As a long-time fan of the original Stalker series, I must admit that my initial excitement for Stalker 2 was quickly dampened by its rough edges and inconsistencies. Coming from someone who has spent countless hours exploring the desolate landscapes of the Zone, I can’t help but feel a bit let down by this latest iteration.
Although I hail from Eastern Europe, I became deeply engrossed in the Stalker series relatively late in life, ultimately leading me to this forum following numerous replays of the Metro trilogy.
No Thanks, Keep Reading
As a seasoned gamer, I have spent countless hours immersed in the gritty underbelly of post-apocalyptic landscapes, honing my skills and surviving against all odds in games like Metro, Escape From Tarkov, the original STALKER trilogy, and STALKER Anomaly, with and without the GAMMA mod pack. I have toiled for years, facing the challenges these games present, and I can confidently say that my gaming life has been richer and more rewarding because of them. The immersive stories, intense gameplay, and intricate mechanics have made each experience unique and unforgettable. So, when it comes to survival shooters, I consider myself a veteran, and I’m always eager for the next challenge.
In several aspects, the Metro trilogy shares a deeper spiritual lineage with Stalker: Shadow of Chernobyl as opposed to Stalker 2: Heart of Chornobyl, given that the core team from the original game formed 4A Games, leaving GSC which shut down in 2011.
I spent 25 hours playing a game named STALKER 2, which only bears the same name as the original. Otherwise, they have no resemblance to each other.
GSC rose from the dead in 2014 under new leadership and planned to release STALKER 2 in April 2022.
During the development phase of our game, the Russian invasion of Ukraine in February 2022 significantly impacted us, a point we delved into comprehensively.
There’s an undeniable urge to cheer on STALKER 2, given all it has been through. However, a subtle sense remains that obstacles beyond the war may play a greater role in its story.
Despite being given an extra two and a half years for development, and with the majority of the team working securely from locations outside Ukraine due to a relocation strategy, it seems that the game, Stalker 2, lacks a refined or polished feel.
Instead of capturing the unique charm that defined the original games (often referred to as “slav-jank”), STALKER 2 seems more like a preliminary version or concept demonstration, lacking the polish and completeness expected in a full game.
The overall encounter was spoiled by frequent pauses, particularly during key scenes, and an excessive reliance on upscaling technology that fell far short of being satisfactory.
This issue could potentially get resolved post-launch, however, it’s disheartening given the pedigree of a studio known for creating games that used to run smoothly even on low-end hardware.
Here, fellow stalker, is my diary through the first days in the Zone.
Back To The Zone
In a more conversational style, we could say: “GSC has a knack for evoking nostalgia, and the introductory scene in STALKER 2 seems to echo that of Shadow of Chernobyl.
In contrast to the ominous figure in the story known as the Marked One, I am wide-awake and willingly present, while a worried driver and a suspicious passenger ride up front in a stormy truck.
Professor Hermann, a longtime ecologist friend of Major Degtyarev, was in the driver’s seat. He often spent his days secluded within the scientist’s underground hideout near the Jupiter station.
In contrast to Degtyarev who was present for business matters, Skif is currently seeking responses following an explosion in his Kyiv apartment that was triggered by a mysterious artifact.
In the STALKER series for the very first time, you’ll have an opportunity to venture into the Zone on foot, instead of appearing there by some magical means.
Your gear consists of a basic Makarov handgun, a less-than-optimal set of clothing, and a flashlight for illumination.
The intro chapter gives you a taste of surviving anomalies, hunting artifacts, fighting bandits, and encounters with two of the Zone’s most feared mutants.
In STALKER 2, I was deceived by an initial abundance of weapons and bullets, leading me to feel secure. However, the game swiftly strips you of these resources later on.
The Music of the Zone
The thing that stands out the most early on is the sound design, for better or worse.
In contrast to the heavily present, ominous soundtrack in Shadow of Chernobyl, the music in STALKER 2 adopts a more subdued strategy, establishing atmosphere without overwhelming or intruding excessively.
