Platforms:
PC, Xbox Series X|S
Released:
November 20, 2024
Publisher:
GSC Game World
Developer:
GSC Game World
STALKER 2: Heart of Chornobyl had a tough development cycle, marked by financial challenges, multiple suspensions, and a global crisis that shook its very foundations. Originally announced in 2010, the game faced setbacks from company dissolutions and massive layoffs to the devastating impact of the Russian invasion of Ukraine. After all this, it’s remarkable that we even have the game in front of us today.
Emerging from development limbo, STALKER 2 aims to bring the cult-classic predecessor into the modern era. It’s an open-world game that masterfully captures the bleak, immersive atmosphere of The Zone but stumbles over an array of technical and design issues. Whether these flaws are worth enduring depends on your tolerance and love for the franchise.
Tales from The Zone
Let me start with the cold, hard truth. When I first booted up this game, I hated it. The build I got my hands on just a short week ago was a trainwreck: broken lighting, voice lines that sounded like they were stuck in a tin can, guns that decided to go silent mid-firefight, dialogue that felt… off, and crashes galore. It was a slog. But then, a miracle happened—patches. Glorious, life-saving patches. Over the last few days, the game has turned itself around, and I’m actually having a blast exploring The Zone, dodging anomalies, and embracing the brutal beauty of this wretched world. That said, it’s still rough around the edges and “polished” isn’t a word I’d use, but consistent updates are promising. Let that colour everything I discuss ongoing.
STALKER 2: Heart of Chornobyl takes you back to The Zone, a mysterious, radiation-soaked area surrounding the Chornobyl Nuclear Power Plant. You step into the boots of Skif, a seasoned Stalker navigating a treacherous wasteland filled with deadly anomalies, mutated creatures, and rival factions vying for control. The Zone has become a magnet for adventurers seeking fortune, scientists unravelling its bizarre phenomena, and mercenaries fighting for dominance. The heart of the story lies in your quest to uncover the truth behind the area’s secrets, explore its sprawling landscapes, and interact with its morally questionable people.
“…an endearing jankiness true to the game’s roots, although the overall effect can be more distracting than charming.”
This sequel thrives on emergent gameplay, crafting a journey that evolves with your decisions. With four potential endings, choices can lead to unexpected and sometimes unsettling consequences. Side quests and major storylines change whether you choose to help, ignore, or betray. You might accept what has been described as a straightforward mission to retrieve an item from a cave, only to find yourself battling an invisible monster in pitch darkness. After barely making it back, you’ll think twice before trusting the next seemingly harmless request, especially if your gear or circumstances aren’t ideal. Fully uncovering the game’s narrative web requires multiple playthroughs of the roughly 35-hour main story. With so much to discover, it’s a deeply immersive experience where morality is constantly challenged and outcomes rarely align with expectations.
While STALKER 2: Heart of Chornobyl immerses you in a haunting adventure, it’s hard to ignore the adjacent issues that detract from the experience. Skif, your protagonist, delivers the best voice performance, though that bar is set rather low. Many NPCs suffer from wooden, hammy dialogue, mispronunciations, and awkward exchanges, clearly betraying the challenges of development. These moments add an endearing jankiness true to the game’s roots, although the overall effect can be more distracting than charming.
Character animations and models are generally a little wooden, with their rigid movements and bland looks breaking the tension in dialogue. Many of the characters blend together as unjust Europeans or Americans doing their best to survive in the unforgiving wasteland. While a few do stand out, most are forgettable. You could argue that this fits the tone, where everyone is expendable and survival trumps individuality. However, for a game that emphasises narrative and player choice, this lack of distinct, memorable characters makes it harder to fully connect with the story.
My initial experience with STALKER 2: Heart of Chornobyl reminded me of The Elder Scrolls V: Skyrim or even Oblivion on launch. Both of them were incredibly buggy, yet their stories perfectly complemented the vast, open-world adventures they offered. What set those narratives apart were the memorable characters that brought the world to life. As a result, STALKER 2 feels like the original Shadow of Chornobyl, a game from 17 years ago, for better or for worse.
