» S.T.A.L.K.E.R. MULTI PLAYER BETA "HANDS ON" (PC)
S.T.A.L.K.E.R.
Multiplayer Beta Hands-On
Don’t
know about the rest of you, but I had almost given
up on S.T.A.L.K.E.R. Sure, the screenshots looked
amazing from day 1, but after hearing time and time
again how certain features wouldn’t make it
into the final product I was starting to have my
doubts. The long development time didn’t help
either, and it would be fair to say that the game
started looking like another Duke Nukem Forever.
Then out of the blue came a finalized release date
and a semi-open beta. Our regulars will know that
THQ have given GAMING HEAVEN 200 keys to give away
to join in the fun online. It’s still too
early to tell how the game will turn out, but things
look promising. If you haven’t yet won a key
be sure to check out the daily competitions on GAMING
HEAVEN.
Lightning
doesn’t strike twice in the same spot
S.T.A.L.K.E.R.
is one of those games that look a lot better in
motion than they do in still shots. This is due
to some very impressive dynamic lighting, which
is difficult to capture in still pictures, obviously
as we are GAMING HEAVEN we have a ton of videos
in this preview article so be sure to check them
out.
The
levels are also filled with animated flora that
reacts to players, explosions and other outside
forces. All of these effects can be quite demanding,
so we decided to test the game on various graphics
cards, taking note at how far we could push it.
The system used for all the tests was a Core 2 Duo
E6700 with 2 gig of DDR2 memory.
The
average frames per second are represented with a
single number when static lighting was enabled and
with a framerate range for dynamic lighting. This
is because when dynamic lights are turned on the
framerate varies greatly depending on the day/night
cycle and the weather.
Maximum
quality (High textures, High shadows, Long draw
distance)
Graphics
Card
Average
FPS
Comments
X1950XTX
Toxic
27-45
with dynamic lighting
Resolution
used was 1600x1200
X1950Pro
15-20
with dynamic lighting,
30 with static lighting
Resolution
used was 1600x1200
X1800XT
PE
22-30
with dynamic lighting
Resolution
used was 1600x1200
X1650Pro
10-15
with dynamic lighting,
22 with static lighting
Resolution
used was 1280x1024
Medium
quality (Medium textures, Medium Shadows, 75% draw
distance)
Graphics
Card
Average
FPS
Comments
X1950XTX
Toxic
30-50
with dynamic lighting
Resolution
used was 1600x1200
X1950Pro
17-22
with dynamic lighting
35 with static lighting
Resolution
used was 1600x1200
X1800XT
PE
25-38
with dynamic lighting
Resolution
used was 1600x1200
X1650Pro
10-15
with dynamic lighting,
30 with static lighting
Resolution
used was 1280x1024
Low
quality (Low textures, No Shadows, Lowest draw distance)
Graphics
Card
Average
FPS
Comments
X1950XTX
Toxic
33-50
with dynamic lighting
Resolution
used was 1600x1200
X1950Pro
17-22
with dynamic lighting
42 with static lighting
Resolution
used was 1600x1200
X1800XT
PE
32-40
with dynamic lighting
Resolution
used was 1600x1200
X1650Pro
10-15
with dynamic lighting,
40 with static lighting
Resolution
used was 1280x1024
Screenshots
of the various settings (keep in mind that all were
taken at 1600x1200 to make the differences more
noticeable):
SHADOWS
ON (High Settings)
SHADOWS
OFF (Low Settings)
Observations
On
lower end cards the biggest performance boost we
got was when we switched off dynamic lights. This
made the game look a lot “flatter” and
lifeless, as lightning strikes and weapon fire didn’t
cast shadows. Changing the different detail settings
didn’t affect the performance nearly as much.
The visual difference between low, medium and high
settings isn’t very noticeable either, provided
you don’t mind using lower resolution textures.
Most of the 3d meshes seem to remain unchanged,
so even when playing at the lowest settings there
is a fair amount of detail displayed on the screen.
Resolutions didn’t seem to affect the performance
much either, as we only lost 2 fps when moving up
from 1600x1200 to 1920x1200.
We
came across certain issues during our testing. The
most annoying one was a display bug which distorted
some of the geometry when the game was forced to
continuously render different parts of the maps
(such as when speed flying around in spectator mode).
