As a seasoned gamer with over two decades of gaming under my belt, I must say that Stalker 2 has left me both awestruck and bewildered. The game is an enigma wrapped in a riddle, a masterpiece of unpredictability that keeps me on the edge of my seat.
It’s incredible that Stalker 2: Heart of Chornobyl even exists. In addition to weathering the COVID-19 pandemic, developer GSC Game World was faced with the Russian invasion of its native Ukraine, kicking off a war that sadly still rages on today. While many GSC staff were able to flee the country, others were unable to, and some even continue to fight for their country on the war’s frontlines. Amidst the terrifying sound of air-raid sirens and frequent missile attacks, people somehow persevered, continuing to work on the game at home in between volunteer work, all while suffering the loss of beloved friends, colleagues, family members, and pets. Even those who left Ukraine and began working at a new office in Prague weren’t free of turbulence. Countless Russian cyberattacks, leaked builds, and even a fire that destroyed the studio’s server room have all occurred over the past couple of years.
Despite numerous challenges and setbacks, Stalker 2 has come to fruition. This release is nothing short of a remarkable accomplishment, showcasing the determination and resilience of those involved in overcoming insurmountable difficulties. The game that was born from such tumultuous circumstances embodies the studio’s vision for a seamless open-world survival shooter, a goal long pursued by the Stalker series. Although its rough edges and uncompromising nature can be off-putting at times, the game retains its signature emergent gameplay, enhanced by an intriguing setting and the most refined combat in the series to date. While it may not break new ground, and there are moments that feel reminiscent of games from 2010, these elements contribute to the authentic Stalker experience.
In case you’re new to the world depicted in GSC’s games, each storyline unfolds within an altered Chornobyl Exclusion Zone. After the tragic nuclear accident of 1986, research facilities were set up around the site and engaged in various experiments. A fictional calamity occurred in 2006, causing local flora and fauna to mutate and giving rise to peculiar phenomena called anomalies. These strange occurrences, bordering on the supernatural, cause valuable artifacts to materialize, each with unique and perplexing properties. People known as Stalkers venture into the Zone in search of these artifacts for personal gain, but they’re not the only inhabitants of this radioactive land. The Zone is populated by various groups, such as paramilitary organizations, scientific teams studying the Zone, and a host of bandits, fanatics, and outlaws who often resort to violence without hesitation.
In the initial stages, Stalker 2 echoes the start of Shadow of Chornobyl from 2007, as your character rides in the back of a flatbed truck to the Zone’s edge. Contrasting with the original game where you controlled an anonymous, amnesiac Stalker, you assume the role of Skif, a young Stalker venturing into the Zone for a secret experiment involving a puzzling scanner and enigmatic artifact. Following a brief orientation to the Zone’s peculiarities and hazards, Skif experiences betrayal, loses all his equipment, and awakens to find a mutated dog nibbling at his feet.
In the new version of Stalker 2, your adventure mirrors the original game as you set out once more to locate the individual who deceived you. Your path takes you through diverse communities where you undertake various tasks in exchange for valuable insights. It doesn’t take long before the storyline starts to unfold in multiple directions with far-reaching consequences. The creators are making a conscious effort to add more depth to the narrative, not just in the main plot but also in the numerous side missions you’ll embark on. Information is usually shared during in-depth conversations featuring full voice acting, including captivating Ukrainian dialogue, and a dialogue system reminiscent of Bethesda games that offers multiple responses, even if your intention is to initiate combat. Unlike an RPG, there are no skill checks to guide conversations; instead, your choices offer a sense of control and allow you to mold the Stalker character you desire.
The writing maintains a stable base but can be somewhat inconsistent at times, missing depth in its development. It often emphasizes striking moments over well-defined characters. However, my curiosity was piqued as I delved into the enigmas of the Zone, tackled minor disputes, and dealt with the complex power struggles among its diverse factions. The decisions you make carry weight, shaping events dramatically and causing the world to respond differently to your actions. Long after the final credits, doubts lingered about whether my choices were indeed the right ones.
The unpredictability found in Stalker 2’s side missions persists, as they seldom follow a straightforward path. You might find yourself tasked with retrieving a stolen cargo or hunting down a band of mercenaries, but these tasks often come with twists. For instance, someone may offer to trade information about another individual to save themselves, or propose a deal involving a hidden treasure they alone know the location of. The challenge lies in deciding who to trust, even questioning the loyalty of the person who initially assigned you the quest. In Stalker, everyone looks out for themselves, and morality often takes a back seat as few characters hesitate to betray or abandon you when it suits them.
In Stalker 2, the expansive storyline is complemented by an effective system that generates unexpected tales as you explore. For instance, I stumbled upon a thrilling incident after noticing a campfire’s glowing embers through a nearby building’s window. Upon approaching, a battle erupted as the inhabitants were attacked by one of the Zone’s monstrous mutants. Before I knew it, I was in the midst of a fierce gunfight, teaming up with strangers to combat an unspeakable menace. After the chaos subsided, I exchanged equipment with the survivors and continued my journey. On another occasion, while making my way to my next quest, I was ambushed by a Bloodsucker – a mutant with a tentacle mouth capable of becoming invisible. Panicking, I ran until I encountered a vortex, one of the Zone’s numerous anomalies. Without hesitation, I placed myself between them, drawing the terrifying creature towards the vortex until it was expelled as a bloody mass.
Here are two instances where different systems work harmoniously, yet they underscore the importance of being alert and knowledgeable about your environment in battle. Bullets are scarce and costly, making it advantageous to subdue enemies without shooting. I tried sneaking up on them to conserve ammo by stabbing from behind, but found it excessively challenging. Enemies are highly observant and their movements can be erratic, causing most of my covert operations to fail almost instantly. It’s good that enemies don’t stick to predetermined paths, but it’s a downside when they’re so adept at detecting you.