Playground of peril
Gone are the loading screens that once separated STALKER’s distinct maps; now, you can explore The Zone as an interconnected world where wilderness, abandoned settlements, and fortified military bases blend naturally. You can freely enter buildings or move between areas without interruption, heightening immersion as you traverse this haunting landscape.
The weather systems are almost like their own character with how distinctly vivid they are. Haunting blues of foggy nights and intense green storms with gale-force winds add tension to exploration. The most extreme event, the “emission” turns the world blood-red, with lightning and thunder shaking the ground, starting a rush for shelter as instantly killing winds flood the area. This urgency makes survival more exciting, forcing you to stop whatever you’re doing and seek safety. The weather is a huge step up from the original and elevates the setting.
“The weather systems are almost like their own character with how distinctly vivid they are.”
Anomalies in the STALKER series are signature remnants of The Zone’s instability and vary in their deadly effects. For example, electrical anomalies deliver lethal shocks and gravitational anomalies crush victims by pulling them into the air. All types are marked by subtle visual cues, such as flickering sparks or air distortions, forcing careful navigation. To detect anomalies and pass them fleetingly you can throw bolts that trigger their effects, creating a tactile sense of exploration and survival.
Enemies are as dangerous as ever, with familiar threats like mutated dogs and grotesque humans making their return. The wildlife is reactive, showcasing behaviours like pack hunting and dynamic territorial disputes between factions or creatures. You constantly get stuck in the middle of disputes while travelling, although the variety of enemies feels limited over time once you’ve faced them all.
The AI, however, is a double-edged sword. Enemies are neither clever nor adaptive and often stand out in the open or get stuck in doorways. However, their accuracy and damage output compensate for their lack of common sense. This forms a strange balance: encounters are challenging, but not necessarily for the right reasons. Still, the occasional firefight where you stealthily dismantle foes one headshot at a time perfectly channels the STALKER vibe.
Tools of survival
When the game functions as intended, it’s a joy to play. Gun combat feels sharp and satisfying, particularly when using Skif’s starting pistol to pick off enemies with well-placed headshots. The sense of progression, scavenging for supplies, and managing your inventory of healing items (bandages, food, alcohol for radiation, and med kits) adds to the survivalist thrill. Breaking crates with a knife to uncover loot feels as tactile and satisfying as wielding Half-Life’s iconic crowbar.
“…radiation, hunger, and bleeding… these mechanics keep survival forefront of gameplay.”
Rather than levelling up through skill trees or stat boosts, Skif improves stats by equipping artifacts and upgrading equipment. Often found near anomaly clusters, artifacts provide benefits like increased gunfire resistance but often come with trade-offs, such as added radiation exposure. Rare artifacts, offering only positive effects, reward you for taking risks.
Equipment is more straightforward, with new weapons and gear to find and upgrade. At technician shops, you can spend currency from missions or trades to apply modifications that improve damage, reduce weight, or boost protection. These systems are fairly basic but they are still integral to the survival loop. They add depth to resource management and progression, encouraging exploration and adaptation to The Zone’s challenges.
Survival mechanics remain central, with radiation, hunger, and bleeding returning as key systems. Radiation is a constant hazard in hotspots around wreckage, requiring protective suits, artifacts, or countermeasures like medication or vodka. Indicators show poisoning levels, letting players react before fatal damage occurs. Hunger impacts stamina, with food items needed to restore balance. Ignoring hunger eventually results in death, though food is readily available. Bleeding from injuries causes health loss over time, requiring bandages to mend. While streamlined and easier to manage with an abundance of items across the wasteland, these mechanics keep survival forefront of gameplay.
