Nope i highly disagree, cyberpunk is a buggy mess compared to stalker, i finished the first stalker game with the day 1 patch. The game breaking bug in cyberpunk 2077 is that the F key is hard locked, it doesnt even exist for me [cyberpunk 2077] if they cant fix that bs.
Not true. Amount of bugs in Stalker SoC was minimal for an open world game. Clear Sky was a buggy mess.
It wasn't open world. It was a hybrid as in it uses loading screens to load in relatively big open area's and no loading screens for most buildings. But I think this is besides the question. Whilst Cyberpunk certainly runs like dogcrap for a lot of people, Stalker could crash to desktop at any time ( the dreaded XrayEngine has stopped), was built on an engine for an OS that would limit itself ( 32bit ) with 64bit around the corner. The AI ( what's it called again ALife? ) would crap itself regularly, quests wouldn't trigger, important items would fall trough the map, and the weapon values and damage system would be one of the first things to be modded. I don't even play Cyberpunk, I'm patient for the GOTY edition, but Stalker was a LOT buggier and game breaking than people remember. Which game was worse is irrelevant. Stalker got good, Cyberpunk will get good in time. My source: I have the preordered special edition tin box of SoC still in my possession as well as the re-bought Athlon64 3000+, 2Gb ram DDR400 and GeForce 6800 vanilla 128Mb DDR3 because I tend to dabble into old, not yet retro PCs now and again. I don't remember Stalker SoC even having a 1st day patch, it wasn't customary back then because people internet was still crap, and the game was delayed 2 years. I'm not saying you're wrong tho.
Wrong. STALKER is an open world game in every possible way. About loading screens, you have much more of them in TES. If you can travel between the locations, that's an open world no matter loading screens. And in the SoC for example even AI travels between the locations, maps. That's why enemy would suddenly spawn between your back if you are close to the transition point, and attack you. About crashing, i didn't experience a lot of that in SoC and CoP. In CS i did.
Yep, fair enough. I just checked and you're quite right. Open world. I was thinking 'seamless open world.' I got the two confused. My bad. Got internet cookies if you want 'em
How is this going to work? Is this really a true sequel? How many people actually played the original, I know for sure all of my console friends have zero idea what it even is. I think the number 2 in the title is a little "off putting" for some people as they never got chance to play the original. Its been so long since the originals came that I wouldn't mind them just calling it STALKER, or have a sub title. Or maybe they could release the original trilogy on the new engine....... ohhhhh the impossible dream!
First game is a classic and console gamers have no idea what kinda game it is. I dont think should be touched with so many mods around. A real sequel like this is all we need and console gamers can finally enjoy it (even though they missed the original sadly)
Oh I know dude I had it on launch day.... after like 6 years of waiting! Still have my original box as well
While the trailer isn't really a "gameplay" one, I'm still looking forward to this! I just hope that the transition to UE4 won't mean a loss in the overall STALKER "feel".
anything S.T.A.L.K.E.R related is interesting news. they need to update the gun-play badly, but also to stay away from most of the shooters in terms gun-play. the game should be hard\realistic as it can be in this area, but far less clunky than the first trilogy. maybe some people will dislike what im about to say.. but PUBG is a great example for good weapon behavior. i find it suitable for the S.T.A.L.K.E.R series.
I respectfully disagree for PUBG as a standard for gunplay. I'd suggest Insurgency / Sandstorm or even Rising Storm Vietnam. I feel these are realistic shooters without going all out like Tarkov or Arma.
Personally I'd love it if they went all out in terms of realism/depth in the shooting mechanics. For a single player game all about immersion and (sometimes) tension/horror elements, details like that can make a big difference.
well i would suggest not to go for extremely realistic because S.T.A.L.K.E.R still needs those anomalies, environmental hazards and some dangers a non-populated world brings. so a millitarty level realism in gun-play can actually ruin a lot here. that's why i think PUBG is a great immersive example for great gun-play* ( not game-play ! ). but yeah, some of us see it differently another factor i would love to see is a realistic reward system based on exploring\doing difficult missions. an example: a crate with a solid amount of ammo or crafting materials for different ammo's, or a relevant scope* for your rifle - those things need to be rare and not easy to achive. in the zone, these items are worthy so i hope those little things do matter in the eyes of the developing team. iv finished the trilogy around 3 times, SoC is still the best in my eyes. CS gave my GPU rough times, and it had amazing and tense moments, followed by CoP which was my least favorite but still an excellent game. hope the second game will deliver.
I could see an Insurgency-level gunplay in STALKER, but to go for full "realism" would be a bad idea. STALKER wasn't and shouldn't be a simulation, no matter what the MISERY mod fans say. The game still needs to have some level of fun to it. Also, how would realistic guns work against mutants like Bloodsuckers, Controllers and Chimeras? The game already isn't "realistic" in this regard to begin with. I can't speak for PUBG gunplay, because I never played it, nor do I intend to.
The thing that made S.T.A.L.K.E.R. special, still even today....... is the A-Life AI system, literally no other video game has even tried to do what S.T.A.L.K.E.R. did, maybe the original Bioshock to a certain degree? Off the top of my head I cannot think of any other video game that has done with AI what S.T.A.L.K.E.R. did with AI. I want gunplay to be like S.T.A.L.K.E.R. but improved.
Gunplay was already very decent in the original, but the ADS models and sights were sometimes offset or just horrible in general. Something I've noticed when I modded the .ltx files to play the game without ADS, while retaining an accuracy penalty when moving, etc (was during my heavy Counter Strike days, so I didn't like ADS'ing everywhere). He's right though. ShoC looked like a somewhat dated game with new stuff tacked on and some stiff animations, etc, but overall it wasn't very buggy. At most I saw some funky stuff with animations on NPC's.
more important is keeping it open as the trilogy allowed the player to feel the zone, the environments by exploring. this game should never be linear.
I'm not saying take out anomalies and mutants, I love that stuff. But I'm pretty sure an AK-47 in stalker isn't supposed to be some magical sci-fi version of one