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Curious about early STALKER design docs.

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  16:51:58  19 July 2014
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On forum: 03/31/2007
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Curious about early STALKER design docs.

Curious about early STALKER design docs.

Was STALKER supposed to be the Russian Half-Life?

As a STALKER fanatic I think about STALKER too much, and this has been on my brain lately. I guess it popped into my mind when checking out some of the older builds and their earliest weapon models used animations ripped from Counter Strike. There was also the controversy about some Half-Life assets (water textures to be exact) being left in SoC by mistake from earlier beta builds.

Then looking at the early level layouts I noticed that they look rather linear, one long winding road from Cordon to the CNPP, with lots of detours to check out, kind of like the levels of Half-Life and similar games, with a linear path sometimes with alternate routes or detours to find extra supplies. I get an initial impression that STALKER was going to be much more story driven and linear before GSC took it in the open world direction. And the whole idea of Cordon being named Escape has really stuck out to me. Was that originally the final level of the game? Where you escape the Zone and end the game after that climactic car chase? This is all conjecture and I could be very wrong.

My point is I'm interested in stuff from the very early development of STALKER, particularly when the setting was switched from futuristic time travel shooter to Chernobyl. Design docs, interviews, leaked info, anything like that. Just like how we search for secret documents in the game I want to know the secrets behind STALKER, but not get shot at by Monolith zombies. Has anybody found that type of stuff online yet?
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