A well-placed headshot is generally lethal against humans, whereas body shots tend to feel like a waste of bullets with how many it takes to down someone. This infuses firefights with a palpable sense of danger, particularly early on. Ranged weapons feel suitably weighty, and managing the recoil of each one is the most pertinent challenge when it comes to landing accurate shots. This is easier said than done when you’re under constant fire, leaning around corners to pick off a few enemies before dashing to another piece of cover to avoid the destructive blast of an incoming grenade. It lacks the fluidity and snappiness of most modern shooters, which is why combat can sometimes feel slightly archaic. But there’s no denying that it’s distinctly Stalker.
Obtaining a weapon with a defined range of effect simplifies things a bit, but there’s an underlying sense of urgency in almost every gunfight. Engaging in combat is always tough and intense, which amplifies the joy of each kill. This difficulty is largely due to how skillfully the AI simulates human behavior, making you feel pressured. Enemies will throw grenades at you, try to surround you, and attack when you’re tending to wounds to prevent you from recovering. The AI isn’t flawless – it sometimes exposes itself unnecessarily, hides behind non-existent cover, or stands still for easy targeting – but overall, human opponents are competent.
In Stalker 2, unlike with other aspects of the game, the mutants don’t offer much variety in their attack patterns. The majority will either rush or leap at you, limiting your movement options significantly. There’s no consistent way to dodge these attacks, but seeking out higher ground where you can stand gives you a moment’s respite, allowing you to shoot them down as they run aimlessly around. While this strategy may not be enjoyable, it does work effectively and unfortunately makes most mutant encounters feel monotonous and tedious.
In my experience playing Stalker 2, it wasn’t without its share of technical hiccups. I encountered three instances where the game crashed to the desktop, and in two separate side quests, I found myself stuck in conversations repeatedly, necessitating a complete restart to break free. To avoid one of these issues, I had to load an earlier save and skip the objective for that character; otherwise, he would start the bugged conversation every time I attempted to leave the settlement. The other instance of this problem prevented me from progressing in the side quest. Additionally, I came across two side quests where the required item never appeared. One of these issues was resolved following a patch, so at least GSC is taking steps to address some of these problems.
In my gaming experience, various technical glitches surfaced, primarily affecting the game’s audio and visual aspects. For instance, I observed objects and NPCs floating or passing through floors, missing bodies on enemies, and occasional T-posing. The user interface sometimes vanished, making it hard to gauge remaining health or ammo. Wall textures flashed intermittently, while gun sounds malfunctioned at times or produced strange noises like those of aggressive mutant dogs nearby, even when there were none present. At one point, every time I peeked down, the screen duplicated itself completely. However, Stalker 2 performs well on my PC, equipped with a Ryzen 7 7800X3D and an RTX 3090, maintaining a frame rate between 60-90fps when set to High. There were occasional drops in crowded areas, but these never became severe. Post-publication, GSC Game World has rolled out a significant patch, hinting at plans to rectify some of the emerging issues.
Fundamentally, the persistent technical hurdles in Stalker 2 are aggravating since they undermine the game’s oppressive ambiance. This encompasses the brutalist Soviet architecture of its government buildings to the family homes left abandoned and weathered by time, where paint is flaking off the walls, furniture is scattered haphazardly, and windows are either boarded up or shattered. The distant sound of gunfire is the only break in the silence as you navigate open fields, but it quickly fades when a radio message warns of an incoming Emission. Now you’re sprinting into the flooded basement of the nearest factory as the sky darkens and violent lightning strikes the ground overhead. There’s a mysterious beauty to the Zone and a sense of otherworldliness that comes from its anomalies. Whether it’s a glowing energy mass or a field of poppies causing deep sleep from which you’ll never awaken, exploring this radioactive playground is captivating, not least because it’s so hazardous.
To enhance the gaming experience, Stalker 2 incorporates some survival elements; however, they appear incompletely developed. For example, hunger increases progressively and affects your fighting ability. However, I rarely experienced this issue due to an overabundance of food like bread and sausages. At times, eating a few items just to lighten my load felt unnecessary because the system is not engaging enough. Sleeping, on the other hand, seems redundant as well. A good night’s rest regenerates your health, but you won’t experience any negative effects from lack of sleep if you choose not to rest. Consequently, there were instances when I went for extended periods without sleeping at all.
Artifacts in this game share similar characteristics as before. Although the tutorial advises visiting a peaceful area to examine and understand each one’s function, they basically operate the same way as in past games. Their main functions revolve around boosting your resistance to things such as radiation and bleeding, which might not be as exciting as the game’s descriptions initially suggest. In the Zone’s market, artifacts are primarily valuable assets for sale. Your weapons will often malfunction due to wear, and damaged armor offers less protection from the harsh environment. The cost of repairing both is high, along with prices for ammo and weapon enhancements, making artifacts one of the few ways to cope with this predicament due to their high value. Given their limited benefits, deciding whether to sell them or not could be challenging, but in the current economy, that choice is essentially taken away from you.
It’s challenging to criticize the technical issues in Stalker 2, considering the remarkable feat of launching the game at all by GSC. In fact, some of its minor annoyances were easier to ignore because they didn’t cause severe crashes. However, even without these irritants, I might not have been as forgiving if it weren’t for the game being so captivating. Stalker 2 has several flaws, but these imperfections often fade away during a gripping, non-linear quest that unexpectedly leads to a chaotic gunfight due to an unanticipated event. The unpredictability and interplay of its systems that generate unusual narratives make Stalker 2 stand out. Add to that the enchanting world and intriguing mysteries it conceals, and it’s hard not to get drawn into its captivating allure.
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2024-11-20 17:39