S.T.A.L.K.E.R. 2: Heart of Chornobyl Game review
author: Izabela Budzynska
STALKER 2: Heart of Chornobyl Review - Zone, How Much We Have Missed You!
The day has finally come when we can enjoy the release of Stalker 2. Many years after the first announcement, GSC Game World has delivered another adventure in the heart of the Zone.
This review is still in progress. The map in Stalker 2 is too big to quickly explore every corner or advance the story far enough to draw final conclusions. Hence, the final game review will appear after some time.
Stalker is the kind of series that once it grabs your attention, it never lets go. You keep thinking about the Zone, its dangerous beauty, and the adventures you experienced there. Of course, none of the games in the series (Shadow of Chernobyl, Clear Sky, or Call of Pripyat) were ever considered the messiah of gaming. Still, their raw beauty and dense atmosphere always made it a pleasure to return to this "last raid for artifacts." Moreover, an active community consistently shares new mods, books, LARPs, or films that analyze specific parts of the Zone.
That's why the first announcement of Stalker 2 in 2010 was a cause for celebration for many fans, an opportunity to delve back into the mysteries of a place so brilliantly developed by GSC Game World. However, as quickly as the announcement came, the hopes of stalkers worldwide were extinguished. More and more problems piled up in front of the studio, until finally the news about Stalker 2 went silent for many years...
Till then! The second announcement of the continuation of the post-apocalyptic hit from 2018 has once again ignited the fire of excitement, and finally, we have the launch day that I, as a longtime fan of the series, have been eagerly awaiting.
However, I must ask one question - who is this game intended for? Will a veteran of the series find something for themselves here? Or will a rookie stalker be able to explore the Zone and find some fun in it? Let's answer these questions!
Game difficulty - how to start, Stalker?
We start the game by choosing the standard difficulty level. We have three options to choose from: Rookie (Story), Stalker, and Veteran.
Descriptions indicate that there are dependencies between the plot and combat. The higher the difficulty level, the more challenging the fights become, requiring a more tactical approach such as hiding and sneaking. We deal more damage, but we also sustain more, and death (both ours and that of humanoid opponents) often comes down to one or two well-aimed bullets. Preparation for the expedition also plays a bigger role at higher levels. Reloading a weapon at the wrong time can quickly result in our death on "Veteran," which might be forgiven at "Rookie" and "Stalker" levels. Furthermore, anomalies will quickly finish off a careless Veteran.
So which level should we choose? I definitely recommend the “Veteran” level to long-time fans of the series - it's challenging and makes you feel "at home" again. The opponents are strong and resilient, but not overwhelming; we often have to use our brain more.
I encourage beginner players to try out the "Stalker" mode, which balances the storyline and combat, allowing you to learn the rules prevailing in the Zone and how to respond to some of them. There is no need to fear this level of difficulty, but it's important to approach the game with the right mindset, which includes being cautious and vigilant towards the world.
It's worth noting that the devs themselves recommend selecting the "Stalker" difficulty level for beginners. In "Rookie" (Story) mode, we get to know the world in controlled conditions, but only a fraction of its potential - after all, the struggle for survival is a crucial aspect of the series.
Game Premise - what happened to you, Stalker?
We literally start Stalker 2 with... an explosion. In the apartment of our main character, Skif, there is an explosion that destroyed half of the apartment. In the middle of this scene, there is a strange, flickering object - an artifact - that will accompany us during our adventure.
The game, through a narrative cutscene, slowly shows us the power and beauty of the Zone, where a red emission storm is raging over the power plant - exceptionally deadly for those who are inside of it. The interview heard on the radio not only reflects the scientific and political attitude towards the Zone but also describes the accident at the center of which we were. What did we decide to do after something like that? Learn more about the mysterious artifact in a place where there are plenty of them.
Together with our companion and driver, Hermann, we are heading to the border that separates the Zone from the rest of the world. Due to military operations that have closed off the area with a cordon, we are unable to access it by any other means than by sneaking. Hermann is convinced that the object we carry with us is unique and we will discover its secrets after we charge it with the right amount of energy.
So equipped with a scanner, an artifact, and a few items necessary for survival, we jump over the fence, starting the real game.
Players starting their adventure with Stalker may wonder: "Do we always have more questions than answers?" and the answer is always "yes." Stalker 2 follows the familiar path set in previous installments, so we receive only a small amount of information and that must be enough for us. Our protagonist learns with us, he often discovers not only himself but also the secrets of objects or missions he has undertaken. Skif knows little about his mission, just like the protagonists of the previous installments - Major Diegtiarow (Call of Pripyat) investigating the causes of the helicopter disaster, Scar (Clear Sky) investigating the causes of the emissions, or Marked One (Shadow of Chernobyl) trying to complete the mission left for him on the PDA.
