Пара красивых артов и просто вырезанного контента из арт бука, пост без спойлеров, просто красивые арты.
Железный лес.
Железный Лес, который рядом с ЧАЭС, куча электроаномалий, как я понимаю, то это локация вдохновлена Железным Лесом из Сталкер ЗП (не зря же там одинаковое название).
В самой игре, кстати, ЧАЭС довольно хорошо проработана, там хоть и много недоделанных домиков, но есть и явно хорошо проработанные арены, скорее всего в будущем DLC там точно побываем.
Х-лаборатории.
Даже мозг в баночке должен был быть из ТЧ, говорят, что в слитом билде эта лаборатория присутствовала в полной мере, в релизной версии, увы, но ее уже нет.
Лаборатория на НИИЧАЗ, она расположена под бывшей Х-11.
На артах показаны те самые фермы артефактов, про которые говорил Далин.
Аномалии, на артах больше вариаций и даже жаль, что в финальную игру попало не всё, что показано на артах.
Экипировка, ну там почти ничего вырезанного нет, просто куча приятных вещей.
Особенно позабавило питье водки через противогаз, прикольно, что разрабы это решили продумать (ради мемов, наверное), но плохо, что в самой игре таких анимаций нет.
Булат Свободы выглядит круче, чем в самой игре.
Тут в описании написано, что экзоскелет довольно компактный и если его отсоединить от брони, то он влезет в небольшой чемоданчик, жаль, что разрабы не сделали эту возможность, было бы круто комбинировать возможности экзоскелетов с разным типом брони.
Мутанты, там немного артов, но есть интересные концепты нереализованных новых.
Кадавр, по описанию - это результат экспериментов по созданию суперсолдат, было бы неплохо его увидеть в будущих DLC.
Мне чем-то Строггов из Квейка напомнили своим дизайном.
Есть даже Излом и пара новый криповых концептов.
Экипировка.
Кроме новой Гілки, должен был быть еще и более современный Око, который разработал лично Далин, так же надеюсь, что его в будущем добавят в игру.
Жаль, что они решили отказаться от механики сбора артефактов в специальные контейнеры, в модах эта фича была интересной.
Артефакты, на удивление, но большая часть добралась до релиза.
Сердца Оазиса даже на концептах нет, что странно, учитывая, что в игре есть полностью функционирующий Оазис из ЗП, который находится за картой, его к релизу, к сожалению, так же решили вырезать.
P.S: Кому интересно самому полистать арт-бук, то вот ссылочка на гугл диск.
https://drive.google.com/file/d/1pGMNAxbWg2KNq88wpwYivmjq1GxktRD7/view?usp=sharing
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Dèspite its name, the Iron Forest is not really a forest but rather a large electrical substation. And while the power transmission pylons may indeed resemble mighty pines, the multiple electrical anomalies that can be found there leave little time for sightseeing. THE IRON FOREST —_ - . т, ^ > J J
.. I * ,.on , « i v* « *, W-w. ' *> Laboratories related to the mysterious Project X are located all over the Zone. Some of the X-labs are currently being explored, some have already been looted and others remain hidden to this day. A number of them are still so dangerous that it would be suicidal to go anywhere near them. ” 1 *ir ' №. § ¿6
33 X-18 Not all Project X experiments were something to do with "new physics" or the Noosphere, and some laboratories hold secrets of a much darker nature. These secrets are yet to break free... as are those who dwell within.
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SIRCAA is one of mankind's greatest assets, and its* director. Dr. Dmytro Dalin, will not allow any risk to threaten his life’s work -including those that come from the Zone. For the staff at the Institute, an Emission is nothing more than an unscheduled coffee break. f M w/ •' THF® *«3 t■ ■> \ gt/y ~ « F/ ¡gpii h 11 ‘ r/j** t H ! i i ^rr,J3SiT-j w* 1* * * «Hi I 2 , ’ ** The 2015 discovery of Lab X-Tl was a watershed moment in the history of the Zone. It was followed by the »erection of the new SIRCAA facility on top of the laboratory, and with it the arfival of the Wardens. - M . • \ L 4 1 / "'JBT r m
Ш*тш ■тШ Ванг ^-|| ^Вл\ч1ж 1 J '' К я/ J \ /у у L¡j 1 мш1 v4J^ Ol DO A A ARTIFAPT FARM Many scientists have tried to create synthesized artifacts. but comPared t0 SIRCAA’s artifact farms, their efforts i look like medieval alchemy at best.