The issue looks almost exactly the same as when
a card is overheating, but since we experienced
it with all four test cards (and 3 of them have
3rd party coolers installed) we know that that is
not the case – it could be an ATI display
bug though. Unfortunately our Nvidia boards were
with other DH reviewers at the time of publication
but we can look into this at a later date. Another
issue we came across is the high performance drop
associated with highly populated servers. As several
users around the net are reporting, the performance
drops drastically when there are more that 16 people
on the server. The current theory is that this is
caused by the net code as opposed to the game stressing
the hardware.
Technically
speaking the beta is very impressive and we expected
to have more issues with it. The net code is not
perfect yet and there are some weird performance
drops in certain areas of the maps, but considering
this is a work in progress things look very promising.
Gameplay
The
game plays similarly to Counter-Strike, as you have
to buy your equipment when you spawn. At the beginning
of a match you can only choose between some basic
weapons, but rising up in ranks (by killing enemies)
will grant you access to higher tier weaponry. You
also gain access to flashlights, armors, silencers
and some other cool gadgets, which can make a huge
difference later on.
The
pace is somewhat slower than usual and most gung-ho
tactics will get you killed. Currently the best
way to stay alive is to remain safely behind cover
and hope nobody manages to sneak up on you. In regular
team deathmatch games I had the highest success
rate by staying out of sight and eliminating enemies
from afar. Free for all deathmatches proved to be
a bit more difficult, as being a lonely camper usually
only grants you a kill or two before you are found.
The
main focus is on the Artifact Hunt mode though,
which is basically a one-flag CTF match. Two teams
battle it out, trying to bring the randomly spawning
artifact into their base. Here you’ll often
be forced to raid a building to get to the artifact
and than fight your way out, as your opponents try
to prevent your team from getting away with the
artifact. Other games had this gamemode before,
but I never had as much fun as here, mostly due
to the well designed maps and slower gameplay.
Both
of the two maps available in the beta are filled
with details and are completely open-ended, so you
can freely move around the map area. There are plenty
of sniper nests placed around the maps, but they
are almost always very vulnerable to flank attacks.
It also helps that there is plenty of cover everywhere,
so you’ll mostly be able to hide from unseen
enemies if you are quick enough.
The
game offers some interesting gameplay mechanics
such as radiation (preventing campers from staying
too long in one place) and anomalies. The later
range from deadly electric blasts to more harmless
gravitational vortexes. A nice touch that affects
gameplay is the day/night cycle and the weather
system. During the day it can be quite difficult
to sneak up to a sniper, but when night falls things
are different. Unless you are unlucky and lightning
strikes just as you enter the snipers field of view
you should be able to come very near without revealing
your presence.
There
are currently some smaller issues mainly due to
latency on highly populated servers, but playing
on a 2mbit connection I almost didn’t notice
them (the occasional enemy skipped a step or two,
but that was it). Other than that the experience
is fairly problem free and the money system forces
people to behave (as in, it prevents team-killers
from ruining everybody’s experience). It’s
been a while since I had so much fun in an online
FPS - hiding in an abandoned warehouse in the middle
of a stormy night and noticing a shadowy silhouette
on the wall was quite possibly the best online moment
I have ever experienced.
Another
Take by Sandok
The
multiplayer beta for S.T.A.L.K.E.R. has left me
with some very mixed feelings. On the plus side,
even after the numerous delays, this game still
looks gorgeous, with fully dynamic shadows and great
level design, creating a wonderful oppressive atmosphere
that fits the game perfectly. I really felt as if
I was in the middle of Ukraine, inside a dangerous
radioactive zone on the outskirts of Chernobyl,
killing other stalkers for my survival. As for the
gameplay itself, I was surprised to find a very
realistic shooter that required an impressive amount
of skill. If you wanted to score kills, each gun
needed to be shot in short bursts because of the
recoil and given that S.T.A.L.K.E.R. is trying to
be realistic, only a couple of bullets were required
to down enemies.
However,
there were a couple of problems during my gaming
sessions, most notably a lot of crashing to the
desktop. While I do understand that this is a beta,
after four years of development, I would have expected
something a little more stable. But worse than the
annoying crashes was the multiplayer gaming, which
lacked finesse and polish. This is mostly due to
the netcode, which still needs plenty of work before
the game gets ready for production. Then again,
S.T.A.L.K.E.R. is mostly going to be a singleplayer
game, and from what I’ve seen and experienced
today, GSC Game World seems to be going in the right
direction with their game.
Remember
if you want to join in beta testing this game, there
are still chances to win KEYS on GAMING HEAVEN,
so be sure to visit here
for updates and announcements. Discuss the beta
on our forums, with tips, screenshots, mirror downloads
and other info over here
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