As a gamer immersed in this virtual world, I’ve stumbled upon some zones where Ukrainian rock bands are blaring, adding an authentic feel to the game. It’s inspired me to craft a killer Spotify playlist, capturing that unique ‘Zone’ atmosphere.
The 25-hour long game I played is titled “STALKER 2,“. However, it doesn’t share much similarity with the original version except for its name.
The environmental audio is breathtaking, and arguably the best I have seen in years, if not ever.
In the Zone, anything that’s supposed to produce sound, from unusual occurrences to the whisper of wind through leaves and even your own heavy breathing, all emit their respective noises.
The result is a Zone that feels alive and dynamic, especially once you experience an emission (from a shelter, I hope).
Sadly, the immersion into the ambient sounds is frequently broken as the narrative progresses, mainly because of the voice performances.
It’s not right to say that all voice acting in STALKER 2 is poor, but there seems to be an intriguing inconsistency in the quality of voice performances and audio balancing.
Certain encounters, particularly those in Zalissiya, possess an atmosphere reminiscent of a forgotten, lower-tier game mod from the past decade.
Occasionally, their performances harmoniously intertwine with deep feelings, like Korshunov’s tribute to Lee Ermey in the movie “Full Metal Jacket“.
The majority of poor quality voice acting is predominantly found among traders and other stalkers, thereby detracting from exciting new features such as gathering around a campfire with fellow stalkers, and also traditional practices like querying each person about recent developments in the Zone.
It’s important to mention that following the start of the conflict, the leaders of GSC made a decision to discard the Russian voiceover, which had been the standard in all prior editions of STALKER games and was intended for STALKER 2, as shown in the E3 2021 trailer.
The debate on this particular decision surpasses the boundaries of this critique, yet it sparked my curiosity as to what proportion of the audio issues might be attributable to the necessity of modifying the game itself.
Despite my Ukrainian being slightly less proficient compared to Russian and English, I decided to change the language settings as an experiment, considering Ukrainian localization was already part of our plans long before the conflict, allowing for a more seamless local execution.
Despite our efforts, the issue persisted. Though I heard a few familiar voices from past games gathered near the fire, a number of characters’ Ukrainian voices were still poorly done, and at times even worse than their English counterparts.
As I progressed in the game, I grew fond of Alex Montyro’s English voiceover, which mirrored my own feelings as I took on tasks that seemed beyond my abilities, unlike the mechanized Ukrainian one or the over-the-top tough guy in the replaced Russian version.
The only time Skif annoys me is during radio transmissions. For reasons that defy logic, they made Skif’s voice lines covered in static. I am transmitting here, not listening to myself!
Bandit Hunting
For the first time, engaging in a skirmish against bandits felt both reminiscent and novel. Equipped with a Kalashnikov carbine I’d salvaged from an unfortunate victim, I exchanged fire with the outlaws as I darted from one protective shelter to another.
In STALKER 2, the human AI is generally impressive but falls short of perfection. Notably, stalkers, whether they’re allies or enemies, usually travel in packs, making encounters seldom one-on-one.
Opponents often employ fundamental infantry strategies to outmaneuver you. Typically, this involves a section of their forces shooting at your location while another group advances from a different angle to surround you.
Instead, they might use grenades to make you abandon your hiding spot, followed by shooting as soon as you step out into the open.
In STALKER 2, the grenades are consistently falling, yet unlike in STALKER: Clear Sky where the throws were precise and had no fuse timer, causing frustration for players.
Moving stealthily into hiding won’t necessarily keep enemies from firing at the spot where you were previously seen.
One potential drawback of this AI system is that it functions similarly to an infant when it comes to understanding objects in different locations. For instance, if you and your adversary reside on separate floors, the AI may struggle to keep track or react accordingly.
You can empty a shotgun magazine at a guy while sitting in a room with one exit, but if you stay still for a few seconds, the AI one floor below will say it’s all clear and proceed as if nothing happened.
Still, fighting humans is the most fun I have had in STALKER 2, largely because shooting is a hoot in this game.
Excellent Gunnery
Although STALKER 2 leans more towards action games rather than traditional tactical shooters, its gunnery mechanics are remarkably similar to what Squad has recently developed.
