This article originated on the original FileFront
Formatting may be lacking as a result. We apologize for this inconvenience. If this article is un-readable please report it so that we may fix it.
The guys over at Eurogamer have posted up a nice interview with everyones favorite PR guy, Oleg Yavorsky. They asked him about how work is going on Clear Sky and what we can expect.
Eurogamer: S.T.A.L.K.E.R.: Shadow of Chernobyl took six years to develop, yet you're aiming to turn around Clear Sky in less than two. What's happened to speed things up?
Oleg Yavorsky: Six years is a long period of time. Children are born and start going to school within that period. Our big problem was we were developing our technology and the game simultaneously, which for us was a lot of headaches. When we wanted to try out a gameplay element, it wouldn't work because there would be some problem with the engine, which was still not finished. Then there was just this ambitious concept: S.T.A.L.K.E.R. was to be the ultimate game, with a mix of pretty much everything - shooter, RPG, survival horror, driving. We were inexperienced and took on too much.
Luckily, those experimental years were not in vain because we gained a lot of experience. With Clear Sky now it's a year and a half for the whole production cycle. It's still stressful, because it's a short period of time given the number of changes we want to bring in, but the important thing is we now have stable technology, and we know what things work and what things don't work for our game. Our primary focus now is to really develop the ALife system - that living, breathing environment - because this is where S.T.A.L.K.E.R. is unique.
Check out the full interview here.
There are no comments yet. Be the first!