As someone who has spent countless hours immersed in open-world games, I can’t help but feel a sense of anticipation when it comes to S.T.A.L.K.E.R. 2. Having clocked over 100 hours on The Witcher 3, I can only imagine the depth and immersion that S.T.A.L.K.E.R. 2 promises.
Originally, it was assumed this task would be straightforward – recovering a debt from an individual who shuns violence. The path to the specified building, his supposed sanctuary, was peaceful. A handful of minor oddities were present, but I managed to steer clear of them effortlessly. The dilapidated, compact structure had multiple entries; I chose the southern one and before stepping in, I could hear a heated argument taking place within. People were shouting at each other forcefully. To avoid the noise, I navigated around the building using the staircase, only to stumble upon a cluster of individuals. They were so engrossed in their activities that they didn’t even brandish weapons towards me.
It was discovered that the individual I was seeking had barricaded himself in the basement of a nearby building, as he owed money to multiple people in the vicinity. Consequently, I found myself waiting in line to retrieve the money. At first, the discussion with the creditors who located the debtor earlier was peaceful and centered around information exchange. However, it soon became apparent that I had two options: either wait for events to unfold or force my way into the queue. The exact point when threats began is unclear, but suddenly a weapon appeared, followed by gunfire – I witnessed someone being shot, but I too was hit. I was forced to seek shelter in a nearby building, hastily bandage my wound to stem the bleeding, and reload my pump-action shotgun. It’s fortunate that I had a shotgun instead of a weaker pistol.
It was clear to me that someone was hiding outside and we began a game of cat and mouse – neither of us moved from our respective spots. Eventually, he peeked out, giving me the chance I needed. I gathered the belongings from the deceased individuals, and the debtor emerged from his hiding place in the cellar. After some brief, forceful words, he consented to repay all his outstanding loans – but the question was who would receive the repayments: the other residents owed money or just me? That morning, I faced another decision, unaware of the repercussions it would bring…
In this game, there are four distinct conclusions that can be reached. During a single playthrough, you won’t be able to view all the content. The game isn’t about aligning with specific factions; rather, it’s about leaning towards or against their ideologies. The decisions you make and the results they bring are not immediately clear. At times, you might believe you’re making the right choice, only to find out later that the outcome wasn’t what you expected. There are also smaller narrative arcs involving various characters, where your choices can affect the resolution. Additionally, there are larger narratives where your actions will ultimately decide the story’s ending.
Making judgments and understanding their outcomes can sometimes be tricky, as they aren’t always straightforward. Many of these decisions fall into the moral gray area, meaning you often have to give up something to gain something else. There’s usually a trade-off or cost associated with each choice, and the reward is the payoff or prize. To fully grasp all aspects, including various endings and related content, multiple playthroughs may be required. It’s not just about reaching the different conclusions, but also experiencing the associated content.
Zakhar Bocharov, PR Manager, GSC Game World
Technical change beyond recognition
During my recent playtest of S.T.A.L.K.E.R. 2, I noticed an intriguing variety in the gameplay experiences among the journalists present. After a three-hour session exploring the initial section of the open world, each of us had unique experiences. We carried different weapons, completed distinct tasks, visited varied locations, and made individual decisions during dialogues. This is not entirely surprising for open-world games, as they often offer such diversity.
What struck me even more was the remarkable transformation of the game S.T.A.L.K.E.R. 2 in less than a year. I had the privilege to play it during gamescom 2023, when the developers unveiled the first-ever playable version. Initially, I expressed concerns about technical problems and feared that the game would be released in an incomplete state, riddled with bugs, relying heavily on atmosphere to compensate for these issues.
Previously, I encountered what seemed like an unfinished version of S.T.A.L.K.E.R. 2. However, upon revisiting the same gameplay segment post-prologue, it has transformed into a well-crafted, polished product. The gameplay was seamless and free from any bugs or glitches, offering stunning visuals. Even the menacing mutant canines that assault us appear more intricate and refined. Moreover, the facial animations in interactions with NPCs have significantly improved, an issue I had raised concerns about a year ago.
