The S.T.A.L.K.E.R. approaches

ALEXANDER JAMES BURKE

Special to Globe and Mail Update

It's not an easy task to pin down the 'Most Anticipated Game of 2006', but few would disagree that GSC Gameworld's S.T.A.L.K.E.R. is pretty high up on the list.

And that's not much of a surprise - it's a game that promises huge things, after all: A virtual recreation of the Chernobyl exclusion zone; unrestricted sandbox gameplay; gorgeous graphics; and a versatile AI system that practically allows for sentience.

There's been only one catch: the game was also anticipated in 2005 ... and 2004, for that matter. So if it ever makes it to the shelves, it should be revolutionary. We talk to Sergiy Grygorovych, the game's lead designer, to find out just what's been happening.

Globe & Mail: How did the decision come about to make a game like S.T.A.L.K.E.R.? What were its influences?

Sergiy Grygorovych: We've wanted to set a game in Chernobyl for a long time. Back in 2001, we had several new people join our team, who brought with them a new technology - the X-Ray engine. We thought that, using that engine, we could properly render the grim realism of the Chernobyl world and provide the player with the right atmosphere. So, inspired by the Strugatsky brothers' Roadside picnic and Tarkovsky's Stalker film, we decided to create our own story set in the radioactive Chernobyl exclusion zone, featuring "Stalkers" - marauders risking their lives to get hold of valuable artefacts.

G&M: How realistic a recreation of the Chernobyl zone is S.T.A.L.K.E.R.?

SG: In the game, you will see 60 per cent authentic Chernobyl. We couldn't make it 100 per cent, as it'd make it less interesting gameplay-wise. So, we adapted the area to our game's needs and recreated, in as much detail as possible, the key 'sights' of the place - the Chernobyl power plant sarcophagus, Prypjat, the ghost city, the Red Forest, vehicle cemeteries, and so on.

G&M: Did this get you into any trouble with Chernobyl officials?

SG: We went to the exclusion zone several times to conduct research. Initially, the officials were rather cautious, fearing we'd 'make mutants out of them.' However, we assured them that we had the opposite intention — we're making a cautionary game designed to warn mankind against carelessness and prevent any possible accidents like Chernobyl in the future. Thus, they've been more than helpful, showing us around and providing needed information, including photos, documentaries, et cetera. One of the game's fans is the guy responsible for safety systems at the power plant. He became an instant supporter once he recognized his office in one of our trailers.

G&M: So, were any of the game's visuals taken from Chernobyl itself?

SG: Absolutely! Nearly all of the textures are authentic! Just thinking about this is thrilling: you'll see rotting houses in the game and know that they're authentic Chernobyl buildings. Authentic textures considerably add to the general atmosphere of the game. During our three visits, we took thousands of photos. S.T.A.L.K.E.R.'s a virtual tour of Chernobyl, if you like.

G&M: Explain the capabilities of the X-Ray Engine, which is what you're using to bring your virtual Chernobyl to life.

SG: Well, it boasts sophisticated lighting technologies and is capable of rendering photo-realistic graphics on screen. The release version of the game will arrive with two graphics renderers — a DirectX 8 and a DirectX 9 one. Depending on what machine the user has, the engine will adjust accordingly. So, the DX9 version of the engine allows for several million polygons on screen, renders soft dynamic lighting and shadows in real-time, and sports up-to-date shading and detailed bump-mapping techniques. S.T.A.L.K.E.R. will make most out of both lower- and higher-end PCs.

G&M: The game is obviously very much a sandbox, but is there a central narrative thread that connects the whole thing together? How does it work?

SG: We compare S.T.A.L.K.E.R. to a massive-multiplayer game, but an off-line one. How do we simulate this? The game's introducing our innovative Life Simulation system, which ensures that every creature and character in the game follows its own path and instincts: they hunt, feed, communicate, and fight with each other. However, S.T.A.L.K.E.R. will also introduce a deep story that the player will be unveiling as he progresses through the game. The player's ultimate goal is to solve the mystery behind the Zone: what's controlling it, what's generating regular explosions of anomalous energy, and so on. Mind you, there will also be hundreds of side quests to allow the player earn extra cash and items.

