S.t.a.l.k.e.r. – call of Pripyat. In the East nothing new?

Written by Leonie Waechter. Posted in Games. 5 views

Foreword

After a mixed addon debut called “Clear Sky” (Computer Base test) that present s.t.a.l.k.e.r.-makers well a year later with “Call of Pripyat” these days another title from the controversial Chernobyl series. Here, a continuation of the still extremely interesting history primarily expected the inclined reactor-stalker. On other new features may be itself against – so much is already at this point not betray – look.

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Call of Pripyat – Packshot

In the East, so nothing new? Whether the responsible gaming company GSC world yet has delivered a compelling product, is to be clarified in the context of this test. Thus, the question is to be clarified whether the makers of this time deliver a technically flawless title. The last time we were disappointed in this area.

Content

Plot

Call of Pripyat (CoP) is intended to invite in particular due to the continuation of the storyline of s.t.a.l.k.e.r. to buy than typical addon. CoP seamlessly is linked to the recent events which is processed by a rigid but successful atmospheric intro in typical fashion of GSC. After the real nuclear accident of 1986 where reality and fiction become blurred: the direct catchment area of the reactor, the zone, becomes the playing field for all sorts of questionable figures. Also numerous soldier of fortune and cutthroat romp being mutated in addition to any amount and the military, hereinafter referred to as the sum of stalkers, in the contaminated area. In 2006, a further explosion at the reactor site changed the zone again significantly – a fictional process that was the plot background for the basic game shadows of Chernobyl and the prequel clear sky.

The new addon plays, however, in the future. In 2012, the Ukrainian military in a helicopter operation, deeply penetrate the zone to explore the secrets of the environment following obviously very own rules attempts. The mission is the farce and ends so that all helicopter crash. Now it is up to persona of a secret disguised as stalkers in the zone penetrate into the player, to mix among the people and enlighten what overtook the participants of the operation.

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Scene from the CoP-intro – the atmosphere is still

The plot unravels this usual slow. For this reason it may not surprising if one feels at the beginning as in the predecessor addon. Before the exciting setting is gaining momentum, it is first of all, to explore the first map and a few quests (see next section) to comply with terms of the story not too much happens. This initial phase may seem to s.t.a.l.k.e.r.-Veterans fail for this reason may be a little frustrating, for zones beginners it represents a good, sometimes confusing forward, however, to get warm with the scenery. Then at the latest when the clues to the mysterious failure of the operation is slowly condense and all strings in the city of Pripyat, near-reactor converge, also CoP has the typical, chilling zones flair again.

Against this background, you can issue an outstanding testimony GSC world with a view to the design of the action. Despite a still dry presentation, which mainly lives by long passages of text, the apocalyptic setting remains highly exciting and will be pursued with the continuation of the story credible.

Mission design

Another significant innovation is found in the mission design. While the main line as usual rather sober and clearly structured, offer himself again and again to meet opportunities quests the player. These are a excellent, twelve hours preferred the otherwise too short time to be around and in addition to many useful pieces of equipment; on the other hand they serve as excellent tool for the creation of atmosphere, since the player in the performance of much deeper immersed in the shade of the zone as in the mere check of the main missions.

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A still existing bloodsuckers camp

The suggested change is now is that it otherwise is the secondary missions than in the predecessor not automatically issued standard requirements, but designed by hand and therefore varied tasks. These are related often make sense, so that some real sub-plots unfold. So, a complex of buildings must be searched by Starvers. Smoke the nest of the creatures it found one in turn needs gas, which you must find in a dormant military convoy and so on and so forth.

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More impressions from CoP missions

It is commendable in this context also that the otherwise so susceptible Missionsscripte relatively reliably trigger. However must be used for a little tweak: a side mission on the stalker PDA was not selected in this test and was nevertheless addressed so you could be sure that the process will definitely be error. Selected mission was however generally no major problems.

It is also worth mentioning that the actually given open-world nature is disturbed by some originality in the Missionsscript. Who, for example, equal seeks no 3 at the beginning with the help of hermit Noah crash site could be punished when switching on the plateau with a Blackscreen, not occurred, if you previously had ticked off an other site of the crash. Call of Pripyat is not hundred percent accurate so yet – the otherwise necessary conditions, GSC provides from a surprisingly solid game in this respect but.

