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| - | ====== Introducción ====== | ||
| - | Año 2011. Five years passed since the Second Disaster, which eclipsed the events of April 1986. The Zone is shaken by frequent and powerful blowouts, which move anomaly fields, opening new routes to previously inaccessible locations. Stalker factions fight for the new territories and key points. A lot of stalkers die, but newbies keep on arriving. | ||
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| - | The action takes place one year prior to the events of S.T.A.L.K.E.R.: Shadow of Chernobyl, one year before Strelok's most successful trip to the center of the Zone – the third one. We will learn about Strelok and his squad from another character's vantage point. | ||
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| - | The Zone is waiting for you ahead, new locations and unknown threats, spatial holes and monsters hiding in the fog, pitch-black nights and saving rays of a rising sun. Try to avoid anomalies and hide from blowouts, discover the Zone and collect artifacts, cure radioactive irradiation and fight for any stalker faction you like! Only then you will uncover the truth about Strelok and how he happened to get inside the death track and receive the S.T.A.L.K.E.R. tattoo on his arm. | ||
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| - | ===== Main features ===== | ||
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| - | Familiar and well-know Soviet-style game world | ||
| - | Real in-game objects, like Chernobyl Nuclear Power Plant, Chernobyl-2 military object designed to detect US missiles launches and others | ||
| - | The atmosphere of mystery and permanent danger | ||
| - | Improved graphics using the DX10 technology (volumetric light and fog, dynamic wet surfaces etc.) | ||
| - | Ability to join one of the stalker factions in the Zone and influence the balance of forces. | ||
| - | Correlation of players actions to factions' attitudes towards him | ||
| - | Fast travel inside the Zone with the help of guides | ||
| - | New types of anomalies and artifacts | ||
| - | New concept of artifact search and usage | ||
| - | Developed system of weapon and protective suit upgrades | ||
| - | Well-developed infrastructure of factions' bases (presence of a trader, barman, mechanic, minigame organizer etc.) | ||
| - | Freedom of movement inside the game world and storyline | ||
| - | Dynamic weather and day/night cycle | ||
| - | Photorealistic graphics, which help to immerse into the game's atmosphere | ||
| - | Realistic ballistics, huge arsenal of real existing weapons | ||
| - | New multiplayer mode – Capture the Artifact | ||
| - | Up to 32 players in multiplayer combat on LAN or Internet | ||
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| - | ====== La Zona ====== | ||
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| - | After Chernobyl was evacuated, the area around it was silent - untouched by man and reclaimed by nature. Towns and villages were overgrown with trees and bushes which find their way through the concrete and asphalt. Wildlife very quickly captured abandoned territory. Packs of boars and wild dogs found new homes in Prypiat and animals from neighbor territory came to the Zone. | ||
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| - | Anyway the story received continuation. Reports of strange creatures which were disfigured by catastrophe consequences became usual deal. | ||
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| - | In 2006 disaster seemed to strike again. A bright light originated from the old reactor plant and people speculated that a second explosion had occurred. All attempts to get to the station and find out what had happened had the only one result – all groups which were sent to the place of catastrophe disappeared or died. | ||
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| - | Military patrols increased as the authorities seemed more determined than ever to keep people out from the attempts to get in and die there. However human nature prevailed. Curiosity and greed led to the phenomenon of the "Stalker" - part explorer, part mercenary, part treasure hunter. These brave and foolish individuals started entering the Zone to see what could be salvaged. What they found was beyond imagination. | ||
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| - | Stalkers bought out wonders and horrors.These strange objects which had unique and unknown physical features were called artifacts because human can`t understand them. The value of these objects to the science is one more reason to go to the Zone. Huge price on a black market is one more reason to search the artifacts. | ||
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| - | However the risks involved in retrieving these were huge - mutant creatures roamed the landscape, ready to feed on anything they encountered and stalkers also. | ||
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| - | One more danger is the zones of anomaly energetic activity which took lives of many stalkers. These zones were named as anomalies. | ||
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| - | It is now 2011. The Zone is full of wonder and death. Emissions of anomaly energy appear frequently and destroy the whole creations and change the map of Zone. Stalkers, mutants and the military roam the deadly landscape of the Zone. It is that world where you have to prove to the Zone that you can survive. | ||
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| - | The Zone is a huge abandoned territory, with twenty-year-old dilapidated buildings, overgrown with forests and anomalous vegetation. It is a territory with deserted surface and underground research facilities, neglected military bases and testing grounds for new technologies. The radioactive land is covered with sores of burned out soil, poisonous fogs, and deadly gravitational anomalies. It is a world of a terrible anthropogenic disaster, and in the center of this hell sit the remains of the Chernobyl Nuclear Power Plant. | ||
