Posts Tagged ‘chernobyl

29
Dec
08

clear skies when you bring out your dead

Still trying to get used to the whole bleeding thing in Clear Skies, but things went a lot better yesterday than they did my first day back out in the Zone. That is, only when I worked my scavenger instincts. I did a lot more exploration and tried to go as far as the unlocked areas would let me without advancing the story. The military warehouses were still locked down at the time, I couldn’t get into the Red Forest, but I could get to the Dark Valley where the Freedom faction was and head west to the Agroprom Instititute where Duty was holed up.

Doing a job for the Freedom faction got me improved “Sunrise” armor which was a lot better than the combat armor that I was given at the start of the game from Clear Skies. There was also a Stalker faction in the factory area northeast of the Agroprom and that’s where things started to really take off. See, they were under attack by bandits all of the time…either from the eastern entrance, or the west. Waiting paid off dividends.

Robbing the dead has its advantages, especially when no one bothers to clean up the mess. Profiteering in the Zone, the S.T.A.L.K.E.R. way!

Robbing the dead has its advantages, especially when no one bothers to clean up the mess. Profiteering in the Zone, the S.T.A.L.K.E.R. way!

The Stalkers were decently well armed with scoped assault rifles…I think with the IL 86s and AK96. One of them even had a Vintorez BC sniper/assault rifle. They held off the bandit assaults, but not all of them made it. I helped myself to what was left and made a small profit plus got a scoped IL 86 and a Vintorez out of the deal, replacing my AK96. Hey, it’s the Zone, it’s what you have to do to survive, although in Shadows of Chernobyl, I was able to actually fight for my stuff and feel like a survivor instead of a target.

Bleeding is still aggravating, and money slips through my fingers because of all of the first aid I’m forced to buy, and the AI still has telescopic vision in the dark no matter how far it is, but I haven’t had a weapon jam in a long time with either the IL or the Vintorez which is kind of a relief. After tooling around with those, I also scavenged an L85-A1, upgraded that, and can now actually stand a better chance of not getting perforated by sniping bandits with shotguns. And after advancing along the story for a bit, I put that into storage once I picked this up…

Now I have a machine gun...ho, ho, ho.

Now I have a machine gun...ho, ho, ho. But it had better not jam as often as most of the other garbage. It IS Soviet stock, so maybe I'll be able to party like it's Lenin's birthday without worrying.

I was given a job by a Duty guy to get this gun back to him. This was one of the more screwed up jobs in the Zone since the tank that this was attached to was an earlier quest objective hidden deep in the Red Forest, which meant that I basically had to backtrack all the way through it again just to get it. And the reward? Only 7500 measly rubles. That’s it? For risking my life with a small army of mutants, unpredictable blowouts, and abnormalities that suck you up into the air and blow you apart?

So I kept it and with the weight enhancement artifacts along with its devastating firepower, I can keep a sniper rifle in reserve and use this for everything else. Finally! I can actually take things out without waiting for others to do it for me, or empty entire clips because of a few bulletproof heads.

28
Dec
08

Stalker clear skies wants you to have time to bleed

One of the games that I was given on Christmas was S.T.A.L.K.E.R. Clear Skies, the prequel to the awesome S.T.A.L.K.E.R. Shadows of Chernobyl title that came out last year and in which I sunk way too many post-apocalyptic hours into its immersive world. Originally intended to be a content patch for the first game, Clear Skies grew with so many improvements and new ideas that the developers decided to make it an official prequel. Now fans like me have faction wars, upgrades, and improved graphics to look forward to.

There’s also the insane difficulty. SoC was hard when I first started the game, but eventually, I managed to survive long enough to see the end. In Clear Skies, I was lucky to survive with enough patience to even get out to see other stalkers. Some players may get a kick out of this kind of ‘realism’, but even when graded against the real world, some disagree with its interpretation. Several factors that I can already see as design decisions made to enhance the realism of the game, others in order to address particulra shortcomings, such as certain things that modders wished was in SoC and had made some of it available through their own work. The problem is that some of these changes no longer make the game as much fun as the first.

Weapon jamming is now pandemic across most firearms to a degree that if a modern army were being fielded with the assault rifles from Clear Skies, it would lose whatever war it would go into. Weapon jamming is a real world concern, and I’ve read on forums where players try to explain it by saying “the radiation did something to the guns” or “they’re not kept as well as if they were owned by soldiers”.