Technical

Graphic

Content a lot has been done so thanks to the authentic continuation of the exciting action and a refinement of mission design. The following important graphical implementation should be briefly on the for this setting.

Test system for “s.t.a.l.k.e.r. – call of Pripyat”

  • Windows Vista Ultimate (32 bit)
  • Intel Core 2 Duo E6700 @ 2.66 GHz
  • Gigabyte GA-965 p-DQ6
  • ATI Radeon HD 4870 (512 MB)
  • 3 GB DDR2 RAM

Manufacturers recommendation for “s.t.a.l.k.e.r. – call of Pripyat”

  • Operating system: Windows Vista / 7
  • Processor: Intel Core 2 Duo E8300 / AMD Phenom II X 2 550
  • Memory: 2 GB
  • Graphics card: GeForce GTX 260 / Radeon HD 4870 (512 MB)
  • Disk space: 6 GB
  • Sound card: DirectX 9 compatible
  • Keyboard and mouse

According to the note in the preface to this test, it can be said that at CoP in the predecessor graphically not too much has been. This is however not necessary. It looks from some unsightly textures, the Visual implementation can convince even one year after the clear sky with really attractive lighting conditions, a picturesque sky and a bleak and gloomy environment. Especially the latter is still of crucial importance for the successful atmosphere. To what extent there is actually graphical improvement to admired, it is at this point hard say given that accounts for the assessment of the DirectX 11 features due to our practical test system (see, in detail the next section).

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Some good impressions from the zone

Find out in detail, however, was that the current s.t.a.l.k.e.r.-technology contrary to the in the context of clear sky now common hardware can be dominated by experience gained. So we could forward itself to maximum graphics settings through stable playable frame rates of 30-35, which only somewhat collapsed in especially demanding situation. In this context, it may also be mentioned that GSC game world with CoP actually a largely crash free game delivers – a step forward in the history of the series.

Sound & language implementation

Have sound technical implementation succeeded as solid in clear sky in the new addon. This particularly includes that we can welcome about a perfect localization, which however mainly relating to the textual elements, rather what fails since CoP. But also the mentioned NPC still know something with one to convince overwrought German-Russian.

CoP and DirectX 11

Although stalker call of Pripyat used still same graphics engine as the first part, the developers have now greatly improved it. So, support was added for the first Add-On, clear sky, 10 and later DirectX 10.1 Add DirectX. The latest installment can handle even with DirectX 11, which will allow not only a better graphics but in addition as a better performance in the game.

But what an advantage brings DirectX 11 in the game? According to the developer, the largest graphical jump is achieved through the use of tessellation, which until now only Radeon HD 5000 the new ATi cards can start with something. The technology is used only when the NPCs in stalker call of Pripyat – come from the environment, as well as building without tessellation. And the effect is actually quite good to see where this is more and others less true for some characters.

In addition, the version of DirectX 11 to bring so-called “contact hardened shadows” with which a single shadow depending on can be differently pronounced the distance to the player. A screenshot created by ATi shows the alleged improvement quite in stalker call of Pripyat, but we could see this in any single (extra screenshot for custom-made). After request at ATi you explained to us that this is due to the August version of DirectX. This will enable CHS only with an upcoming patch. To install the DirectX version of the March, however, is obtained with the original version of the CHS.

video at YouTube

Finally, still improve further away from the quality with which to bring DirectX 11: and although a higher speed. So, the game calculates for example some post-processing effects by means of direct compute (5.0) instead of as usual using a shader. But what brings this in practice? To find out, we have chosen us a 25 seconds long benchmark sequence and examine the difference in performance between DirectX 10 and DirectX 11 with no tessellation (which can be switched off in the menu) there on our video cards-test system. As operating system, we rely on Windows 7. The ATi cards must work together in all tests with the catalyst 9.10, the NVIDIA counterparts with the GeForce 195.39.