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| - | The in-game Zone is a reconstruction of the Chernobyl Nuclear Power Plant and the 30-kilometer Exclusion Zone around it. Moving along the storyline, the player will visit such places as the Swamps, the Red Forest, the Limansk city and, of course, the sarcophagus of the Chernobyl Nuclear Power Plant. Many in-game locations have real prototypes. | ||
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| - | We are trying to recreate the true atmosphere of the real industrial disaster of Chernobyl. You will easily recognize all the sights known from photos of the Exclusion Zone. | ||
| - | The photographs and video records made during our multiple trips into the real Chernobyl Zone gave us the essential background to reconstruct the Exclusion Zone in the game. The architecture and all of the textures you will see are as real as possible. | ||
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| - | ====== El Mundo ====== | ||
| - | As a player, you are free to explore the entire world of the Zone. No physical restrictions. No time limits. You will become a Stalker — a cross between a mercenary and a treasure hunter, who is also seen as a plunderer, a scavenger, a loner, and as food. Your task is to locate and retrieve artifacts from anywhere within the Zone. | ||
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| - | It's a bit like picking red-hot embers out of an infernal oven. And that's the easy part. | ||
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| - | Artifacts could be of various types, but are not found so easily. They will be invisible until a special detector shows their location and lights them with an impulse. More advanced detectors can display more rare and valuable artifacts. | ||
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| - | Having artifacts already in your back pack, you will need to sell them to one of the traders or to some fellow stalker, with enough money, of course. Traders can easily be found in the factions’ camps, where you will be also able to repair your weapons and equipment, learn some fresh rumors, get a few drinks from a barman, or even play one of the stalker games, such as arena fighting or crow shooting. | ||
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| - | Buying and selling can be done both with cash or barter, so if a trader or some friendly stalker has some interesting stuff for you, like weapons, equipment, ammo, food, or med-kits, you are free to barter them for the items in your backpack. | ||
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| - | Performing some deeds, opposing other stalkers, or joining stalker factions, you will form opinions of others about you. All of your actions affect the world around you and its relations with you. Active participation in the faction war can change the balance of forces, expand the range of goods of traders and even help mechanics find out new secrets to upgrading weapons and suits. | ||
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| - | The Zone itself is also changing all the time, because of more frequent blowouts. Anomalies grow, appear, and disappear, stalkers and monsters fight, migrate, and rest, day changes into night, and sunny weather might suddenly change to rain with thunderstorm and lightning. | ||
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| - | The longer you survive, the more you learn about the ways of the Zone, its locations, behavior of monsters and properties of anomalies. You develop your skills and improve your reputation in stalkers' rating, where nearly every artifact hunter can show up. In order to stay in this rating you need, first of all, to survive fighting all the threats waiting for you in the Zone. | ||
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| - | Good luck. Or do we mean Goodbye? | ||
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| - | ====== Personajes No Jugadores ====== | ||
| - | NPCs have a variety of behaviours. While you can be reasonably sure that mutants are largely aggressive and see you as little more than food, the other humans in The Zone are far more complex. | ||
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| - | The military have a job to do and are good at it. If you are in the Zone, you are a target so if you pick a fight with the military you'll have just enough time to appreciate the dynamic Combat AI and it's intelligent use of cover before they fill you with bullets. | ||
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| - | Other Stalkers however are a different proposition. Stalkers are not there as enemies until you make an enemy of them. You can choose the aggressive path and make enemies of individuals and even Stalker clans. However if you consider your approach carefully you will uncover an in game economy based on trading items, food, weapons and information. | ||
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| - | It is up to you - choose to see Stalkers as enemies or as a means to aid you progress. | ||
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| - | There are also a number of "Dealers" in the game. These guys really control the economy within The Zone. These are the guys who can give you jobs, sell you equipment and reveal information about The Zone. Dealers are respected as they provide a fair service to all Stalkers, so if you anger or even kill a Dealer you can expect every Stalker in The Zone to target you. | ||
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| - | ===== Trading ===== | ||
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| - | To survive a Stalker has to trade. Just like in the real world you can buy, sell and exchange everything you need from ammunition to artefacts. The currency is Soviet Roubles and you can do deals with the army, scientists, dealers and other Stalkers. | ||
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| - | There is a code of etiquette which you would be well-advised to follow: On meeting a veteran Stalker you first exchange greetings, you agree to remove weapons, then slowly move closer and begin the trade. Violations of this code will elicit a severe response. | ||