Moreover, Skif himself admits many times that he had little to do with the profession of a stalker, apart from occasionally selling so-called "dummies," which are the cheapest artifacts that were exhausted after being taken out of the Zone. His military experience and gun save him from oppression, but nothing else, as the Zone was just a distant history for him. This is a peculiarly nice approach towards a new player, as they don't feel lonely in discovering the Zone - they are in the same situation as Skif. It's normal to ask questions and not know certain obvious facts about anomalies or mutants, as many people here see you as a newbie.
Veterans of the series, on the other hand, will experience similar sensations as in the case of previous games - just another day in the Zone, which calls to you when it feels like it, neither later nor earlier. In my opinion, however, despite the experience I already had under my belt, the game could still pleasantly surprise me, giving us new anomalies or opponents.
It's also worth mentioning that the beginning of the game is a tutorial explaining a few basic issues, such as controls, stealth, and avoiding anomalies. All of this is gathered in our handy PDA, in the "Tutorial" section if we would like to go back to them. The game smoothly leads us along then, and the constant advice from Hermann or other NPCs guides us to the next locations, presenting new challenges that prepare us for the open world of Stalker. We are introduced to the first mutants and the collection of artifacts from anomalies, as well as the importance of shooting and escape for survival.
Will the veterans be bored at this moment? Absolutely not! Without spoilers: during the tutorial, we meet "old friends," who may seem like a strange choice for a tutorial, but they are the perfect mix of nostalgia for older players and great learning for beginner stalkers.
Do you need to know the previous installments of Stalker to play Stalker 2?
That's a difficult one. Many statements presented by NPCs refer to past events, places, or characters, such as the legendary stalker Strelok, who discovered the center of the Zone for other seekers. There are also missions that are the aftermath of events from the past. In most cases, however, it's a nice wink to the experienced players. Skif can ask questions if he doesn't understand something because a lot has changed in the Zone in the meantime. Many old organizations have collapsed or transformed into something new. Therefore, if we aren’t concerned about the lack of complete knowledge about certain events, we can comfortably play Stalker 2 and make decisions as if they were made by Skif - just another dude in the Zone.
World and story - the most dangerous gem of the world, Stalker!
Undoubtedly, the greatest strength of the Stalker series is the presented world. For many years, GSC Game World has developed the Zone, making it an enticing place to explore, filled with memorable people and stories. It's no different in Stalker 2, which continues the tradition of its predecessors.
The first entry into the Zone, right after jumping over the fence, shows us its dangerous beauty. The stunning night views, auroras, and the moon are captivating. However, you shouldn't look at them for too long, because you never know when mutants or bandits will attack you. The same applies to observing anomalies - watch, marvel, but at a safe distance. One of the stalkers in the starting location left a fantastic impression on me as he stood on the bridge, using binoculars to observe the terrain, all illuminated by the sunset. Beauty in a sea of danger - this is a feeling that will probably accompany those who decide to play Stalker 2.
New players - don't expect a beautiful retro post-apocalypse straight out of Fallout. The world of Stalker 2 is harsh and very Slavic. Destroyed homes, factories, forests, or bus stops can often be found while traveling along roads, and they are unique to Eastern Europe. The interiors of buildings for many players from these areas may seem familiar as if they were visiting destroyed versions of their grandparents' houses where they spent their holidays. It's also a highly sentimental feeling, and maybe even a motivation to explore similar places in real life. GSC Game World did a great job in this regard, serving up something familiar and real, but altered by the events unfolding in the Zone. Many locations that we visit in the game also have their counterparts in reality!
As I have mentioned many times, the world of Stalker is a dangerous beauty. Amid all the admiration for the appearance of the Zone, I shouldn't forget about the threats in the form of mutants or anomalies. Each of them, however, is unique in its own way and many of them are memorable. This applies especially to mutant designs, which can terrify not only with their abilities but also with their appearance. I wouldn't wish for anyone to encounter a Leech in the dark basement of a building, which often happens in this game - a heart attack is guaranteed! Several enemies have been carried over from previous installments of Stalker, but they have been redesigned to match the new appearance and engine. We will encounter several types of minor anomalies, but also large and unique Anomaly Fields, where it's worth stopping for a moment. Each of these phenomena has a unique appearance, which allows us not only to categorize them in our minds but also to easily distinguish or avoid them. So kudos to GSC Game World for great projects.
