Posted February 12, 2014
I'm trying very, very hard to so much as enjoy playing the first STALKER game, :Shadow of Chernobyl.
There single biggest problem facing me in respect to this game is that the combat doesn't make sense, stemming from the fact that STALKER is neither a FPS but what I like to call a First-Person RPG. In a FPS if you can see it and aim, you can probably hit it (some games have more advanced projectile physics), but in a First-Person RPG the stats on the weapon can greatly affect your ability to hit accurately. Some games, like Fallout 3, are more stat-heavy when it comes to combat, while other games, like System Shock 2, are more skill-heavy.
I mention this to demonstrate that once I realised what sort of game it was I conditioned my expectations appropriately, given how I've been able to identify other games with a similar take on combat that fall into the First-Person RPG category.
My problem with STALKER comes in just how frustratingly heavy the stat-based weaponry is in the game. The first pistol you get from Wolf is remarkably inaccurate and attempting to line up a target with the iron sight is even less accurate. Were it not for the fact that I'm a damn good Killing Floor player and used to aiming without a scope and, alternatively, with iron sights, I'd think that I simply suck at aiming. That's not the case here. From various distances I can actually aim better with the crosshair that, for some reason, is more accurate than using the iron sight. This plays out in the first mission to rescue Nimble.
Enemies do not seem to have anywhere near the same problem and this is all on the second difficulty (Stalker, I think). To be fair, when they are killed they drop the same weapon that I'm using so their ability to fire should be, all things considered, just as accurate as mine -but it's not, they're significantly more accurate.
It's really turning me off to the game and as a fan of both FPS and First-Person RPGs I find this to be terribly unfortunate. I really want to like this game, I just don't want to have my FPS skills all but removed because of how stat-heavy the game is in respect to combat. If there is a way around this, a particular way to approach the game, I'd definitely like to read about it. For my part I'll keep trying for a few more days and feeling incredibly dirty for all the save-scumming I have to do.
Addendum
People can talk about attempts at realism and have a real point with that. It's not realistic to have hit-scan-like accuracy on a piddly-ass pistol. I can get behind that notion entirely. Realism, however, needs to be balanced with game-like play in something that isn't meant to be a strict simulation because the player is going to come up against actions they should be able to do but cannot (cross 'invisible walls', swim, climb surfaces without a ladder, et al.). This means that a more strict notion of realism in respect to gun play is subverted by taking three point-blank body shots to kill a starving 'pseudodog'. Someone can, at that point, claim it to be some sort of mutated animal and, of course, again, this makes sense in STALKER...but for the purposes of gameplay we need to stop saying 'yes, but...' to excuse seemingly bad realism/gameplay balance.
There single biggest problem facing me in respect to this game is that the combat doesn't make sense, stemming from the fact that STALKER is neither a FPS but what I like to call a First-Person RPG. In a FPS if you can see it and aim, you can probably hit it (some games have more advanced projectile physics), but in a First-Person RPG the stats on the weapon can greatly affect your ability to hit accurately. Some games, like Fallout 3, are more stat-heavy when it comes to combat, while other games, like System Shock 2, are more skill-heavy.
I mention this to demonstrate that once I realised what sort of game it was I conditioned my expectations appropriately, given how I've been able to identify other games with a similar take on combat that fall into the First-Person RPG category.
My problem with STALKER comes in just how frustratingly heavy the stat-based weaponry is in the game. The first pistol you get from Wolf is remarkably inaccurate and attempting to line up a target with the iron sight is even less accurate. Were it not for the fact that I'm a damn good Killing Floor player and used to aiming without a scope and, alternatively, with iron sights, I'd think that I simply suck at aiming. That's not the case here. From various distances I can actually aim better with the crosshair that, for some reason, is more accurate than using the iron sight. This plays out in the first mission to rescue Nimble.
Enemies do not seem to have anywhere near the same problem and this is all on the second difficulty (Stalker, I think). To be fair, when they are killed they drop the same weapon that I'm using so their ability to fire should be, all things considered, just as accurate as mine -but it's not, they're significantly more accurate.
It's really turning me off to the game and as a fan of both FPS and First-Person RPGs I find this to be terribly unfortunate. I really want to like this game, I just don't want to have my FPS skills all but removed because of how stat-heavy the game is in respect to combat. If there is a way around this, a particular way to approach the game, I'd definitely like to read about it. For my part I'll keep trying for a few more days and feeling incredibly dirty for all the save-scumming I have to do.
Addendum
People can talk about attempts at realism and have a real point with that. It's not realistic to have hit-scan-like accuracy on a piddly-ass pistol. I can get behind that notion entirely. Realism, however, needs to be balanced with game-like play in something that isn't meant to be a strict simulation because the player is going to come up against actions they should be able to do but cannot (cross 'invisible walls', swim, climb surfaces without a ladder, et al.). This means that a more strict notion of realism in respect to gun play is subverted by taking three point-blank body shots to kill a starving 'pseudodog'. Someone can, at that point, claim it to be some sort of mutated animal and, of course, again, this makes sense in STALKER...but for the purposes of gameplay we need to stop saying 'yes, but...' to excuse seemingly bad realism/gameplay balance.
Post edited February 12, 2014 by TheBitterness
This question / problem has been solved by Strijkbout