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The Making of S.T.A.L.K.E.R., part one

By Gamerush 16 years ago, last updated 6 years ago

This article is really old. Formatting may be broken as a result. If this article is un-readable please report it.

Here is a nice interview with Anton Bolshakov, S.T.A.L.K.E.R. project lead... "Back in late 2001 we got our first look at an impressive game called Oblivion Lost, then a squad-based action game from GSC Game World. In 2007 the title that we now know as S.T.A.L.K.E.R.: Shadow of Chernobyl finally released, plunging players into a survival-FPS-RPG hybrid and the post-apocalyptic wasteland surrounding the Chernobyl power plant after its meltdown. S.T.A.L.K.E.R. was surrounded by plenty of anticipation, but what the with the lengthy development time and word leaking that certain parts of GSC's original vision for the game were being cut, concern that it wouldn't live up to hopes and expectations began to mount. However, the game turned out to be nowhere near as bad as some feared and was generally well received when it finally materialised. With the release dust now settled, we picked up the phone and got in touch with Anton Bolshakov, S.T.A.L.K.E.R. project lead. Part one of a two-part interview is below... [b]S.T.A.L.K.E.R. - why exactly did it take so long?[/b] [b]Anton Bolshakov:[/b] Firstly, it was a big-scale project, the biggest we've done. Secondly, a lot in S.T.A.L.K.E.R. was innovative (combining a shooter with RPG, open-ended world, no corridor limits etc.) and a few things were truly groundbreaking (such as A-life) - and thus tough to implement. A mere merging of that bunch of elements and making it all work within one game was a challenge too. There was a lot of trial and error in S.T.A.L.K.E.R., but the experience gained is immense too. Read more about it here [url]http://www.computerandvideogames.com/article.php?id=166049[/url].
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