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63 “SUNRISE” SUIT The most iconic stalker outfit. We've reworked it a bit and now it's made out of rubber and fabric. The suit protects stalker's body from anomalies and radiation and allows their skin to breathe at the same time. Foot protection includes shoe covers with reinforced toe and wire fasteners. The Sunrise is supplemented with standard oxygen tanks equipped with a sound sensor along with a container for storing artifacts. CTfll KfDQ "Stalker" is an umbrella term for anyone who enters the Zone illegally. These people have their own pasts and their own hopes for the future, but they all have one thing in common: they're as much a part of the Zone as the Zone is a part of them. ftSB: 64 STALKER CLOAK We decided to add a lot of trench coats to the game and allow every group to boast at least one type of trench coat of their own. The way they flutter when a stalker walks out of the bar. throws on their hood, and lights a cigarette... wow, that looks amazing.
69 “WIND OF FREEDOM” SUIT This is the image that greets us as we launch the first S.T.A.L.K.E.R. While we were designing this outfit, we wanted to emphasize the transition from a lone stalker to a fighter from a powerful group. The "Recruit" suit comes with several different load-bearing systems and a backpack containing an oxygen delivery system. There is one special detail - the cup, often covered with a customized pattern. It can tell the story of the suit's owner - or reflect the unique style of their group. CD FFil fl M Fighting for the free Zone alongside rivalry with Duty isn't the goal of this faction anymore. They are now in charge of all trade in the Zone, but their traditional beliefs are increasingly being cast aside for the sake of avarice and greed. One can only wonder what this will lead to... 70 “BULAT” ARMORED SUIT Freedom’s brute force. This outfit features an armored filter mask and attachment mounts for a bag of RPG-7 grenades. The trousers come with special slots for easy kneepads attachment kneepads to it. and on the shoulders there is an adapter connecting the headphones to the radio on the back of the outfit.
83 THE EXOSKELETON We wanted our exoskeleton to look as realistic as possible, so we studied every source on exoskeleton construction that we could get our hands on. Our greatest challenge was to design shoulder joints in a way that they wouldn't restrict the full use of the arms. These massive, complex devices represented serious problem for our animators. We ended up adding a special mechanism in the shoulder blade area, enabling the characters to put their elbows on a table and perform other movements with their arms. We also came up with an amazing spine design with rubber cushions that allows the wearerto bend their body. At the same time the iron cable conductors twist and shrink to tilt the body in any direction you need. Servomotors installed on the exoskeleton require a lot of power, provided by device on the back. The Gauss cannon principle enables the operation of "plus" and "minus" containers for holding artifacts or batteries. For the bracers, we came up with the idea of inflatable airbags - they support damaged limbs and put pressure on them to stop bleeding. The exoskeleton is designed to be highly portable. When properly folded up with all of its grooves matching, it could easily fit into a crate. :'4 a I^ ■'-V FXfl^KFI FTflN ln the Zone' Y00 can ^nd both old exoskeletons produced outside its borders as well as new ones developed at SIRCAA laboratories. Exoskeletons increase the wearer's strength and offer solid protection against bullets at the cost of significantly reduced mobility.
111 KADAVER The result of experiments geared toward a singular purpose: creating the perfect soldier. The scientists behind Project X clearly had a hand in the creation of these monsters. Although a recent addition to the Zone's bestiary, they have already become the subject of many horror stories told at Stalker campfires.
113 SEARCH OF THE NEW MUTANT
117 m GILKA DETECTOR One of the cheapest detectors, yet very reliable. Thanks to its simplicity, it can be modified for all kinds of stalker purposes. i % DETECTOR A powerful state-of-the-art detector designed at SIRCAA. Dr. Dalin is the only one who understands the principles of its operation, and he does not care to reveal this information to outsiders.
DETECTORS The most important equipment in a stalker’s arsenal - after weapons, of course. Detectors help their users obtain the greatest treasures in the Zone: artifacts. 120 ARTIFACT CONTAINER Every artifact has a way of affecting those who touch it - in some way or another. These containers were developed to handle artifacts safely and prevent any harm to stalkers.
125 CHEMICAL The acid eats through stone, metal, and flesh alike, fusing them in strange chemical reactions. The process usually takes time, and the "reagent" often remains alive during much of it. i 126 ELECTRICAL Scientists have yet to determine whether artifacts are created by constant electromagnetic fields, or just a discharge hitting an object. This lack of data does not stop them from making use of the results of electrical anomalies, however. t
127 THFRMIP T^*e‘r incredib|Y high temperatures should be flLIAIVIIU able to incinerate all but the most resistant materials, but fire anomalies can even melt living matter, transforming it into valuable artifacts. i i 128 GRAVITATIONAL Fragments of horribly mangled matter, twisted almost beyond recognition. Monstrous pressure from gravitational anomalies alters the very structure of matter at the atomic level, transforming it into something hitherto unseen on this planet. t
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