In the post-Soviet space, the situation with game development is not exactly the best. And yet immigrants from the USSR have something to be proud of: in the heart of almost every gamer in the vastness of the CIS, Space Rangers, King’s Bounty and some other games made “here” take a special place. And even among them, S.T.A.L.K.E.R. – a series that has become a full-fledged global phenomenon. Cybersport.ru invites you to remember her difficult fate, thorny path to release and the immortality that followed.
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First steps
The history of GSC Game World began in 1995. The name is the initials of the head of the studio, Sergei Konstantinovich Grigorovich, and he invented both the name and the logo at school. Before starting to develop games, he began to trade in pirated discs. And the Ukrainian company released the first full-fledged game in 1998 – no less “pirate” than the previous products of Grigorovich. Warcraft II was taken as a basis: Grigorovich and his team “pulled out” the graphics from it. But the code was rewritten from scratch: as the head of the studio recalls, the original program was complex and cumbersome, and Ukrainian developers managed to simplify many aspects. This is how WarCraft 2000: Nuclear Epidemic was born, in which orcs and humans fought, including with the help of nuclear weapons.
Young and daring, the developers took their version to Blizzard with the offer to take on the third part of the franchise. Oddly enough, the team received an invitation to join the company, to which GSC refused, starting another “pirate” strategy DoomCraft (the engine from the previous game, graphics from Doom). Soon, however, the studio finally started creating its own game without stolen assets – the legendary “Cossacks: European Wars”, released in 2001, became it. However, when talking about S.T.A.L.K.E.R. much more important to mention another title that came out at the same time – Venom. Codename: Outbreak, the first GSC shooter.
FireStarter Introductory Cinematic
Following Venom, which received low-key criticism and moderate love from players, the studio began work on two shooters: FireStarter and Oblivion Lost. The first, released in 2003, tells about the virtual reality machine of the same name, into which, alas, a virus climbed. In the story, the user of the device is locked in a car, and in order to get out, he has to go through the downloaded game to the end, otherwise death will come after some 48 hours.
At its core, FireStarter is a shooter arena: the player regularly finds himself in a small enclosed area, where he must reflect the waves of advancing opponents for several minutes. Before (and between) the wave, of course, a little time is given to search for useful items such as weapons, first aid kits, ammunition and armor. The presence of RPG elements dilutes the gameplay: killing adversaries in arenas brings experience points that can be spent on purchasing perks. The set is familiar: you can improve the amount of health, the speed of movement and shooting, get the opportunity to shoot with two hands (and in some cases, use four), and so on.
All this did not really help the shooter: it was quickly labeled “Alien Shooter from the first person, only more boring” and forgotten. However, the team did not give up, and work on Oblivion Lost was going on in full.
New worlds
Initially, Oblivion Lost was completely different from what S.T.A.L.K.E.R. eventually became: in the early version, the basis was taken from the movie “Stargate”, in which people traveled to other worlds through a mysterious portal discovered during excavations in Egypt. The shooter offered a similar experience: the player, as a member of the Pathfinder group, traveled to different planets, little alike, and fought with aliens and robots. The latest technology of hyperspace tunnels was used to move, and the team members were to become pioneers in new worlds. As planned, the game was supposed to include 15 large levels with a unique style, as well as the ability to move on foot and by transport (one of the prototypes had a helicopter).
As Grigorovich recalls, at every meeting the phrase sounded: “What we are doing is complete nonsense.” The team felt that it was clearly moving in the wrong direction, and then again remembered the “Roadside Picnic”. In addition to the fact that the previous concept did not like the employees at the ideological level, it was also cumbersome and required serious investments: making 15 different worlds was much more expensive than one. But working with familiar landscapes was much easier, and the concept of finding artifacts in the Forbidden Zone looked extremely attractive. In the first versions, the action took place in the area of the Crimean nuclear power plant. As one of the former GSC employees Oles Shishkovtsov recalls, the territory was extremely convenient for the game: the mountains naturally limited the Zone and made it possible to cut off unnecessary geometry, and the unfinished Crimean nuclear power plant could be easily filmed from all sides.
Oblivion Lost officially became S.T.A.L.K.E.R .: Oblivion Lost already in 2002, the release was scheduled for early 2003. The dots in the name, by the way, appeared due to copyright problems, and the decoding of the “abbreviation” was invented much later: Stranger – wanderer, Trespasser – intruder, Adventurer – adventurer, Loner – loner, Killer – killer, Explorer – explorer, Robber is a robber.
Already in the early stages, the concept changed again: Grigorovich saw on TV a video about the Chernobyl nuclear power plant and decided to transfer the events of the game to a real exclusion zone. Not the whole team was happy because of the moral side of the issue: it’s one thing to work with science fiction, and quite another to work with a real disaster. The head of the studio insisted, noting that Chernobyl is known all over the world and this will make it easier to break into new markets.
Concept reversal
From the “Crimean” version of S.T.A.L.K.E.R. Still, some pieces remained: thanks to a number of leaks (there are, by the way, Oblivion Lost – you can find “Aztec” levels on the net) gamers were able to see the first version of Cordon, a trial level of the game. It was made, by the way, on the basis of live footage: a small team of GSC employees traveled to Crimea, where they carefully recorded all interesting objects that could be used in the game, including the unfinished nuclear power plant, which by that time was planned to be dismantled.
Naturally, the real work began after the adoption of the concept of Chernobyl and Pripyat. Grigorovich and his colleagues made several trips to the exclusion zone to shoot materials that could be used in S.T.A.L.K.E.R. The trip itself greatly influenced the mood and approach to the game: for example, the developers learned that many wild animals were bred in the vicinity of Pripyat, which are not hunted for obvious reasons – radioactive meat is not so good for health, although the animals themselves feel quite well not bad.