G&M: To what extent can players "wander off" and do as they please?

SG: Players are free to do whatever they want from the very beginning. We do our best to keep them goal-oriented, but this doesn't limit their path at all. They're free to roam wherever the game area permits. Frequently, this practice will actually be rewarding, as the player can collect more artifacts, receive side quests, gain more information, et cetera.

G&M: Just how big is S.T.A.L.K.E.R.'s Chernobyl? How long would it take to cross from one end to the other?

SG: As I mentioned, we've reconstructed the exclusion zone in its full scope, which is 30 square kilometres. The game world will come as one global map, split into about 18 levels. We estimate that a fast-paced play-through would take around 30 hours.

G&M: Other than by shooting, how will the player be able to interact with the game world?

SG: In S.T.A.L.K.E.R., you can communicate with NPCs [non-player characters generated by the game], enter Stalker clans to obtain teammates, trade items with friends, or just drink vodka in the bar and hear the latest news. The game also provides for extensive physics use, varying from true-to-life bullet physics to vehicle, rag-doll, and dynamic object physics. Watch out for trash, canisters and bricks flying around, though, as some of the monsters may be using those to 'interact' with your head!

G&M: What kinds of monsters will the player be seeing?

SG: The game has several types of creatures, including mutated animals, humanoids, and more. All of the creatures have their own set of characteristics and habits. 'Flesh', a heavily-mutated domestic pig, for instance, will first appear as cowardly, and will barely attack you when you're fully-armed and healthy. However, it will definitely pounce when you're injured or unarmed. Additionally, a number of in-game creatures will possess abnormal abilities, such as telepathy or telekinesis. For example, a monster called 'Bloodsucker' can simulate invisibility, which, obviously, makes him very dangerous.

G&M: How will S.T.A.L.K.E.R.'s Life Simulation AI system affect these creatures?

SG: Life Simulation has been one of the game's major bottlenecks, and has taken a long time to develop. The results however, are amazing: We can drop off any creature or NPC at any part of the game world, and he'll be able to find the most suitable location for his home, the best cover in combat, the most fitting places to hunt, and so on. In other words, we've made every creature self-sustainable and independent.

In terms of combat, creatures will constantly evaluate the probability of their victory. If they realize their enemy has the upper hand, they will do their best to simply avoid fighting. Victory chances are evaluated based on multiple parameters: the enemy's weapon type - teeth, knife, gun, et cetera - his condition, is he injured or hungry, his location and whether or not that gives you an advantage, and so on. The complex situation analysis creates more believable combat on screen than in most games.

It's also important to note that the Life Simulation system doesn't just focus on how creatures will react to the player — it gives creatures their own, individual relationships and conflicts. The player will frequently witness clashes between monsters and NPCs that he didn't cause or influence. All of these clashes will be coordinated purely by AI, rather than scripting.

G&M: Apparently, there have been some AI balancing issues. Could you explain what's been happening in that department?

SG: After implementing the features described above, we've indeed faced a lot of issues with ensuring that the system feels balanced and smooth throughout the entire game. S.T.A.L.K.E.R.'s sheer 'randomness' factor has caused many headaches and polishing-up work. It's been well-worth it, though.

G&M: Finally, is this the main contributing factor to the game's delays? And if not, what is?

SG: Well, we're absolutely committed to justifying players' expectations and implementing promised features. Due to the complex nature of the game, it's been really hard to make the numerous game systems and libraries work together properly, without hindering each other. There's been loads of experimentation and testing. Everything is done under the banner of 'Make It Interesting And Fun', and it's a much better S.T.A.L.K.E.R. than it was a year ago. We're making sure the game is smooth and fun at every single point, and will release it once this has been achieved. Fortunately, we share this stance with our publisher, THQ.

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