Stalker 2 also greatly emphasizes the importance of human relationships in the Zone, a place detached from the ordinary world, thus governed by different rules. It's often repeated that we should only take care of ourselves and no one will help Skif if he gets into trouble. Our heroism in aiding a wounded stalker during a fight often only results in a nod of thanks from the person we saved, and the loss of a first aid kit. The intervention could end in our death or loss of valuable ammunition, so are we ready to take such a risk? Maybe it's better to pretend not to hear any guns?
Skif sometimes reacts to these types of events and has the opportunity to comment and judge them. A good example of such a situation is one of the locations in the first zone of the game, where, after hearing gunshots, we come across a small farm. Suddenly, a group of dangerous, mutated pigs charges at us from over the dead body of one of the stalkers. After the fight, Skif has the opportunity to talk to the second survivor present there, only to learn that he closed the door in his dead comrade's face during the attack. The survivor emphasized that he would be a fool to open it for him, and simply called the dead man an idiot. Skif can either reprimand the stalker, which makes the other guy angry or agree that survival is the top priority. In the end, as one of the characters in the game says: "The biggest enemy in the Zone isn't mutants, but another human."
However, the game often bets on the brotherhood between newcomers that came to the Zone. This is shown well during rest in the villages of stalkers, such as Zalissya. Stalkers share stories, experiences, and joke or play the guitar to soothe their nerves. Also, orders related to finding missing stalkers are driven more by concern than purely by profit. Many of them can honor the death of their companions by setting up makeshift tombstones for them. It creates a wonderful, unique community atmosphere, which is a great advantage of Stalker 2 and something that makes you return to this world to wade further into this heavy, melancholic atmosphere.
Stalker 2 effectively evokes these emotions, even if many of these situations aren't directly linked to the game's missions but are simply a supplement on our journey.
Game Mechanics - keep your weapon checked, Stalker!
Stalker 2 is certainly a game that rewards careful and attentive exploration. A player focused on fast shooting and rushing may be quickly humiliated by the Zone. Often even a pack of dogs can defeat an armed-to-the-teeth stalker, if he lets them surround him, and a careless escape can end up in falling into an anomaly. Regardless of the difficulty level chosen, Stalker 2 is for those who are willing to heed the advice of other stalkers and acknowledge that the Zone is a dangerous place that demands respect. Immersion certainly helps in survival.
Our protagonist needs to be properly dressed, armed, and have the appropriate amount of food and medicine with him. Of course, we should remember not to overload him, as he will run slower and get tired faster. So difficult decisions arise: "Should I take less ammunition or maybe less medicine?," "Do I really need this weapon?," "What if I find artifacts there, but I won't have space for them anymore?." This type of mechanics forces us to take a survival approach.
In this case, so-called "stashes" are aiding us. Our character has a personal stash in the areas where stalkers sleep, but it's also possible to take over other stalkers' stashes in the field. We find these by searching their bodies and PDAs.
We also test our caution with the mentioned PDA, where we not only collect missions but also review the map or notes. It's worth looking at it only when we are one hundred percent sure that we are in a safe place because the game doesn't stop when we are looking at the tablet. Furthermore, being exposed to bright PDA light at night causes our eyes to readjust to the darkness for a few seconds.
The creme-de-la-creme of Stalker mechanics is still artifact hunting. We often acquire artifacts not only for sale but also to assist us in our expeditions. Some of them reduce the damage received or increase our health, but they can also expose us to a dose of radiation. Stalker 2 brings back the mechanic of searching for artifacts, known from Call of Pripyat, which involves using detectors. We are using the detectors (like "Echo" or "Bear") once more. The more modern the detector, the easier our hunt may turn out to be. It's worth mentioning that acquiring artifacts in anomalies requires certain skills and patience. We often need to go to the specified location indicated by our detector and search around until we hear a distinct sound, as artifacts have a tendency to move. Some artifacts might be located deep within the anomaly field, so the immortal bolt will assist us in identifying a secure path. Upon being thrown, it will enable us to determine the extent of the anomaly or temporarily deactivate it, allowing us to pass through safely. The feeling of successfully moving through a large field of such anomalies is really good!
Moreover, in Stalker 2 we can finally take a closer look at our artifacts, to fully appreciate their design.
Our weapon is, however, our primary means of survival. Stalker 2, like its predecessors, emphasizes the importance of preparing weapons appropriately for specific situations. It isn't cost-effective to carry an entire stock of ammunition or a collection of weapons, but it is reasonable to select them according to the situation. The GSC Game World team has also effectively simulated the sensation of "feeling the weapon" - each shot is noticeable in our movements, the recoil has its effect, and drawing or reloading the weapon isn't a quick and easy task.