DX 10 against DX 11 – HD 5870

1920 x 1200 1xAA/1xAF:
DirectX 11
70,7
DirectX 10
60,2
DirectX 11 + Tess.
50,7
1920 x 1200 4xAA/16xAF:
DirectX 11
35,2
DirectX 10
30.9
DirectX 11 + Tess.
30.1
Information in frames per second (FPS)

As shown by the tests on a Radeon HD 5870, brings the tessellation add DirectX 11 in stalker call of Pripyat without anti-aliasing as well as a noticeable performance improvement of 17 percent compared to DirectX 10. turns the anisotropic filtering you now, is the rate to 28 percent. With the two quality-enhancing features, DirectX is 11 14 percent flotter as DirectX 10. The tessellation brings Interestingly only still a speed penalty of 14 percent, although more polygons as under DirectX 10 must be smoothed. If technically possible, you should use so DirectX 11 in the game in any case, because the new API provides practical benefits.

General benchmarks

And how looks the General performance at stalker call of Pripyat? We examine these same test sequence and same settings. In the DirectX 11 cards we leave the technical advantage turned on, where we do but without the tessellation. Thus, the Radeon HD 5000 cards due to the better API can generally have a higher performance than the other test subject with DirectX 10.

1920 x 1200 1xAA/1xAF

Maximum:
ATi Radeon HD 5870
86,0
ATi Radeon HD 5850
71,0
NVIDIA GeForce GTX 285
56,0
NVIDIA GeForce GTX 275
53.0
NVIDIA GeForce GTX 260
43,0
ATi Radeon HD 4870
41.0
ATi Radeon HD 4850
32.0
NVIDIA GeForce GTS 250
27.0
Average:
ATi Radeon HD 5870
70,7
ATi Radeon HD 5850
58.3
NVIDIA GeForce GTX 285
49,7
NVIDIA GeForce GTX 275
46,7
NVIDIA GeForce GTX 260
38.1
ATi Radeon HD 4870
34.0
ATi Radeon HD 4850
26.4
NVIDIA GeForce GTS 250
24.0
Minimal:
ATi Radeon HD 5870
62.0
ATi Radeon HD 5850
52,0
NVIDIA GeForce GTX 285
41.0
NVIDIA GeForce GTX 275
39.0
NVIDIA GeForce GTX 260
32.0
ATi Radeon HD 4870
29.0
ATi Radeon HD 4850
23.0
NVIDIA GeForce GTS 250
20.0
Information in frames per second (FPS)

Without anti-aliasing and anisotropic filtering under 1920 x 1200 point above all the DirectX 11 representatives, who has in stalker call of Pripyat saying. So the Radeon HD 5850 in an average of 17 percent of the GeForce GTX 285 is from, while the Radeon HD one 5870 still delivers higher performance than the smaller brother by 21%. And also at the minimum FPS, ATi is far in front.

The Radeon HD 4870 has the disadvantage, however, and must admit defeat the GeForce GTX 260 by 12 percent. The GeForce GTX 200 Accelerator differ with each other by 30 percent. Really fluid, the third part of stalker in these quality settings runs only from a Radeon HD 4870. The Radeon HD 4850, as well as the GeForce GTS 250 are on no liquid frame rates.

1920 x 1200 4xAA/16xAF

Maximum:
ATi Radeon HD 5870
44.0
ATi Radeon HD 5850
38.0
NVIDIA GeForce GTX 285
27.0
NVIDIA GeForce GTX 275
24.0
ATi Radeon HD 4870
23.0
NVIDIA GeForce GTX 260
20.0
ATi Radeon HD 4850
17.0
NVIDIA GeForce GTS 250
12.0
Average:
ATi Radeon HD 5870
35,2
ATi Radeon HD 5850
29.7
NVIDIA GeForce GTX 285
21.8
NVIDIA GeForce GTX 275
19.2
ATi Radeon HD 4870
18.0
NVIDIA GeForce GTX 260
16.7
ATi Radeon HD 4850
13.2
NVIDIA GeForce GTS 250

9.8

Minimal:
ATi Radeon HD 5870
29.0
ATi Radeon HD 5850
23.0
NVIDIA GeForce GTX 285
18.0
NVIDIA GeForce GTX 275
16.0
ATi Radeon HD 4870
14.0
NVIDIA GeForce GTX 260
14.0
ATi Radeon HD 4850

10.0

NVIDIA GeForce GTS 250

7.0

Information in frames per second (FPS)

With the two quality-enhancing features, the Radeon HD 5000 products can issue even further from the competition. The Radeon HD 5850 renders 36 percent quicker than the GeForce GTX 285, the Radeon HD 5870 by 61 percent. The Radeon HD 4870 may now overtake the GeForce GTX 260 by eight percent, joins a but still behind the GeForce GTX 275. This is seven percent faster.

