![]() ![]() I used to be active on community forums back then and participated in some development/mods. That's the only reason there were any major patches at all and why S.T.A.L.K.E.R survived for that long. ![]() Posted on Mar 24th 2020, 12:54 Reply #3 silentbogoĪrcdarSadly, just like you said, it wasn't because of the dev-team doing an amazing Job, but thanks to a lot of bug-Fixing and the community finding out what to do / what to Change to make the game as good as the dev's promised it might be / would be but didn't deliver on that.The biggest thing GSC has ever done for the community, was releasing a resource unpacker. Stalker is one of the games which I really enjoyed spending a lot of time in (again, after/with all Patches + community fixes for stuff the Producers didn't care About anymore after having to spend already massive Hours on Basic fixes for stuff that should have never made it into the release game - some pre-access games work better than the final product of all three games of the Stalker series - it's a bit an "early Anthem" which made it to release of version 2&3 even though 1 was already broken ) )) A storyline in between Stalker/ClearSky/CoP, imported and upscaled textures from 2007-2010 and some "ue4 magic" to make it look Fancy, but Nothing else. And thus it doesn't bode well to hear what they are about to do - and that they drop what made it Special and went the "Pub-route" taking the UE4 and porting their textures into it - and that's most likely what it'll be like. With all community-stuff (high-res-texture reworks, community Patches, configs to improve Image Quality, added Features/etc.) and modern GFX-Cards Stalker still Looks good and feels good (just like Crysis and rage can :) ) but compared to other "great engines designed to run on hardware not available on release date" it's purely thanks to the community. Sadly, just like you said, it wasn't because of the dev-team doing an amazing Job, but thanks to a lot of bug-Fixing and the community finding out what to do / what to Change to make the game as good as the dev's promised it might be / would be but didn't deliver on that. And yes, only after what felt like a Million Patches the game (and every "Sequel") was playable (None of them were enjoyable Right away) but once they were patched and you found the correct console commands to Change some of the graphics-settings they didn't have Sliders or Buttons for in the menu the game was Beautiful and the Feeling "inclusive" and great. I know the UE4 is a good tool and actually does a good Job if you put the Right minds to work with it, but the Xray Engine was one of the Thing smaking Stalker Special. Now, that he ran the company into the ground, broke all connections and lost all trust in the industry, and makes outrageous claims about Stalker 2 for the past 2 years - I doubt this will get anywhere, or if it does - it'll be a generic half-assed title on third-party engine like UE4, or nostalgia-induced abomination on "reworked" Xray Engine.ĮDIT: it's alredy confirmed to be UE4.sadly, exactly that. ![]() And all it took is >5 years to make it from prototype to half-assed game in dire need of 3 dozen patches to be playable. The only reason the original Stalker even made it to release, is because they had THQ reps on-site kicking their ass for the entirety of development process. Wouldn't trust anything coming from Grigorovich. SilentbogoCheeki-breeki, mothatruckers, S.T.A.L.K.E.R. "Consider it (the teaser screenshot and announcement) our humble present, with more to come in 2020," the statement concludes. The developers didn't, however, state any timelines. It will live to the legendary legacy," the statement reads. saga will be our most ambitious game so far. "The second chapter of the S.T.A.L.K.E.R. 2 in development and another with a message from the developers to fans of the game franchise. One shows a teaser screenshot of S.T.A.L.K.E.R. 2 developers (or at least a Twitter handle claiming to represent them), posted two key tweets. The game will leverage Unreal Engine, and there's a fairly high possibility of it being Epic Games Store exclusive given its sweet revenue-sharing model that directs 88% of the sales to the game publisher. The Kiev-based game studio since dished out the "Clear Sky" prequel and "Call of Pripyat" sequel last decade, but has since been a recluse to the AAA gaming scene. The survival horror FPS made its debut in 2007 at a time when PC graphics were taking a technological leap. GSC Game World announced the second chapter and latest entry to the S.T.A.L.K.E.R. ![]()
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