Taking care of the weapons and armor we use is crucial, as repairing them is essential to prevent a malfunctioning weapon from jamming more frequently, resulting in additional seconds in battle that we don't want to lose to eliminate a stuck shell. Armor, on the other hand, gradually loses its properties, which reduces our chances of survival. Each of these weapons or armors can be upgraded, either with the assistance of Technicians located in villages (such as reducing weight or enabling the carrying of more useful artifacts) or "on the go" by simply adding upgrades to the weapon, such as attaching a silencer to a pistol.
While we're on the topic of improvements and repairs, it's worth mentioning the game's economy. It's worth noting that the Zone and the stalkers arriving here are cut off from ordinary items from the outside world, so the prices at local merchants may seem prohibitive to us, as well as the repairs. Improving items also requires us to make appropriate financial investments, as well as decisions about how long we will keep a given piece of equipment. However, you shouldn't worry too much about this because there are plenty of opportunities to earn money or acquire useful items. There are side quests from NPCs that allow us to earn some money, sometimes we save someone from a difficult situation and they give us some credits, and we can always sell an artifact.
The game rewards exploration - we can find many interesting items by walking around the area, completing missions, and searching hiding places. I'm currently playing Stalker 2 on "Veteran" difficulty, and I'm not complaining about the lack of ammunition or medicine. I have the opportunity to sensibly distribute them among several stashes that I have prepared.
Problems and bugs - be careful out there, Stalker!
Unfortunately, there has to be a fly in the ointment and this is often related to how the game performs. As I mentioned, the Stalker series has never been among the perfect games, and Stalker 2 also can't be counted into this category.
The game is full of bigger or smaller bugs. Some examples of them are:
- inability to complete quests, because the item I needed didn't appear under the marker or the key character didn't want to talk to me;
- from the accounts of colleagues from the editorial office: the complete disappearance of underground locations, which hindered further exploration;
- disappearance of sounds or HUD elements;
- disappearance of visible tags and replacing them again with question marks;
- levitating dead characters in the air;
- occasional game crashes;
- NPC getting stuck in doors;
- models are sometimes stuck into the ground.
Stalker 2 frequently respawns enemies. I often had to walk carefully along the road and look around in all directions, only to have a group of soldiers and stalkers suddenly appear behind me. How did they get there? Is this Zone's magic or something else? Of course, such situations can sometimes be turned to our advantage, but most often they are simply strange.
The AI also sometimes glitches when loading the game, and the enemies looking for you can suddenly stand still, completely forgetting about your existence until you approach them again. However, I cannot deny AI's caution when it works correctly. Opponents are on the lookout for you, attempting to flush you out of hiding with grenades, and also encircle you when given the chance. Many mutants also sensibly hide behind obstacles when they can't easily reach you, waiting for the right opportunity to attack.
Unfortunately, bugs in Stalker are nothing new or unforeseen by more experienced players. However, let's hope that GSC Game World will take all the reports to heart and release regular patches to fix the game, so they won't interfere with exploring the Zone.
What about performance?
This is also a tough question. Together with my colleagues from the editorial team, we often encountered situations where the game was lacking in this regard, there were glitches, errors with lights, and shadows or textures. In my experience, the game ran relatively smoothly with a few random frame drops, but I consider it to be an exception rather than the rule. During the pre-release testing of the game, large patches were regularly released. I also recommend our technical review of the game.
Music and sound - do you hear it, Stalker?
The sound design and effects were also a distinctive feature of the previous installments of the series, and that remains true in Stalker 2 - but here it has been even more accentuated.
From the very beginning of the game, we can immerse ourselves in a sea of sounds. Anomalies buzz, nature lives and rustles, and the fauna inhabiting the Zone make themselves known with a growl, roar, or buzzing. Often the sound of nature is so deceptive that you get the impression that a mutant is just running behind your back. It increases the feeling of threat. Furthermore, the sounds that Skif makes also dynamically change - on a wet surface, we will have the impression of soaked boots.
I will also consider it a pro that most mutants have their own unique sounds, which are clear enough to help you recognize what you might be dealing with as soon as you enter the building. Moving carefully through the wilderness, you will quickly hear dogs or wild boars, and the roar of the Leech cannot be mistaken for anything else. Moreover, the sounds of gunfire also allow to quickly determine where they are coming from.
During the game, we are accompanied by a gentle ambient, which blends well with the sounds of nature. It works more effectively in underground areas or tunnels, where the atmosphere of Stalker 2 leans towards horror. The developers effectively evoked a sense of tension, as even in such an intense atmosphere, every step we take seems really loud, especially when we kick a metal can or wire - then the impression of being heard is all too noticeable.
