The game was called Stalker: Oblivion Lost, but soon the name changed to S.T.A.L.K.E.R.: Oblivion Lost, due to copyright complications with the word "Stalker". Also, in March 2002, after the GSC Game World company trip to the Chernobyl Exclusion Zone, the Oblivion Lost concept was wholly revised and used the Chernobyl disaster as a foundation. At the end of that year, a new real-time strategy game named American Conquest was released. In 2002, the company released the combat hovercraft arcade racing game Hover Ace: Combat Racing Zone and another expansion to Cossacks called Cossacks: Back to War. Sergiy Grygorovych, about the canceled game Oblivion Lost Īt the beginning, we developed a game with a plot about the war of robots and aliens in the entourage of nature and the Aztec pyramids.īut at every meeting, we said to ourselves: "We are doing complete nonsense." It was powered by a custom X-Ray Engine, which rendered high-quality images and supported many modern technologies. In the same year, GSC began developing a story-driven shooter based on the Stargate series concept and Aztec architecture. Later that year, GSC Game World released the tactical first-person shooter Codename: Outbreak and an expansion for Cossacks named Cossacks: The Art of War. It was the first game that brought the company financial success and global recognition. In 2001, GSC Game World released the real-time strategy game for Windows, Cossacks: European Wars. They began development on another project titled DoomCraft, which was shuttered six months later in favor of the development of Cossacks.
At the beginning of 1999, it was released for free online. Nuclear Epidemic distinguished itself from other strategy games of the time with its increased unit size limits. It was powered by its own engine, which was subsequently reused by Cossacks: European Wars. By the end of 1998, the company finished its debut commercial game, WarCraft 2000: Nuclear Epidemic. According to the CEO, they were rejected due to Blizzard's distrust of Grygorovych's youth. GSC unsuccessfully tried to get a contract for the Warcraft 3 development with Blizzard Entertainment. In 1998, after the economic crisis in Russia, the GSC company reoriented to the Western market, developing real-time strategy games. Moreover, the CIS market was unstable after the 1998 crisis. Our market didn't demand intellect in those times, so we decided to target the western audience.
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