S.T.A.L.K.E.R.: Call of Pripyat
Call of Pripyat thumb


It seems to be the day for companies making snide shots across the bow through official statements. In light of yesterday's rather confusing announcement from bitComposer that they had acquired the rights to "the acclaimed S.T.A.L.K.E.R. brand from Boris Natanovich Strygatsky ," GSC Game Worlds have posted on their website to say that actually, S.T.A.L.K.E.R. belongs to them.

Here's their statement in full:

"In view of the rumors appearing in press, we find it necessary to inform that GSC Game World and Sergey Grigorovich remain to be the sole owners of all the intellectual property rights to the S.T.A.L.K.E.R. game series and the brand overall, including all the trademarks, the game universe, the technology etc. This can be easily verified with the trademark services online.

"From time to time news on the S.T.A.L.K.E.R. brand purchase by this or that company appear over the Internet. We relate such a keen interest in the brand to its exceptional popularity. Even the purchase of rights to create a “Roadside picnic” book-based game by a small publisher is presented as the continuation of S.T.A.L.K.E.R. franchise. We have doubts regarding the mentioned product by bitComposer (the publisher of S.T.A.L.K.E.R.: Call of Pripyat on some territories), since the latter has significant debts in terms of fulfilling the obligations under the existing contract between our companies."

Leaving aside the dig about bitComposer's debts, what's going on? The confusion seems to have arisen from bitComposer's original press release, and their use of the annoyingly acronymised S.T.A.L.K.E.R.. That specific punctuated quirk is distinct to GSC's series, and doesn't appear in the film/book/whatever, the rights to which are presumably in possession of the estate of Boris Strugatsky.

Which would mean the following:


GSC, specifically Sergei Grigorovich, still have ownership of S.T.A.L.K.E.R.. As stated, the trademark is still active in his name.
bitComposer have actually obtained the rights to make a game based on Stalker, the non-punctuated film based on Strugatsky's book, Roadside Picnic, which while also based in the Zone, would be free of any changes distinct to the GSC games.


Confusing, but it's the most sensible reading of bitComposer's obfuscating press release and GSC's counter. We've reached out to bitComposer for a comment on GSC's clarification.
S.T.A.L.K.E.R.: Shadow of Chernobyl
38 Stalker Call of Pripyat


For a while there, it seemed as if we'd seen the last of the S.T.A.L.K.E.R. series and its pesky punctuation. Since STALKER 2's cancellation at GSC, with employees from the developer forming Vostok Games and turning their attentions to the similarly post-apocalyptic Survarium, the Zone seemed forever closed. Now, though, word comes through from bitComposer Games that they've obtained the STALKER license for further titles in the franchise.

"bitComposer Entertainment AG has acquired the exclusive worldwide rights for future video game adaptations of the acclaimed S.T.A.L.K.E.R. brand from Boris Natanovich Strygatsky," states the press release, curiously misspelling Boris Strugatsky's name.

"S.T.A.L.K.E.R. is a reputable brand with a long history of success. To date, the series has sold many millions of units worldwide. Naturally, we'd like to tap into the success of this series, and we see a great deal of potential for the future."

BitComposer are already familiar with the series, having handled European publishing for STALKER: Call of Pripryat. They also published this year's Jagged Alliance remake, Back in Action.

The studio claims they will be releasing further details "shortly".

UPDATE: RPS have spoken to bitComposer, who slightly clarify what's going on. The suggestion is that the rights are specifically for game adaptations of Strugatsky's Stalker, presumably meaning the film/book based on Roadside Picnic, a book also by Strugatsky. That would mean that the S.T.A.L.K.E.R. games were still owned by former GSC head Sergei Grigorovich, despite bitComposer specifically using those games' acronym affectation in their press release.
S.T.A.L.K.E.R.: Shadow of Chernobyl
Nosferatu


Welcome! I am your (g)host, Craig FEARSOME, beckoning you in to this eldritch gathering of... LOOK BEHIND YOU! Yes, there is NOTHING there. The very absence of fear is perhaps the greatest fear of all. No? But I used Caps Lock and italics! WhAt aBOut NOwWow? Fine, you are unafraid of typography. How about a list of the scariBOOest PC games? Hah. I saw you flinch! Now you are atmospherically prepared, ensure there are neither babies nor pets between yourself and the nearest toilet, lest your bowels react unfavourably to this mildly cursed list of possibly evil games, aka The five Scariest PC Games of alllllllll timmmmmme*.