When turned on anti-aliasing, stalker call of Pripyat at maximum details needed a tremendously fast graphics card. In 1920 x 1200, the Radeon HD 5870 allows only and to a large extent still the Radeon HD 5850 liquid FPS values, as long as the DirectX-11 mode is turned on. The older Radeon HD 4000-as well as the GeForce GTX 200 guard is consistently too slow in the case, to get even close to the 30-FPS limit.

Combative

KI

Concrete AI improvements can be traditionally difficult say it is because these are striking, obvious differences. Although this is not the case in the comparison of clear sky and CoP, the claim should be dared at this point yet, that the artificial intelligence of NPCs has risen. This applies in particular to the friendly stalker units, where movement skips can be observed. The times, in which stupid AI protecting restricted the thrill, belong to with CoP of the past.

The enemy creatures, however, continue to convince with a reasonable behavior, so there is no reason for complaint with a view to the AI.

Equipment

Also equipment means not much has changed: Besides many machine guns and pistols of Russian and Western design together with essays such as silencers or make the player may also resort to still effective hunting rifles, shotguns, and sniper rifles. Also different garments can be picked that protect depending on the quality not only balls, but to a certain extent also from radiation, fire and electricity. Rounded off the equipment dance is a device to the Aufstöbern of anomalies and is hidden, more benefits-making artifacts, Medikits, now absolutely necessary food, and hurried by grenades.

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Ausrüstungstechnisch has little changed

In addition, you can of course continue to upgrade most of the articles and fix it even after frequent use can be. This offers for weapons and the suit. While features such as a strength power or a lower recoil can be assigned to the weapons when the mechanic of trust, improved protection against bullets, radiation or other dangers can be missed to the suit.

As a really pleasant innovation four quick slots can be mentioned in this context, which can be fitted at will and comfortably serve to give important items such as hurried or MedKit to a F-button.

Multiplayer

The design of multiplayer ‘ turns out similarly to the main game. While you may expect no significant structural changes, CoP can come up with some new cards with now a total of 17 maps, where you can compete online or on the local network in the popular modes of death match, team death match and capture the flag. Priceless hours full of fun provides all of this while not, but for the one or other relaxing round after the end of the campaign.

Conclusion

You may hardly believe it, but all people the second addon of s.t.a.l.k.e.r.-series provides two big surprises. A call of Pripyat has reached technical, which constantly arise the great anger before the computer leaves especially in contrast to the clear sky. Here, some development resources have been invested in apparently so that non-triggering Missionsscripte, cheap quests and an overall unstable implementation largely belong to the past. Who would have thought that you can say something of a title from the House of GSC game world, has experienced the so far still no patch round?

The second big surprise refers to the overall impression, which leaves the game. As CoP at first glance looks like an another infusion, the conjecture was obvious that the title primarily must be seen as an attempt, with the s.t.a.l.k.e.r.-number in the form of a new, then geklatschten addons once again to make a good deal. Instead, it has shown that CoP can consistently convincing thanks to the already mentioned improvements and through the successful development of the story despite a bone-dry presentation.

&Lt; div > Photo Gallery “S.t.a.l.k.e.r. – call of Pripyat” (50 pictures)

The history and the atmosphere while still represent the most important factors. To succeed again and again, GSC exciting selected setting a mysterious death zone with all’ their anomalies to put mysteries, dangers and adversities and debatable personalities aptly in scene, with the result that the third trip to the s.t.a.l.k.e.r.-World long since not boring fails.

In this respect call of Pripyat offers contrary to all fears many incentives, also this s.t.a.l.k.e.r.-to give copy of the contract. Who so primarily focuses on the single-player campaign and can live with a moderate multiplayer without co-op, should follow the call of Pripyat.

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