Posts Tagged ‘gsc-gameworld’

GSC Explain The STALKER TV Show

No problem, I've already saved at the start of this bit.
The Stalker TV show was pretty much the most unexpected news item of the week, and I just had to drop a line to GSC to find out more. Below you can read my quick chat with GSC’s Oleg Yavorsky, in which he stresses that the TV show’s production is intended to be as faithful as possible the source game, and reveals that it will be timed to air on the release of S.T.A.L.K.E.R. 2.
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Your Quest In STALKER 2?

Don't worry, he's actually just going to buy some bread.
That’s what GSC are suggesting with their Quest Contest. There are bunch of rules and stuff over on the competition page, but what it comes down to is this: “The best ideas from the contest may be implemented in the new S.T.A.L.K.E.R. game. This said, the developers retain the right to change the quest looks or implementation, while preserving the key author’s idea.” Quest authors will also get the name in the credits. They’re looking for less than a side of A4, so it’s not exactly an insurmountable challenge. Might as well have go, eh? It can’t look bad on your CV, either.

A Quick Call Out For Pripyat


I’ve just started a second playthrough of Call Of Pripyat, which impressed me a great deal earlier in the year. Since a few people had been asking me about mods for the game I thought I’d link to the mods I am using this time around. I’ve merged the installs for Atmosphere 2, TGS EZ (pictured) and RCOM. The resulting mixture seems to retain the audio and weather cleverness from Atmosphere, while adding the colour palette and textures from the TGS mod, which introduces a much more washed out, bleak aesthetic. In the first area at least, I think is a considerable improvement on the vanilla version, and hides some of vegetation/texturing problems of the aging game engine. RCOM is a weapon balancing and AI mod, which introduces a bunch of changes, making weapons more powerful, and making it much nastier to get shot. This means that long range single shots from an assault rifle will generally drop an enemy, but it means the AI can give you a beating from range too. Overall this mod mix makes the game slightly prettier and considerably tougher. I’m enjoying it.

Any other suggestions?

Further New Dawns For Clear Sky


A few people have mailed us over the past few weeks suggesting that we take a look at the Total Faction War mod v1.8 by PhoenixHeart, Darkenneko and Smoq2. I finally got around to doing that this week, and I’ve written up some thoughts below. Long term readers will recall that I previously attempted to mod the errant son of the Stalker dysnasty into a place in my heart last year, with mixed results. This is the first mod I’ve had installed that comes close to fixing what was otherwise the weakest aspect of Clear Sky, even after modding: the factional warfare.
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Stalker, The Zone, And Borrowed Architecture


I’ve been doing some guest blogging for splendid architecture site BLDGBLOG. You can see my previous offerings here and here, as well as an interview here. The latest piece – here! – delves deeper into my obsession with GSC Gameworld’s Stalker games, and the wider fiction – and reality – surrounding them. Go have a read of the rest of BLDGBLOG, too. It will surprise you.

Wot I Think: Call Of Pripyat


The third Stalker game, Call Of Pripyat, has been out in Europe and Russia for quite some time, but it has only just made the leap to English-language release. The UK version due on Friday. I’ve recently completed that edition of the game and my account of that experience follows.
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Pripyat Precipitates Feb 5th


Koch Media have confirmed February 5 as the release date for S.T.A.L.K.E.R : Call of Pripyat in the UK, Italy, and “Nordic”, although which countries that stands for isn’t quite clear. Russia, Germany and the rest of Europe have had their versions of the game for a while now, and all feedback points to good. I’ve spent quite a lot of time with the early English-language version myself, and wrote up impressions here. In short: strong stuff, especially in the direction of open-endedness, but I have a few reservations. I’ll be playing the hell out of it when the full version arrives too, obviously. There’s no news about what’s happening with a US version, but presumably it’ll find its way to digital download before long.