Okay you guys have sold me on Deus Ex. I’ll risk the ten bucks on the chance it’ll work in Vista!
Wow, that’s an interesting link, Argent Towers. I’ll give that a try. So it appears that STALKER is based on a film?
I’ve started playing the game and, considering it’s my first modern FPS game outside of the HL universe, I’m noticing some interesting differences.
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The very first thing I noticed was that intro movie, which looked phenomenal. However, it’s quite a switch from Valve’s “YOU are the character” philosophy. I’m so used to seeing everything in first person perspective that a third person view of my character jolted me a bit. (More on this below.)
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Holy crap is this gorgeous or what? I often spent lots of time just ogling the beauty and realism of White Forest in HL2:E2, but the countryside here in STALKER makes White Forest look like 2D. It’s breathtaking. The rain, the blowing leaves, the decrepit buildings… Similarly, the music is wonderfully moody.
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The NPCs are pretty darn impressive-looking too, especially after seeing the same nine characters in HL2. I sure wish my Gramma had taught me Russian, though!
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I can see why so many find this world immersive and atmospheric. Feels like I could wander around and inhabit it for months. In fact it seems almost like an MMO instead of an FPS.
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I’m playing on Novice (I told you I suck!) and these bastard bandits are still kicking my ass. I hate this lousy shotgun, which apparently has to be loaded after every shot. Is that really how shotguns work? Dayum! Probably more realistic than HL’s gun, but it’s getting me killed out here!
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I don’t wanna kill the doggies!
Shades of Wolfenstein 3D. But y’know what? I ended up killing the doggies then, and I’ll end up killing 'em now. They appear to be mutants, so I’ll think of them as zombies rather than regular pups.
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The heavy use of text dialogue makes this an interesting throwback to my love for Infocom text adventures, plus all those LucasArts games where you choose dialogue branches. Is this common in FPS games? Considering the accents maybe they felt it necessary. Also, it does mean I get to ask a bunch of different questions if I choose.
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One thing I love about Valve is that they seem firmly in favor of keeping you “in the moment” – they generally don’t do anything to remind you that you’re not really experiencing this yourself. This means no cut scenes, no text dialogue, no abrupt level/location changes, no mapping, no speaking from Gordon and no view of Gordon’s face. I’ve gotten so used to this convention that some of STALKER feels less “real” to me for this reason, though of course it’s very early yet.
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Another Valve convention I admire (but I suspect more experienced & skilled players don’t) is their ‘in-game’ tutorials and tacit guidance. Again, their games are ‘on rails’ and STALKER is clearly the complete opposite. I notice i"m spending a lot of time unsure exactly what to do next. I’m kinda used to Valve’s almost invisible spoonfeeding. The HL and Portal games are genius at gently nudging you in the right direction, or at least getting your attention when they want you to focus on something (like having a flock of crows fly in the air right when a bridge is about to collapse). Here in STALKER I feel very much on my own. Which is probably the point of the game! It’s very different and I’m not saying at all that I dislike it – it’s just taking me a while to get used to.
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I must admit I’ve been spoiled by HL’s speedy reloads. Being a craptastic player who keeps getting my face blown into smithereens means I have to reload a lot, and STALKER is taking me right out of the game with its long loadtimes. Loading textures, synchronizing whatchamacalits … GET ON WITH IT.
Well, these are my thoughts for now. Maybe I should start a STALKER thread…
Thanks to everyone for the recs so far!