*What? No AvP? No FEAR? No Hidden: Source? Where's Pathologic? Why not Cryostasis: Sleep of
Reason instead of Amnesia? All fine questions... that I can answer by pointing out that you might find things scarier than I do. Even though it does make you less of a man than I am, I'm contractually obliged to let you know that it's all okay, and that you're allowed to be a big baby in face of those games that I consider as scary as a kitten's hug. But please do let us know what you do find scary, and what your list would be, because fear is best shared in a big group.

System Shock 2


You awaken on a broken, quiet space ship. You're one of the few people still alive. The walls are covered in bloody graffiti and the ship's crawling with crew possessed by aliens. It's a standard set-up, but the fact that it wrings out scares from a murk of tropes is truly impressive. System Shock 2's genius lies in plain sight. If you want ink black shadows and scary violin screeches, you have come to the wrong game. This not the canned scariness of Dead Space. There are no closets with monsters. There are long sections of space corridors, punctuated by terrifying fights where you always seem on the back foot. Your weapons break. Your mind gets invaded by the ghosts of those that perished. The incongruous details really put it over the edge. Did that man just apologise for attacking me? Yup. Is that the sound of a screeching monkey? Holy fuck it is. All the while you're being guided by the voice of the ship's captain, who leads you on to one of the most guts-wrenching twists in gaming. It's a trick that worked so well that the developers pulled it off again years later, in BioShock.

Day Z


If there is one thing more terrifying than a game world that barely acknowledges your existence, it's one that's also filled with zombies and humans. The multiplayer post-apocalyptic DayZ welcomes you to its 225sqkm of zombie infested world with disdainful silence. You spawn on a beach miles from anywhere. You need supplies and weaponry. This is where most games would start telling you where you go and what you need to do to, but here all you get is a sneer and a challenge to figure it all out on your own. You are not the star of DayZ; you are meat for the beast. The elements can kill you. The zombies can kill you. But the worst thing is the players. You just don't know if someone's friendly or not. The first friend I made in-game shot me in the back. The second I had to kill because he was acting so strangely I was convinced he was leading me into an ambush. I don't like not trusting people. For weeks afterwards I'd spawn at night, avoid human contact, and pick my way across the pitch black land looking for the glow of light on the horizon, then change direction. People suck, and the guy in the video above, Surviving Solo, understands that.

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


Stalker is set in the real post-disaster area of Chernobyl and Pripyat, the perfect setting to unsettle. Layered on top of the harrowing, beautiful open-world of a post-nuclear disaster is an ecosystem of mutant animals and wandering scavengers. Day and night tumbles along as you try to survive out in a world of grim Russian fable, picking at the scabs of the story and searching for artefacts. The AI isn't out to get you, it's just trying to exist in a barren land where everything is in pain and hungry. When you're walking in the dark, in the rain and on your own, there's no telling just what will unpeel from the shadows and decide to take you on. It might be a scruffy hound, which is easy to kill but not worth the bullets, or it might be an invisible, blood-sucking hell beast. It might just be your imagination, fuelled by the pitch of night and a soundtrack that sounds like Aphex Twin making music with rust and orgasms.

Thief: Deadly Shadows


Almost any Thief game could appear on this list. They have a thin, low-tone of terror quietly running through that spikes you're inches from a patrolling guard, close enough to hear a quiet a cough and a mumble, nothing but a quirk of lighting keeping you from being spotted. You are always vulnerable, a fact your bladder keeps reminding you of. But then Thief 3 unleashes the Cradle on you. The Cradle is a place where the history is as important as the present horrors. An ancient orphanage and mental asylum (at the same time), the classic haunted house level that subverts the format of Thief and plunges you into a dark story of its own. As you stalk deeper into the place the history is revealed, coming off in chunks rather than a slow reveal of text, and when you put it together the place takes on a twisted life of its own. This is one that should be experienced first hand. If you have played it, Kieron Gillen's amazing dissection is an essential read that'll give you deeper understanding of the themes and backstory. If you haven't, you can grab the full game cheaply enough on Steam or GOG.com. Or just watch this and be glad you didn't.

