Exploring is outstanding in stalker, did you rush through it? How many rare artifacts that added endurance and other effects you can find, weaons, armour, scopes, ammo, i played through 3 times and was still finding things I missed.leper-messiahs
I explored throighly and did approximately 65% of the sidemissions. Exploring is a means to an end - not an end in itself, and the only reward for exploration in S.T.A.L.K.E.R was new items, but these items are mostly minor stat improvements, and they have little impact on the game. I'm sure there's plenty I haven't seen, but getting an item that changes one stat modifier from a 5% into a 7% isn't exactly going to wow me.
Open environments are nothing new, sorry, mercenaries, boiling point, far cry, Stalker, etc..... Get real. Not to mention Crysis's open environments were pointless and empty.leper-messiahs
Is English your first language? I don't ask to be rude but as you seem to be arguing something completely unrelated to either your original point or my counter-argument. You said Crysis is standard, I said it is not. You are now citing examples of a few - and it is only a few - other FPS games with open environments. Does that make it a genre standard? No, it does not. Very few games have done it. An example of a standard FPS is Quake 4.
And, as for pointless and empty - that's pretty wrong. Crysis' environments offer you the means to attack (or not attack) your enemies from multiple angles, giving you even greater choice. In S.T.A.L.K.E.R, due to the numerous choke points, you were often reduced to engaging enmies from the front and fron the front only.
many games give the player tonnes of choice in how to handle a situation, this has been done for ages as well.leper-messiahs
Examples? There are some, for sure, but many is debatable and there is no question about it being a standard. Crysis is a game where you can engage your enemies in a huge number of ways, including even not engaging them. You can stealth straight past them. In any given situation, I can name seven or eight extremely unique ways a player might choose to fight or not fight his enemies, while in most other games your choices not about how you fight them, but simply which weapon you use.
Stalkers gunplay was amazing, intense, and difficult,leper-messiahs
It was amazing and intense - in my original post I used the phrase "brushed against masterpiece-status" and it is the early gunplay I am specifically refering to the early gunplay - until the first good rifle scope, which came around half way into the game. Around that point, the gunplay became pretty moot - and if you bother to grind out generic sidemission after generic sidemission, you won't be hurting for resources.
Crysis on Delta is a breeze. In stalker, you have to be smart, and at times weary, which adds to the immersion.leper-messiahs
Surely, Crysis isn't overly difficult, but I think it's unfair to call it a breeze - it could have done with one additional difficulty level on top of Delta, but consider that, from a contextual authenticity perspective, the game is not designed with an extreme challenge in mind. You are, after all, a supersuit wearing soldier fighting enemies who have very human AI - in that they have a strong sense of self-preservation - and the environment is large, and headshots are lethal... in short, they would have had to have included stupid and artificial contrivances to make the game harder.
The ballistics are very real, and its RPG like progression with better weapon accuracy fits perfectly with the RPG side.leper-messiahs
But they undermined that by adding stupid pixel-hopping. I have a 2000DPI mouse and even with 100% sensitivity, my crosshair would hop groups of pixels, meaning that not only was a degree of inaccuracy applied after my shot, it was artificially applied before my shot, forcing me to get closer to kill my enemies - and while the after effect is something to be praised, pixel hopping is an offensively bad contrivance that forces the player's hand.
Sorry, i disagree, Crysis when all is said and done is a pretty standard shooter, it is actually very linear despite large levels.leper-messiahs
And S.T.A.L.K.E.R isn't? Its large environments are undermined by the fact that they are big fields and little else, and that fences and aomolies fullel you exactly where you're supposed to go. I make no claims that Crysis isn't linear - although its large environments facilitate the different styles of play. S.T.A.L.K.E.R's large environments just facilitate aimless exploration so I can get an item with a stat modifier slightly better than my previous one. Bleh.
Clear Sky fixes the few points you made, CS is much more polished, so there goes that argument. leper-messiahs
Have you played it? I ask as several of the problems I have raised are present in CS according to reviews, and while I hold little stock in reviews, the game had had a few low review scores.
Customizable weapons? Stalker CS has up to 16 upgradesleper-messiahs
And what are these upgrades, and do they affect the way the game is played? Customisation is a means to an end, that end being versatile playstyIes - if those upgrades don't affect the way the game plays much, then numbers count for little). But regardless, S.T.A.L.K.E.R's gunplay was poor as the weapons got better, so I'm not surely that attachments would be a strong point for CS.
plus Armour upgrades and artifacts which make your character better.leper-messiahs
Well, I'll personally take the broad gameplay variety the nanosuit affords over going from 1%/5%/8%/10% absorbtion. That kind of stale character development has no place in any genre.
Crysis weapon customization is miniscule. That has also been done many times, Deus Ex did ti ages ago, many other games have, welcome to 8 years ago.leper-messiahs
I didn't say it was new, nor did I say it was original. I said it was not the standard you claim it to be. Very few FPS games have customisable weapons, and very few let me customise my weapons in a way that affects the styIe of play. Something as simple as attaching a silencer - it's not that I can customise my weapon with a silencer, it's that it affects my styIe of play. Not many games manage that. And citing Deus Ex isn't necessarily a good move for your argument - it's widely regarded as one of the best games ever made, and the character customisation and number of playstyIes is a big factor of its appeal.
Once again, nothing in Crysis is UNIQUE, many games have had these things before.leper-messiahs
I didn't really say that - but why have you gone from it's the standard to not unique - that's a major leap. Of course Crysis isn't unique - hell, it's practically Far Cry 2.0, but that's not my point. But then again it wasn't yours, either. Your argument was that Crysis was standard.
Stalker on the other hand, no game melds RPG, Survival, with FPS quite like it.leper-messiahs
Heard of System Shock 2? It has RPG, survival and FPS, and it does all three better - oh, and it came out a decade earlier.
Bandaging, Weapon and armour upgrades, joining factions and quests, radiation poisioning and artifacts.leper-messiahs
Bandaging was a pretty moot gameplay element, and Dark Corners of the Earth does it better. The weapon and armour upgrades were generic stat modifiers for the most part and they didn't affect the styIe of play. Joining factions was cool, but the quests were all tedious grinding and just about any one quest could be replaced with another and it wouldn't make a difference for the most part. Radiation poisoning isn't really anything special, and many games have done it - System Shock 2, for instance. Artifacts are a good concept, but again, it's just basic stat modifiers. They don't change how the game is played, it's just a generic and linear power progression.
Crysis AI was a joke, sorry. leper-messiahs
A joke that takes cover and retreats, uses grenades and flanks, panics and has - a first in the FPS genre - a short term memory. It's just an AI that fluidly facilitates both stealth and gunplay styIes of play, something no AI has managed in the past. It does have a few quirks, but no AI is perfect. I'd have to replay it to point out specific issues with S.T.A.L.K.E.R's AI (something there is no chance of me doing), but while it's an impressive AI, it has more than a few quirks of its own.
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