STALKER 2 needed more time
As I walked through the lowland marshes with a fierce wind at my back, my thoughts shifted from my immediate task to the land around me. When officials were looking for a suitable site for what would become the Chernobyl nuclear power plant, the area where the Pripyat and Dnipro rivers meet likely seemed ideal. It was an industrial hub, developed over generations by skilled workers; ample materials like rock, sand, and gravel were readily available just beneath the surface; and there was an abundance of cool, flowing water to supply the demanding reactors. What remains today is a vast, dark wasteland — over 60 square kilometers of damp desolation.
What STALKER 2: Heart of Chornobyl reveals, more than any other game I’ve encountered, is how the very environment can oppose our best efforts. While GSC Game World’s intricate and ambitious systems operate seamlessly behind the scenes, this virtual slice of Ukraine remains calm and distinct, a captivating and enigmatic location that I find irresistible—even when it’s intent on my demise.
What I thought would be a quick route to the next mission site has unexpectedly led me to a standstill. I had to slog through almost half a kilometer of mud just to reach solid ground and regroup. I examined my suit and breathing mask — both were already below 90% efficiency. I would need at least six functional firearms to barter for repairs, but I only had two weapons that I had scavenged. Just as I stood up, the storm hit with full force.
STALKER 2 is filled with various quests that lead you through a devastated environment toward a mysterious destination, often with only a vague idea of how to reach it and what actions to take upon arrival. Typically, these missions involve eliminating a target or hunting for a rare piece of technology, with the intention of returning it to its rightful owner. Sometimes, both tasks are intertwined. There are different groups at play, such as the authoritarian Ward, the utopian Monolith, and various freelance mercenaries looking to make some money, to name just a few. Yet, it seems that the most perilous and awe-inspiring aspect of the Zone is the land itself.
The STALKER series began in 2007 with STALKER: Shadow of Chernobyl and presents an alternate timeline where the Chernobyl nuclear disaster is just one of the many strange occurrences in northern Ukraine. This game uniquely combines elements of survival horror with high-stakes tactical shooting. Players face various threats, including anomalies—strange, unreal phenomena that can ensnare you, fling you around, or even injure you if you get too close. These anomalies are also quite demanding on your graphics card. In fact, just recently, the game's recommended hardware requirements were raised, many years after the development process began. Additionally, players must contend with wildlife, like mutant boars that hunt in groups and grotesque four-legged creatures that bounce around and foam at the mouth as they roam the terrain. But the most formidable threats by far are the storms.
Known as "emissions," these storms blanket the sky with dark, swirling red clouds. Lightning bolts shoot down from above, sometimes striking alarmingly close, coursing through the trees and creating tiny sparks and flames that flicker across the ground. They are both captivating and lethal. Suddenly, the sound of a warning on an open radio snaps me out of my daze. I quickly unzip my backpack, toss the two stolen guns onto the ground, and sprint toward the nearest shelter.
That's when the conflict starts.
One of the standout features of the STALKER series is its famous A-Life AI, a dynamic system that allows the game's NPCs and creatures to exhibit lifelike actions independent of the player’s presence. As I navigate through the Zone, I frequently get surprised by distant gunshots and explosions. Occasionally, I'm the target of an ambush. At other times, I'm witnessing a firefight that I don’t even engage in. However, with the emission occurring overhead, it’s tough to notice this specific skirmish until I'm practically right there.
With less than a minute to go before the front of the storm hits the shelter I'm heading towards, I spot two groups of three people locked in an intense gun battle around a low brick building. The sound of shotgun blasts and gunfire, along with the explosions of grenades and the cries of the wounded, fills the air, all drowned out by the fierce red wind howling through the area. Lightning illuminates the darkness. In a panic, I open fire on the last remaining fighter as he aims his rifle at me. I fire a quick shot and then swiftly jump through the door into the shelter, slamming it shut just in time. I can hear him perish, consumed by radiation as the storm engulfs him.