Amnesia: The Dark Descent


You can see flashes of Amnesia in Penumbra and its sequel: a first-person adventure game where the world is a reactive, physical space to be poked and prodded. Penumbra nearly made it in here, but there's something about Amnesia that raises it above the others. The story is ridiculously hokey, and the setting is closer to a cheesy Hammer horror story than something you'd expect to give you sweaty palms. But in Amnesia you're not a typical game hero: when bad things happen, you don't have the power to confront it, you don't have a buff bar full of counters, and you don't have a gun in your hand. You have a lamp. You have to run and hide and hope whatever it is goes away. Your character's fear is palpable: the screen shakes and warps as the terror builds, and the monsters seem to wait for the perfect moment to strike at you, delivering the sort of scare that has you hyperventilating along with your character. Just keep telling yourself that it isn't real.
S.T.A.L.K.E.R.: Shadow of Chernobyl
Stalker
It looks as though Vostock Games might not be the only studio to form in the aftermath of the break up of STALKER developers, GSC. Russian gaming site, StopGame reports that a significant element of the GSC STALKER team have set up shop in Kiev, and have formed a new outfit called Union Studio.

There are a few tidbits to back this up. A description on UnionStudio's sparse LinkedIn page describes the developer as a "new company, created together with the best professionals that worked for GSC GAME WORLD and other AAA class studios." The page announces that they're making a "cross-platform action shooter which will be available for PC, Mac, PlayStation, XBOX." There's also a work-in-progress Union Studio site, which simply says "coming soon."

The LinkedIn page of former GSC team lead and software developer Eugene Kim now has him listed as the new CEO & Founder at UnionStudio in the Ukraine. Kim's Google+ feed is topped by a link to StopGame's "another shooter from the developers of STALKER" story. StopGame claim that the game will be announced this Autumn and have a futuristic setting.

The developers haven't officially announced anything yet, but we could end up with another ex-GSC effort to look forward to alongside Vostock's free to play MMO, Survarium.
S.T.A.L.K.E.R.: Shadow of Chernobyl
Stalker Call of Pripyat
A Ukranian news site is reporting that the developers of Stalker and Stalker 2, GSC have shut down their studio. An "informed source" told them that founder and CEO, Sergei Grigorovich made the announcement at a staff meeting, saying that the company was closing because of unspecified "personal reasons." RPS spotted a tweet from the company denying that GSC has been closed, but that has since been deleted. If true, it would be a sudden and very sad turn of events. We'll know what's happening for certain when GSC make official comment.
S.T.A.L.K.E.R.: Call of Pripyat

Every weekend begins with a dream: to sit at home, in front of our PCs, and play games until we fall asleep. The problem? There are too many games to choose from. As a result, we spend most of Friday thinking about what we're going to play and planning in advance. Maybe you have this problem too, maybe you're looking for suggestions for what you could try, and maybe you have suggestions for us. Read on for the PC Gamer team's ideas for what to play this weekend.


Stalker: Call of Pripyat - Craig
Call of Pripyat Complete was just released, so now's the perfect time to return to the irradiated hell hole surrounding Chernobyl. The mod alters the weather, graphics and sound, AI and fixes a few missing elements, but the quests and characters remain unchanged. It's a prettier apocalypse.



The Dreamcast Collection, Dragon Age 2 - Tim
I’m laptop bound, so I’ve got to play stuff that won’t break its horrendous on-board graphics. I’ve started playing the Dreamcast Collection on Steam. The Dreamcast is the first console I owned, and the only reason I bought it was because Crazy Taxi hypnotised my in an arcade during a weekend break in Blackpool. The conversions are pretty ropey, and they’re massively dated, but that’s just fine. Because Space Channel 5 Part 2 has Michael Jackson as an end boss. Which is cool. When I get back on Sunday, though, I’m slumping into a chair and mainlining Dragon Age 2 until I fall asleep in a pool of dribble. Read our review if you're thinking of doing the same.



Bulletstorm - Tom
If anyone was put off this game at first, like me, I really recommend soldiering on at least until you get the cannonball thingy. It's not a great weapon, but that's the point at which all the other weapons, upgrades and environmental hazards really started to click for me. You have enough options that the fights have a rhythm to them, where you're doing a different combination of violent crimes to each guy.