It's also worth mentioning the voices of the characters. I am a fan of playing Stalker in its original language, which is Ukrainian. In Stalker 2, characters have distinctive voices in this language with different tones or sounds, which allows them to be recognized and even guess their character or intentions. They aren't exaggerated, but rather the kind of voices we could hear on the street. Their tone betrays amusement when they tell good jokes and embarrassment when they tell bad ones. The actors were able to convey the characters' emotions and keep us in suspense, even in scenes where a bit of dramaturgy was required. Skif's voice is credible and suits him well, it corresponds to the sentences he utters and reflects his character. He appears to be a tough and somewhat stern man, perhaps even a bit weary of life.
The situation is similar in English, individual actors performed quite well. Many of them adopt accents that give their voices color. They are mostly well-chosen, they also sound good and are definitely pleasant to the ear. They are also slightly higher than those of Ukrainian voice actors. Skif's voice in the English version sounds much younger, in my opinion. It might be just an impression, so check it out and decide for yourself!
The biggest advantage of Stalker 2 is definitely the return to classic and immortal guitar songs. Fans of the series will find many old favorites that warmed the hearts of stalkers in Shadow of Chernobyl or Clear Sky, while new players will have the opportunity to experience them for the first time. It's worth taking a few moments to sit down and listen to them, as these pieces fit well into the heavy atmosphere of the Zone. Interestingly, these songs don't seem perfect; you can hear a few false notes or clumsily struck strings. However, this lack of perfection nicely adds a touch of human nature.
One of the things that might appeal to veterans who spend hours listening to music from Stalkers is the ability to play the guitar while sitting by the fire. You will find one of them in Zalissya!
An interesting addition to the series is a radio, which allows us to listen to more songs and broadcasts. Often, its sound adds to the horror atmosphere, especially when we hear the radio playing alone in the middle of an abandoned shipwreck.
Although this may not be a perfect game, it must be honestly said that no one ever expected this from Stalker. The atmosphere, harshness, and unforgettable adventures in the Zone matter - and Stalker 2 has more than enough of that.
Find all our reviews on Metacritic and Opencritic.
Visuals - there's beauty here, Stalker!
I have mentioned multiple times that the Zone is a beautiful and dangerous place, and the visual design excellently shows that. Previous installments of Stalker, while effectively capturing the bleak atmosphere, presented the same grimy shades of gray, brown, and muted yellow. Stalker 2 showcases a lot more engaging use of color and contrasts, while still retaining the characteristic and familiar color palette.
Forests, interiors of buildings or houses are at the same time strangely familiar, but also more refined. This is especially visible in the case of places often frequented by NPCs such as bars, shops, or command centers. Added details in the form of posters, furniture, or carpets create a homely atmosphere, which well reflects the eastern climate of the game.
The atmospheric phenomena also appear fascinating. Sunsets in the right places are breathtaking, storms are powerful and especially terrifying in open areas. In heavy rain at night, you can hardly see anything beyond the tip of your nose. So it's good to sometimes stop in a safe place and observe the weather for a while.
A nice addition is showing the "physicality of the character." There was no shortage of interactions with weapons in the previous parts of the series, further enriching them heightened the protagonist's "feeling." Scenes of eating canned food or bread, as well as bandaging oneself or making hand gestures, may seem like a waste of precious seconds, but they are an interesting visual aspect that adds character not only to the game but also to Skif.
Since we are discussing the physicality of the characters, it's worth paying attention to the models of individual characters. Although they fit into the atmosphere, especially with their outfits or appearance, we cannot deny the fact that by today's standards, they seem a bit stiff. While this is a significant improvement over previous installments, it may come as a surprise to some new players who are used to certain graphic effects. Nevertheless, the almost cinematic scenes look remarkably believable.
The developers also focused on much clearer graphic elements related to specific threats, such as bleeding. Also, when we leave the area full of radiation, our screen will gently flicker on the edges until we lower the level with medication or a bottle of vodka. In case of bleeding, our screen is flooded with drops of blood, slightly interfering with our entertainment.
Similar to the previous installments, Stalker 2 also effectively uses the work of its graphic designers, enriching the loading screens and journal screen with unique concept art. Each of these works accurately reflects the character of the Zone and the adventure. I would happily hang a few of them above the computer.
Does the HUD interfere with enjoying the Zone? In my opinion, the HUD is designed very modestly, however it still includes all the necessary elements. During prolonged inactivity, it disappears, blending into the background. There is also the possibility of customizing individual elements and disabling, for instance, character names or the compass above our head.
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