Inside, there's a small room cluttered with garbage and discarded vodka bottles. A couple of grimy mattresses lie next to a puddle on the floor. I light the oil lamp, reload my guns, and have some bread with sausage. I bandage a cut that I don’t even recall getting. Alone, I watch the flames flicker until the storm calms down. If circumstances had changed, some of the other guys might have been here with me, sharing laughs and strumming a guitar around the fire.
Picture: GSC Game World
Instead, after the chaos of the firefight settles down, I'm left to confront the consequences. Six lifeless bodies are spread out on the ground. As I get closer, I notice that some of their decapitated heads appear to float briefly before snapping back onto their bodies — a frustrating glitch as the digital models load in with refresh from my viewpoint. One of the fallen, presumably a soldier from the Ward, is awkwardly stuck in a T-pose, slumped at an odd angle next to a rock. Another victim is half-buried in the dirt, and his valuable weapon is nowhere to be found, likely swallowed by the ground and lost for good. Astonishingly, one man is still alive. However, the option to use a med kit on him is malfunctioning, so I pull out my pistol and shoot him in the head to silence his cries. The sun rises.
Just as I’m about to take my shot, I spot a group of mutated boars that have stumbled into the area but seem to be stuck in the uneven ground. They snarl and get all worked up while I pull the trigger, hitting the man in the head. The boars are spinning around in circles amongst the bushes near the camp as I wrap up looting his body. I don’t even think about shooting at them before I leave. Bullets are just too costly to waste.
It's the quiet moments following intense fights that disrupt my experience, clearly showing that STALKER 2 required more development time. It’s tempting to overlook these bugs and find solace again in the bleak beauty of the environment. However, it's the clumsiness of the combat that consistently brings my mood down. After almost 40 hours of gameplay, the outcomes always tend to repeat themselves — a frantic shootout lacking subtlety or logic, resulting in a heap of corpses that resemble something from Garry’s Mod or Fallout 3.
For enthusiasts of tactical shooting games, particularly titles like Escape from Tarkov and the Call of Duty franchise, there's significant promise in this experience. Initially, the variety of guns seems somewhat restricted, but it soon expands, offering fresh and unique options for exploring and wreaking havoc. However, aspects such as the A-Life AI, character animations, physics, and in certain areas the lighting and textures, feel somewhat unfinished at launch. Despite their organic feel, these encounters fall short of the expectations that were set.
However, these issues aren’t impossible to overcome when it comes to gameplay. I've discovered that a combination of 20-gauge slug rounds and a bag of small brown grenades can tackle almost any challenge, especially those posed by underground creatures. Plus, if you're enthusiastic about collecting and using a variety of unique rifle cartridges in battle, I have some good news: the developers have stated that STALKER 2 will function properly after the anticipated day-zero patch. That said, it might be wise to wait at least another month before diving in.
For those who enjoy expansive, open-world games like DayZ and Horizon Zero Dawn, your moment has arrived. A stunning new environment is at your fingertips, featuring over 60 square kilometers of challenging wilderness just waiting to be explored, regardless of any enemy AI. When you feel worn out from navigating swamps, hills, sinkholes, and dilapidated cottages, the densely packed industrial zones offer intricate networks of crumbling factories that will appeal to even the most adventurous urban explorers. Below the surface lies a wild and daunting wasteland filled with unimaginable challenges and terrors. However, it's worth noting that various game mechanics still require some refinement to reach their full potential.
Best of luck to you! You'll definitely find it useful.
STALKER 2: Heart of Chornobyl is now out for Windows PC and Xbox Series X, and it can also be accessed with a Game Pass Ultimate or PC Game Pass subscription. The game was evaluated using a nearly finished version supplied by GSC Game World. Vox Media has affiliate relationships that do not affect editorial content; however, they may receive commissions for products bought through affiliate links. For more details on Polygon’s ethics policy, you can click here.