As a devoted enthusiast, I must admit that while there were occasional hiccups leading to unexpected desktop crashes, the developers are tirelessly addressing these issues by fine-tuning the game and squashing bugs. Setting those minor glitches aside, this game has drawn me in completely with its immersive universe. The atmosphere of the Stalker’s zone is so palpable that it seems to seep from the screen, and the Ukrainian dubbing, featuring local TV stars, adds an extra layer of authenticity!
UI made by UA – changes would be appreciated
The controls on the PC version are unduly complex. The keys for leaning, Z and C, are placed at the bottom, which makes them hard to reach and not user-friendly. Interacting with vendors is another issue – first, you need to start a conversation and engage in general dialogues before you can access trade options, hidden behind the Q key. If we’re speaking with a gunsmith and wish to repair a weapon, an entirely separate interaction menu must be opened using the E key. It would be more convenient if they simply incorporated a dialogue option for trading, as most other games do…?
The user interface on the screen seems reminiscent of less-than-ideal designs from Ubisoft, featuring elements such as the compass, markers, and dialogue selection. These elements are large and vibrant, bordering on being harsh on the eyes. It doesn’t align with an immersive sim at all; a more minimalistic approach would be preferred in this instance. I noticed later that while the UI can be turned off, not everything can be, such as oversized icons for interacting with objects like opening a chest. I have shared my feedback with the leaders of GSC Game World, hoping that changes might be made before the release.
Stunning Eastern post apocalypse
If it falls short initially, rest assured the modders will enhance it significantly. Although they won’t have official backing at launch, we can look forward to having more control over customizing the game soon after its release. This game promises to keep us engrossed for many hours, and that’s just with the starting content, as I discovered that S.T.A.L.K.E.R. 2 is a massive game set in an expansive world.
The primary storyline in this game is approximately 30-40 hours long, predominantly focused on main quests. However, it’s essential not to limit yourself to just the main quests; you’ll also need to tackle some side quests as well. If you aim to explore and complete every side quest, expect around 80 hours of gameplay. And if you plan to watch all additional content, it will take more than 100 hours – this game is vast!
Zakhar Bocharov, PR Manager, GSC Game World
In my opinion, S.T.A.L.K.E.R. 2 left a lasting impression on me due to its immersive world design. A year ago, I was already captivated by the intricately detailed items and structures boasting photo-realistic textures, and this time around, I got to delve even deeper into the zone and appreciate more of these details. The visuals of anomalies or storms are truly awe-inspiring, offering a chance to marvel at particle effects. The lighting powered by Unreal Engine 5 and the gunplay are both top-notch. The weapons in the game are visually appealing, with smooth reload animations and convincing firing sounds, allowing one to feel the heft and power of each weapon. I must admit that I was hoping for a bit more “weapon appreciation” – an option to closely examine and inspect these weapons.
In the screenshot, the stunning poppy field stands out dramatically amidst the decay and desolation of the eastern post-apocalyptic landscape. Everything about this scene is authentically dilapidated, dusty, aged, and gloomy, yet strikingly familiar to us. The developers have meticulously recreated the locales of the Chernobyl area, using their own photographs as reference, but they’ve also subtly infused elements of their Ukrainian heritage into the game. You might find mosaics from Ukraine adorning the ruins or catch snippets of Ukrainian music on the radio. GSC Game World aims for S.T.A.L.K.E.R. 2 to embody what The Witcher 3 embodies for Poland – a cultural gaming icon that proudly represents the nation from which it originates.
This project, from its inception, isn’t a commercial product but rather a passionate representation of Ukraine. All our energy and dedication have been poured into showcasing the capabilities and spirit of Ukrainians to the global audience. Given the ongoing conflict, this endeavor assumes an added significance as it reflects not only our fighting spirit on the battlefield, but also our cultural resilience.
Zakhar Bocharov, PR Manager, GSC Game World
I truly hope that GSC finds great success with their upcoming game, S.T.A.L.K.E.R. 2, as their genuine enthusiasm for game development and humility were evident during my interactions with them. Ultimately, what truly matters is whether or not the game turns out to be exceptional – and from the brief 3-hour glimpse I’ve had so far, it seems promising.
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2024-10-16 16:02