Many things we saw migrated into the game almost unchanged: for example, a vehicle graveyard, one of the locations of the original S.T.A.L.K.E.R., really exists in the village of Rassokha, and the red coniferous forest from Clear Sky was filmed near the nuclear power plant. Of course, fiction was “layered” on real locations, and we are talking about both the mutants of the zone and the territories created for the game.
Development went into active stage in 2002. It was at this time that the final version of Cordon and the Agroprom Scientific Research Institute were created, as well as the Rostok plant and the Dead City, which were not included in the release version of the game. The first location was based on the plant of the same name, in which GSC rented premises: a huge industrial complex consisted of several workshops, underground labyrinths and an unfinished zone, and only got into the game as a multiplayer map.
The dead city was completely removed as unnecessary: it was a small settlement with several abandoned five-story buildings, a shop, a school, a city committee and a square with an indispensable statue of Lenin. At the same time, the first mutants, blind dogs, rats and an early concept of a stalker in a Steel Fly overalls were created. The programmers, on the other hand, were actively working on artificial intelligence and the A-Life life simulation system, which later became one of the key features of the shooter. As if this was not enough, the developers managed to make a controlled “Niva”. The future seemed brighter than ever.
The burden of responsibility
2004 S.T.A.L.K.E.R .: Shadow of Chernobyl Trailer
By the way, about the plot: according to the legend, the game in the zone of the Chernobyl nuclear power plant, the tragedy of which happened in 1986, 30 years later, a new explosion of unknown nature thundered. What exactly happened is anyone’s guess, but the zone within a certain radius around the Chernobyl nuclear power plant has become prohibited. The Ukrainian armed forces cordoned off the radius, but this does not prevent the loners, nicknamed stalkers, from making their way into the territory in search of profit. The thing is that some items in the Zone have acquired mysterious useful properties, and many are ready to pay large sums for them. You have to play for the Bullseye – a stalker who has lost his memory and is looking for a “shooter”, whom for some reason he needs to kill. At least that’s what the CCP said, which was found with him.
The game was clearly in “production hell”: some started joking that Duke Nukem Forever would be released earlier, while others doubted the very existence of a working version of the game (despite all the leaks of various playable builds). Dean Sharp, the THQ representative, who “saved” S.T.A.L.K.E.R. came to the rescue.
The arrival of the tyrant
In early 2006, Sharp came to Ukraine to visit colleagues with a simple message: “It’s time to finish development.” At that time, this was not a requirement, but rather a recommendation. It is worth noting that Sharpe was shocked: Kiev met him with a completely non-postcard appearance, GSC employees hardly spoke English, and the announced shooter chips were not even close to being present in the game. Grigorovich’s team acted the same way as in its timeCarmack and Romero, – created a beautiful fairy tale before she was sure that she could realize it. As a result, many functions did not work correctly, the A-Life system, as mentioned above, rather created difficulties, and the search for a balance between various mechanics took too much time. As if this were not enough, some of the previously promised things were not even prototyped, because the team simply did not know which side to approach them.
Sharpe, with his attempts to organize the work, was perceived as an enemy: he was ignored, and the translator, as the specialist was sure, distorted his words. At first, Sharpe tried to peacefully propose a work schedule in order to be in time for the new release date, and contact seemed to even begin to improve, but in the end it came to threats: at some point he simply banged his fist on the table and, in the most rude terms, stated that his Ukrainians can finish the game on their own. With these words, he left the office, and when he returned after a while, calmly called Grigorovich aside and said that GSC would not receive a dime until he finished the game. After brief negotiations with THQ, a timetable was established that developers had to adhere to in order to continue receiving money from headquarters.
Трейлер S.T.A.L.K.E.R.: Call of Pripyat
Это исправил второй аддон, «Зов Припяти», который вышел в 2009 году. Графика вновь похорошела (спасибо DirectX 11), система A-Life стала больше похожа на то, что было заявлено изначально, а сюжет пусть и не хватал звезд с неба, но был не сильно хуже оригинальной «Тени Чернобыля». Для игры, кстати, была предпринята еще одна поездка в Припять, где разработчики сняли немало материала, который перекочевал в финальную версию. Так появилась восточная часть города, воссозданная с высокой точностью: в тайтле можно посетить кафе «Припять», кинотеатр «Прометей», больницу и детский сад «Медвежонок», каждое здание имеет реальный прототип.
Новое будущее
S.T.A.L.K.E.R. 2 впервые родилась в 2010 году: тогда игра была заявлена для ПК, PS3 и Xbox 360. Планы были, как всегда, громадные: к примеру, разработчики говорили о полностью бесшовном мире, чего не было в первой части. Но в 2011 году Григорович решил закрыть GSC, сославшись на усталость и выгорание. Казалось, что это конец истории: разработчики разбежались по разным компаниям, а отец студии и вовсе ушел в мотоспорт, которым занялся довольно серьезно — дошло до участия в нескольких крупных чемпионатах.
И все же на этом история не могла закончиться, и уже в 2014 году GSC Game World обрела второе рождение. Студию возглавил Евгений Григорович, брат Сергея. И вновь, как и в прошлый раз, первым самостоятельным проектом стали «Казаки» — теперь уже третья часть. А в 2018-м Сергей Григорович в Facebook тихо анонсировал возрождение S.T.A.L.K.E.R. 2 — игры, которой ждали геймеры по всему миру, даже несмотря на официальную отмену.