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Topicwill Metro Exodus ever live up to STALKER series?
apolloooo
02/09/18 9:23:08 AM
#1:


like at least in the depth of simulation that it try to accomplish.

stalker: shadow of chernobyl blew my mind, even though with alot of flaws and technical limitation. what is so impressive are the sense of place and NPC behavior, friendly, hostile, humans, animals. like they're really living in that place instead of some sort of thin arcade-ish illusion where it feels NPCs exist just for you to encounter them and kill/interact with them. because that's basically like 99% of open world games nowadays.

nobody really try to be authentic as gothic or stalker anymore. (kingdom come deliverance might came close tho it, ELEX got pretty close with some flaws to the production and design choice. ELEX was really close, but i think the map is too big and just overall less coherent than smaller, but alot more coherent gothic 1/2)

now with metro exodus, i don't think we really know too much about it, but i hope they can implement alot of stuff that makes Stalker and gothic great, especially in the behaviour of NPCs and enemies.

like in stalker, dogs and stuff hunts in pack, if you kill most of them the last surviving will just try to run for their life, and so are with human NPCs. your affiliation and reputation is recognized, there are patrols from different faction roaming around, traders, etc. they are the subject to same danger and hazards the player may find. it's just so organic it created emergent gameplay and storytelling.

NPCs patrol will get attacked, caught in a trap, get harmed by random artifacts and phenomenon and they have resources, bullets, etc. so are the animals and mutants who are territorial will fight against one another and generally wont attack you unless you get too close.

i don't exactly remember if stalker did this, but in gothic some type of enemies really feels like it was protecting their home. they would growl 2-3 times when you gets near, and if you just back away slowly they will not attack.

if you get too close after too much warning, they will attack you. if you run away far they will eventually stops chasing you because they just care about some strange human invading their private territory.

it really adds to the sense of place and immersion of the game imo.
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