I'm going back to it this weekend to finish it off - I'm fighting a big thing, so presumably I'm near the end. I've become a lot more tolerant of the dismal plot since I confirmed my suspicion that Trishka is played by Jennifer Hale, the female Shepard voice from Mass Effect. Now, if I pointedly look in the other direction, I can imagine a very Renegade Shepard is one of the main characters.




Princess Maker 2 - Graham
I'll probably spend some time playing Crazy Taxi, and if a copy of Dragon Age 2 should materialise, I'll try that. But most of my weekend will be spent raising my daughter, Mount-Everest Acebomb, and endeavouring to steer her towards a path of virtue and adventure. It's a stat-heavy game almost entirely governed by menus, but there's so many options available that you can have personal, fascinating experiences as a freakishly controlling and overbearing father. Apparently there's 76 endings. So far my own daughter is mostly showing an aptitude for cooking and cleaning, and destined to become a housewife, but I'll try to change that this weekend before her 18th birthday.

What are you all planning on playing this weekend? Let us know in the comments.
S.T.A.L.K.E.R.: Shadow of Chernobyl

A brave Russian mod team has challenged themselves to port the whole of GSC's survival horror, STALKER, into Crysis' more advanced engine. The project's called Cryzone - Sector 23, and is far along enough for the team to have released a video of the mod in action. You'll find the video embedded below.

The mod is the work of a team called World of Stalker. It's still a work in progress, but famous elements from the STALKER series are already in there, including the bleak landscapes, anomalies, and groups of terse Russian men sitting around campfires.

The video shows off some of the destructability and improved physics that comes with the upgrade to Cryengine 2. The mod plans to add some new features to the game, including a Far Cry 2 style healing system, in which your character must fix wounds by injecting themselves, or removing bullets from wounds. For more information on the mod, check out the Sector 23 page on the AP forums. It's a staggering undertaking, but judging from the video below, the results could be pretty spectacular.

S.T.A.L.K.E.R.: Call of Pripyat

As a special New Year's Eve present, STALKER developers CDC have decided to release the full Software Development Kit for the X-ray 1.6 engine, the force behind the most recent STALKER game, Call of Pripyat. This is the first time fans have had access to fully featured mod tools for the latest STALKER game, and the new tools will give players the power to create whole single player and multiplayer missions. Check out the official STALKER site to get your hands on the new tools.
S.T.A.L.K.E.R.: Shadow of Chernobyl

GSC have launched a competition asking entrants to design their own mission for STALKER 2. The best entries will be forwarded to the game's lead developers, and might even make it into the full game as a playable mission.

The competition is being run from the STALKER Facebook page, and asks participants to send in a description of the mission in a standard font, in less than half a page of A4. Here's what they're after, and what you stand to win:

Each entry must contain:

Quest name and description;
Mission details (what happened, what needs to be done);

"Contest benefits: The names of the contest winners will be included in the release of S.T.A.L.K.E.R.-2 credits. The best ideas from the contest may be implemented in the new S.T.A.L.K.E.R. game. This said, the developers retain the right to change the quest looks or implementation, while preserving the key author's idea."

There's a short list of rules on the Facebook page, asking players not to submit entries that "have nothing to do with the subject matter" and are "obviously impossible to implement", which quickly put pay to my "radioactive power plant that hides secret T-Rex" idea. In bonus bizzaro news, it looks as though GSC want to expand beyond their recently teased TV show, and break into fashion, with this clothing line. Is post apocalyptic chic the next big thing?

S.T.A.L.K.E.R.: Shadow of Chernobyl

The grim survival horror series, STALKER is getting its very own TV series. It's set in the Zone, and will feature many of the things that made STALKER great, like dark radioactive tunnels, deadly anomolies, and lots of angry men shouting at each other in Russian. You'll find the trailer embedded below.

The game was based on an Andrei Tarkovsky film, in turn based on an Arkady Strugatsky novel called Roadside Picnic, which makes this a TV show of a game of a film of a book. There aren't many mediums left for STALKER to conquer, but an opera set in the Zone seems like an obvious next step. For more information and a few images from the set, the STALKER teaser site is live. Meanwhile, here's the trailer.



...

Search news
Archive
2024
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002