Unfortunately, controls and UI need more tweaking to maintain the immersive experience. For starters, the PC controls are a bit of a maze. Leaning with Z and C? Not exactly ideal when you’re trying to dodge bullets or sneak around. Interacting with vendors is another headache. Initiating a conversation is fine, but the trade option is buried under the E key, or if you want to repair your gear with a technician, you’ll need to hit Q instead. It feels like a bunch of buttons could be consolidated into a smoother, more logical flow.
As for the UI, it’s like someone threw their breakfast at your screen and hoped it would stick. The huge, colourful compass and markers are very distracting. They don’t quite fit with the game’s gritty, atmospheric vibe. Sure, you can turn off the UI or increase the opacity, but the game still displays huge icons every time you try to open a chest or when you mark a new quest. The map itself is cluttered with so many symbols and guff making it hard to quickly take a look and situate the next objective or where you are exactly. A more minimalist design, or freer customisation of scaling and specific HUD elements, would’ve fit the gameplay much nicer.
Visual highs and technical lows
STALKER 2: Heart of Chornobyl is a feast for the eyes when the game’s world isn’t trying to kill you. The Zone is gorgeous, with stunning vistas that shift from sun-dappled clearings to nightmarish blood-red skies when emissions roll in. As mentioned, the dynamic weather is a visual triumph, making you feel like you’re constantly at the mercy of nature’s fury.
While the environment is visually stunning, it can be marred by graphical issues. Despite recent improvements, dynamic ambient lighting overexposes or underexposes rooms during the day, with sunlight or darkness messing up the balance, making your flashlight a constant companion. You’ll also encounter texture pop-ins, particularly in busy areas like Zalissya. It’s a shame because the world is breathtaking at its best.
“STALKER 2: Heart of Chornobyl is a feast for the eyes when the game’s world isn’t trying to kill you.”
The sound design in Heart of Chornobyl is where things get real. The ambient noise like distant growls, the ominous hum of anomalies, and the haunting winds are expertly crafted to make you feel like you’re never alone. The world is constantly alive with sound, setting a tense, unsettling tone that keeps you on edge.
Just when you’re getting lost in the atmosphere, audio bugs pop up. Gunshots occasionally fail to register, and sometimes the voices and mixing are completely off, sounding too clean or inappropriate for the space. On top of that, NPCs can get stuck in a loop of hilariously annoying dialogue. One guard repeated “Watch it!” endlessly once I passed him, and trust me, it became comical really fast.
Performance is also a mixed bag. You’ll be blown away by the sweeping landscapes and insane attention to detail, but then you’ll hit a frame rate drop in busy areas like Zalissya or a handful of crashes to the desktop that make you question your settings. Playing around with all the graphical and display options, these technical glitches still seem to be present and will knock you out of the moment. The game just doesn’t seem optimised. In saying that, these are all technical concerns I’m positive GSC Game World is likely aware of and will hopefully be rectified soon.
Despite all the above problems and my initial aversion, I find myself enjoying STALKER 2: Heart of Chornobyl. There’s something undeniably alluring about how The Zone seems alive with danger and mystery. It has this awkward charm, a sort of rough-around-the-edges personality that somehow works in its favour, as it has for many other games that have gone on to be successful. Sure, the game stumbles hard, yet its atmosphere pulls you in like a cold fog you can’t escape.
7
Good
Positive:
- Captivating and immersive survival
- Vivid, dynamic weather and world
- Choices lead to emergent gameplay
- Sharp and precise combat
Negative:
- Bugs and crashes abound
- Clunky controls and UI
- Distracting and stiff characters
- Needs a few more patches
STALKER 2: Heart of Chornobyl is an anomaly. It dazzles with stunning visuals, an eerie atmosphere, and gameplay that captures the soul of the original series. Yet, like The Zone itself, it’s plagued by technical glitches, inconsistent performance, and design missteps that get in the way of its lofty ambitions. Despite its flaws, STALKER 2 has a strange magnetic force, and once you’re in, it’s hard to look away.