Skif needs a moment to handle larger firearms and the sensation of recoil when aiming through the sights seems genuine.
In many games, you’ll discover that holographic sights are often more advantageous than iron sights because maintaining alignment with the latter, especially during intense firing sequences, can prove to be more challenging than it appears.
For the majority of instances, the gun sounds are well done. However, there are exceptions when it comes to weapons equipped with suppressors. Some firearms, such as the 9x39mm special carbines, become excessively loud, while certain 5.45x39mm Kalashnikov variants fitted with PBS-1 pattern suppressors are unusually quiet.
In indoor combat or when standing on a metallic surface, you might notice the clattering sound of spent casings hitting the floor. Even though STALKER 2 employs common ammo pool mechanics instead of individual magazines, you’ll occasionally spot an empty magazine left behind after reloading.
Fans of Tarkov and STALKER Anomaly will find familiarity, as enemy weapons often come in a deteriorated condition. Consequently, utilizing these items without a costly trip to a technician involves taking a risk.
In the majority of scenarios, there’s typically an option for either stealthy maneuvers or open confrontation, but you won’t encounter the frustrating compulsory quiet-time sections that many AAA games tend to forcefully incorporate.
Simplifying clean-up post a conflict, a useful tool like a pick-up for ammunition comes in handy, eliminating the need to disarm a weapon, empty it, and discard it separately.
The visual damage on bodies is a nice touch: you can see bullet holes and cuts on anything that is dead, which helps you do a little post-mortem to find out how you killed that one mutant.
Almost Immersive
After my little bandit encounter, I picked up some loose loot and pressed on.
While navigating a river under the cover of darkness, concerned about potential nighttime creatures, radiation, and my dwindling ammunition supply, I stumbled upon a partially submerged boat that seemed to be playing music from within.
I concluded it must be Skadovsk that I’m heading toward, since I was running there to get supplies and have a quick rest with a drink before resuming my journey.
As soon as I set foot on that barge, it became clear that I’d made a misstep. The cabin was pitch-black, the music seemed off-key, and a drifting oil drum whizzed dangerously close to me.
I briefly saw a cave located across the water’s edge: It was as if I stumbled upon a hidden trap, similar to the chilling scenario from the Call of Pripyat cafeteria with the weeping child.
Having just a partially loaded magazine in my AK, I had no choice but to flee, praying never to encounter it again.
In the “Heart of Chornobyl”, such scenarios abound, yet it falls short of providing a truly immersive experience due to overlooked chances for effective design.
Upon discovering a gas mask, my disappointment grew when I realized that there was no visible aspect of it, beyond the inventory screen.
In Metro Exodus, the level of immersion is exceptional, as it features realistic animations such as equipping gear, wiping down the visor, fogging due to breath, and damage effects.
In STALKER, the multiple designs of gas masks might seem confusing, yet they didn’t hinder your ability to glance below and observe the numerous garments you have put on.
Why not extend that to masks and helmets, or at the very least, add a heavier breathing sound with fogging glasses?
Nature Is Beautiful, But Not Perfect
The unease of spending the night solo in the Zone lessened swiftly since the day-night cycle in ‘STALKER 2‘ is amusingly brief.
Previously, particularly in the game “Call of Pripyat”, getting trapped in the Zone during dusk often led one to question their life decisions.
In the area northeast of Wild Island, aside from encountering a single vampire-like creature, there wasn’t much of a noticeable increase in risk levels.
During the evenings, the weather in STALKER 2 is particularly striking, with strong gusts of wind, clouds of dust, and frequent thunderstorms that make finding your way challenging. It’s surprisingly simple for a usually noisy creature to approach unnoticed amid such commotion.
Lightning deals damage to any living thing it hits, and it can also scorch trees, which is an awesome (and occasionally terrifying) touch.
In contrast to their past counterparts in earlier games, the mutants within STALKER 2 exhibit a distinctly new approach to combat.
Finding mutants proves frustratingly difficult, yet their increased toughness offsets this challenge as a common flesh-like creature, once insignificant, could drive a solitary scavenger to seek higher ground in fear.
