they die in a wink of an eye. After such a blowout new artefacts you can find and sell are generated. In this way we get a Zone world living its own way, changing and renewing constantly. We’ll disclose more on gameplay later. [more] |