My first assault rifle in the game was from a soldier, that and every other version that I’ve used so unless that soldier was the worst soldier in his squad and had touched every weapon I had used, this doesn’t make much sense. I’ve read posts elsewhere from people that have actually fired weapons like these (or their real world equivalent) can’t believe how awful they function in the game. It’s fun when it happens as a gradient over time, but not four or five times in less than a minute when the indicator shows that it’s practically in pristine condition. And that happens often enough to make me think the Zone is one huge beta testing group for firearms. The only other impression that I got from this was that it was a heavy handed response to the work modders did and the criticisms leveled at it from the modding community. If they were going to take what they said to heart, they could have at least put the vehicles in, too.

One in four STALKERS prefers blowback to the weapon jamming frequency in Clear Skies. Too bad for him.

One in four STALKERS prefer blowback to the weapon jamming frequency in Clear Skies. Too bad for him.

There’s also the bleeding thing. Yeah, I hate that, but you can tell that in Clear Skies, it gives the player something new to do with their money which was a problem in the last game since it didn’t give you enough things to use it for unless you modded it. But even here, it was implemented with an eye to selling more stock in Johnson & Johnson. With all of the first aid I’m buying, I’ll probably be lucky to hang onto a few thousand given how often I bleed from every shot. Difficulty levels in the game won’t change this, either, so you’re stuck bleeding like a pig from every bullet.

Is it realistic? Yes, that’s normally what happens when you get hit with a bullet. Is it fun in a game? Only if you’re expecting this to be the same as Ghost Recon, which it isn’t since it’s more focused on in-your-face action and adrenaline charged set pieces. I’ve played Ghost Recon and have gotten killed from one shot often, but it was a tactical shooter with the idea that it is possible to survive if you are smart with your squad. In Clear Skies, it isn’t so much a matter of skill as it is in the fact that the enemy has X-ray vision, precision aiming, and bulletproof faces at even the easiest level. And yet, they’ll sometimes stand around and get shot anyway as the AI seesaws from being unforgiving and then daydreaming despite the bullets ripping into them from around the corner.

When I left the Swamp area by helping the Clear Skies faction, I came out next to the military outpost. Sidorovich, the merchant guy from SoC, chimes in on your headset and says good luck trying to get past it. What he doesn’t mention is that the minigun guy stationed there has unerring accuracy with his machine gun in the dark. In fact, most enemies in the game have incredible accuracy and can take a full clip from an AK-74 in the chest at less than five feet before dying. At least in Ghost Recon, when you shoot a bad guy with a bullet, you don’t have to worry about them and it only takes one as long as your aim is true. The machine gun guy didn’t even have night vision, or at least, not from what I could see. Clear Skies still doesn’t allow you to loot armor that could help you so if he had it, it wasn’t there or had been embedded into his skull.

Thanks to shotgun headshots and an AI that kept trying to find me in the same spot every time, I ambushed a bunch of soldiers for my first assault rifle...which can't shoot through bushes.

Thanks to an AI that kept coming back to the same spot every time...and shotgun headshots...I ambushed these guys for my first assault rifle...which can't shoot through bushes.

I can already hear “But it’s body armor so it’s realistic that way!”. Then explain the head thing? The only thing that seems to work with a headshot is a shotgun at point blank range. When it doesn’t, the wiz-smart AI usually just stands there while my next ten shots mysteriously miss as badly as Greedo’s did at Mos Eisley because of the enhanced ‘realism’. Go to a shooting range, watch a proving ground documentary, or watch a demonstration and see how someone proficient can group their shots with a variety of firearms and not have a bullet fly at 45 degree angles as soon as it leaves the barrel.

My guy is supposed to be a merc, this is game that supposedly puts you in his shoes, but the only degree of separation that it gives you from the real world is his face. In a title like Ghost Recon, your men are professionals but you still need to line up the shots and take control of the situation. But you don’t need to nurse maid everything they do, such as their their ability to handle the weapons that they’re given allowing you, the player, to feel like a professional within its rules. It’s a degree of separation there that still enables you to feel as if you are doing something without compromising the fun factor. This is why a title such as COD offers deadly realism at Veteran difficulty as opposed to dishing it out to novices. Infinity Ward and Treyarch want you to enjoy the experience, not be punished from the start because they don’t want to be criticized for being too soft.

Clear Skies feels too much like an attempt to transplant too much of the real world into its gameplay without compromise, but with such a heavy handed approach that it can be too frustrating to be enjoyable. I’ll still try and plug my way through this one, but right now…I’m having less fun with it than I did with vanilla SoC. On the plus side, the it does look good.

Even at this range, shooting that helmeted guy next to him is just as effective as trying to shoot that dot on the horizon thanks to Clear Skies' "magic bullets".

Even at this range, shooting that helmeted guy next to him is just as effective as trying to shoot that dot on the horizon thanks to Clear Skies' "magic bullets". Realism, I love it!