In simpler terms, “Controllers are remarkably durable, and this can be quite irritating given their previous difficulty to defeat. However, their 3D design appears less impressive compared to other game characters.
Beyond mutants, there’s a noticeable discrepancy in the portrayal of characters. For instance, some characters maintain rigid, default postures when relaxing, whereas others exhibit a more natural, human-like demeanor.
Exploring the Zone offers a variety of mushroom species, some of which you might accidentally touch while walking, giving you a feel reminiscent of the textures from the 2007 version of STALKER.
Abnormalities often share a consistent trait: some are mesmerizingly lovely, such as the swarm of drifting splinters that can inflict numerous wounds without much notice. Others might seem fitting for a video game from the PlayStation 2 era.
Meaningless Survival Mechanics
In line with the de-Russification process for the series, GSC opted to use coupons instead of the rouble in STALKER 2. This digital currency aligns better within the game’s universe as transactions are facilitated through virtual wallets connected to the user’s PDA (Personal Digital Assistant).
As a gamer, I’ve found that amassing wealth quickly at the start isn’t as simple as it might seem. The majority of my initial earnings are tied up in essentials like repairing my weapons and armor, leaving me with little to spare for other purchases.
The quality of your suit isn’t suitable for artifact hunting, as the initial areas lack significant abnormal structures needed for that purpose. Furthermore, the Echo detector offers minimal improvement over simply tapping an anomaly with a stick.
Luckily for you, it was decided by STALKER 2 that a thorough review of the survival mechanics from earlier games in the series wasn’t necessary, as they concluded, “We can do without them.
In the realm of Stalker, supplies like food, beverages, and medication seem omnipresent, given its connection to the outside world. However, this abundance makes it feel somewhat contrived or excessive.
Ambushing a group of bandits chilling in a garage should not net you enough food for a week.
In a change from its roots, STALKER 2 opted to reconsider the survival mechanics of the past and concluded, “We can do without these elements.
In this game, just like how sleep functions as a feature, and energy drinks are available for boosts, what sleep essentially accomplishes is adjusting the game’s clock to your preferred time (which feels redundant given the brevity of the in-game days). On the other hand, energy drinks serve solely to enhance your character’s endurance.
“Here, you have the convenience of being able to unload an abundant amount of items to merchants at significantly reduced costs, without having to fret over its impact on future possibilities.
If you enjoy taking on extra missions and are looking to acquire some appealing weapons for their restoration, there’s a questionable group at the Junk Yard who regularly offer such tasks, with some being less morally ambiguous than others.
It was at this point that my experience with STALKER 2 started to improve markedly.
Performing tasks for somewhat suspicious individuals granted me greater liberty to traverse the vast open environment, enabling me to devise my unique approach to resolving the challenges presented by the Zone.
When you are retrieving a package for a trader you do not care for, you can ignore the hamfisted voice lines or the artificial sense of urgency in the plot, because you are just there to earn some money and shoot some people.
This compact “gig simulator” truly feels like a divine gift for gamers, including myself, who have immersed themselves deeply within the sandbox of STALKER Anomaly.
Where To, Stalker?
Instead of being a survival-horror game like its predecessors, STALKER 2 has evolved into an action-packed title that unfolds within a bleak universe. While the game’s engaging battle system and stunning graphics may attract players, it unfortunately falls short in delivering a satisfying follow-up to the STALKER series.
It’s unfortunate that things are this way because there are instances when you still experience the same magnetic draw, reminiscent of your initial visit to the 100 Rads bar.
It’s been clear that GSC is committed to robust modding for STALKER 2, and if the modding community around Anomaly is any sign, this game has a promising future. Regrettably, at present, it doesn’t meet expectations.
Closing Comments:
Currently, STALKER 2 offers an engaging experience with considerable promise, but it’s premature to label it as excellent. The game is so immersive that you might effortlessly invest a hundred hours without realizing it, particularly if you’re a fan of its predecessors. Nevertheless, performance glitches, inconsistencies across multiple aspects, and rough presentation are hindering factors that may prevent the game from reaching its full potential until a significant makeover occurs.
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2024-11-20 17:15