By Edge Staff
July 24, 2008
See also:
Related Articles:
While GSC has worked hard to make Clear Sky’s play flow more naturally in a naturalistic world, it contains various anachronisms that other open-world games have long since dropped
Clear Sky is another iteration on the way to what GSC Game World PR director Oleg Yavorsky calls its ‘dream game’: one set in an AI-driven and realism-focused freeform world. Its predecessor, Shadow Of Chernobyl, was a bag of progressive ideas that jostled against each other, leading to an uneasy tension between freedom and script. With 18 months of development time on top of the first game and the benefits of DirectX 10, Clear Sky is an outstanding second go.
Most immediate are the improvements to the graphics engine – Yavorsky takes us into the game’s opening area, a ramshackle settlement. The models and textures are more detailed than in the original and it’s shot through with God rays, and this with just a DX9 build of the game (it will also support DX8).
A later demo of the DX10 effects that GSC will be applying to the game demonstrates volumetric smoke and steam that has physical properties (swirled into eddies by moving objects and flowing around them) and ‘dynamically wetting surfaces’ – environments that wet in rain, with puddles forming, but that stay dry under cover. It all adds to Stalker’s special air of authentically dilapidated naturalism, all the better to make The Zone appear real. “We want to stick to photorealistic environments to make it look authentic,” Yavorsky says.
Chief among the more intrinsic improvements to the game, hoping to bolster the effects of players’ actions in the world, is further development of the ALife system that governs the actions of animals and NPCs in the world. Clear Sky has a new focus on the struggle for power between its four factions: each has its own base, storyline and unique characters; moving up in the ranks will result in more involving missions, and helping your faction rise in stature will provide players with bigger, better equipped squads and a greater number of friendly outposts scattered over the world, many of which are won by players as they travel through it.

An extremely capable squad will often accompany the player character on missions, able to take on outposts occupied by enemy factions and wandering creatures with little management. Yavorsky begins an expedition into Marsh, one of the six new areas (for a total of 12), and his Squadmates immediately take crouched stances. Finding an outpost, Yavorsky pauses to explain their capabilities – how they can autonomously accomplish missions and tasks – and while he’s talking they happily mop up all resistance by themselves. While there’s a danger of such autonomy taking away some of the player’s pivotal agency in the world, it gives the sense that it’s living around you.
But while GSC has worked hard to make Clear Sky’s play flow more naturally in a naturalistic world, it contains various anachronisms that other open-world games have long since dropped. The Zone is still not a seamless, streamed world. “We’ll have to stick with loading locations – the problem is that you need to choose between going for high detailing and being seamless,” claims Yavorsky. “We have these complex geometries and details, so if we went for seamless environments we would have to sacrifice that.” It’s still interface-heavy, with a HUD including mini-map, stance indicator, ammo gauge and so on all clustered at the edges of the screen, and missions are doled out in text boxes with dialogue choices.
Such throwbacks can’t help but remind us that Far Cry 2 is following closely on Clear Sky’s heels, a game with many of the same goals as Stalker’s but with a better integrated interface, leading to a concern that perhaps it’s already too late to build the game that Stalker should have been.

I really can't wait for this game. It's my FPS of 08 for sure. The first one, while buggy, had an amazing environment, it's now to the point where I'm done talking about it, I just want the game. This is a STEAM purchase for me, although it's available for preorder for 34.99 at gogamer.com too, which is just a great price.
Why is a HUD or a clearly visible interface such a negative thing? Of course it is nice to see the player in Far Cry 2 doing most of its side-actions 'manually' (taking the map, marking all kinds of stuff on it with the scope and such) but that's only a cool trick the first time you see it, if it doesn't offer the same information or ease-of-use in the end as the PDA in STALKER for example then it isn't any good either.
At least a text box can offer dialogue choices aka actual interaction with NPC's instead of shooting them or only listening to them. The only thing I saw in the Far Cry 2 presentations from an NPC was an in-game monologue briefing (through cellphone or through a passive in-game house visit) and that was it.
Sometimes people want to see the intel, if the game has enough underlying game mechanics in the first place of course. I really hope Far Cry 2 doesn't disappoint in offering the latter. Though the hardest part for Ubisoft will probably be making FC2's own unique setting as interesting and as compelling as that of STALKER(: Clear Sky) . In any case, Clear Sky definitely won't have the same shock impact of the original game (which for the most part didn't underwhelm me at all, on the contrary even) but that's a not big problem since most people who played the first title are only crying for more (and some better polishing :) ). Let's hope GSC will come back to the original game as well to implement some of its improvements of CS.