Download S T A L K E R BUILD 2215 MP BETA keygen by iliy

Added to site2005-12-03
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S.T.A.L.K.E.R.BUILD.2215.MP.BE.keygen.zip (207507 bytes)

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S.T.A.L.K.E.R.BUILD.2215.MP.BE.keygen.exe 221184 204255
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FILE_ID.DIZ

iliy's keygen for S T A L K E R BUILD 2215 MP BETA


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                                ILIY PRESENTS:

                    S.T.A.L.K.E.R.BUILD.2215.MP.BETA-iliy


url:         http://www.stalker-game.com/index_eng.html
Genre:       Survival FPS/RPG
store Date:  2006
Publisher:   THQ

RLS  INFO
"...We rejected the linear level-to-level passage in favour of such
 freedom of action and movement as seen in 'Elite', 'Daggerfall' and
 'Fallout'. Players will travel an immense territory of a zone 
stretching for 30 square kilometers, explore it, gain money and 
experience, move along a free "non-stiff" story line towards the 
game final..." 

 World 
 
The world of the Zone is a huge derelict territory of half-ruined 
buildings unruffled for 20 years, woodlands and anomalous greenery. 
The Zone world features neglected underground and ground laboratories,
 dead military bases and proving grounds for new technologies. 
Radioactive land is covered with ulcers of scorched earth, poisonous 
fogs, deadly gravitational anomalies. This is the world of a disastrous 
industrial and ecological catastrophe. And in the hub of this man-caused 
hell the wreckage of Chernobyl atomic facility rests. 

We create the Zone based on reconstruction of Chernobyl atomic power 
plant and the 30-kilometer zone around it. Players, while progressing 
through the game, will see the Dead Forest, cities of Pripyat' and 
Chernobyl, sneak inside the Chernobyl atomic facility sarcophagus, go 
through the memorable areas, really existing in the epicentre of the 
tragedy to have occurred some 16 years ago. 

We do our best to reproduce the atmosphere of industrial and ecological 
catastrophe of Chernobyl in detail, so, undeniably, all the zone sights 
will be easily recognizable. Photos and video materials acquired during 
our trip to Chernobyl provide ample of information to meet this very 
purpose, ensuring the textures and architecture are of utmost realism. 
 
 
  Gameplay 
 
The player travels over immense world of the Zone, its all locations 
joined into one global map. He can choose any route and will not be 
limited in his traversing the Zone. The player will be offered free 
exploration full of generated and scenario-imposed tasks, participation 
in the eerie events of a murky world. 

The player will become a stalker, a guy who earns money from shoveling 
embers out of infernal oven of Chernobyl Zone. Returning from the 
radioactivity-blazing Zone, he will sell anomalous formations to 
underground dealers and scientists in research camps on the Zone border. 

With the money procured, the player will purchase equipment, 
weapons and protective suits allowing him to reach previously 
inaccessible areas. 

This is a role-playing game without growing experience of your 
character, without changing characteristics and levels. We want 
the player to develop his real mastery, moreover Stalker is 
an FPS/RPG game and much depends on his ability to fight. 
Changing characteristics, levels and player's experience, 
to our mind, would destroy the realism we try to create. 
s far as the rest is concerned, this is almost a normal RPG game 
where players travel the Zone, collect artifacts, weapons, reveal 
anomalous zones, communicate and trade with NPCs etc. 
 
 
  Artificial Intelligence 
 
We see AI in our game as a system of realistic character behaviour. 
Game characters live in a world the player can only drop into, they 
have their own joys and sorrows. We thoroughly work out artificial 
intelligence for the player never to feel artificiality of the 
happening. This principle basically refers to our approach in general, 
and not only to efforts on AI. We work out all the possible actions of 
the player and prepare natural reaction of characters to them. 
As character would react in life, so as he should react in the game. 
If the player attacks and kills one of the guards, the rest will 
go to seek hiding, radio their headquarters, and won't stand still, 
or what's worse, run out towards the player. 
 
 
  Communication with NPCs 
 
The Player's communication with the game characters will serve 
an essential part of the gameplay. By means of communication 
the player will find out important information, acquire tasks, 
trade or make deals to accomplish a task co-operatively. Apart 
from humans, the player will also be able to communicate with 
sapient mutant creatures. 

The game will be strongly influenced by communication and NPCs' 
attitude towards the player. For example, under a bad attitude, 
trader will refuse to trade or will charge an exorbitant price,
and stalkers will open fire as soon as they recognise the player. 
 
 
  Trade 
 
Trade will be realistic, as you are given a chance to purchase, 
exchange or sell everything: ammunition, equipment or artifacts. 
You can trade with the army, dealers, stalkers and scientists. 
To give you an idea how this will look in the game: the player 
comes across with a veteran stalker in the Zone, they greet 
each other, agree to remove weapons, then come closer to each 
other and start trading. They exchange phrases through 
a communication system. Soviet roubles will go in the game 
as the currency.
 
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