S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

As a seasoned gamer with over two decades under my belt, I’ve seen it all – from the pixelated landscapes of the 90s to the breathtaking vistas of modern games. Yet, S.T.A.L.K.E.R. 2: Heart of Chornobyl has left me feeling like a lost wanderer in a beautiful yet barren wasteland.


It’s likely that S.T.A.L.K.E.R. 2: Heart of Chornobyl will be a game that evokes strong opinions. Some people will adore it, while others may dislike it, with many finding themselves fluctuating between the two extremes, as I do. The atmosphere and exploration are captivating, but I yearn for alternative modes of transportation. The encounters with military personnel and other humans offer an intense experience, but the monsters seem to drain the fun out of my gaming sessions. I enjoy interacting with the systems and mechanics, yet I feel that the gameplay could offer a greater sense of immersion.

As S.T.A.L.K.E.R. 2 advances steadily towards excellence, it occasionally stumbles on its journey. I remain optimistic that with time, the developers and the modding community will assist it in reaching its intended destination.

The first step

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

If you’ve ever played a S.T.A.L.K.E.R. game before, you’re familiar with the setting. For those who are new, S.T.A.L.K.E.R. 2 is situated in Ukraine after multiple nuclear disasters, not just the one in ’86. A second explosion occurred in 2006, resulting in a warped, anomalous, and dangerously hostile area known as the Zone.

Living within The Zone carries significant risk. It’s like no other entity, offering harsh weather, genetically altered creatures, radiation leaks everywhere, and oddities. These unusual environmental threats distort gravity, influence time, emit fire and electricity, and can cause destruction wherever they materialize. Despite their perilous nature, witnessing them is awe-inspiring, as each one alters and impacts the immediate surroundings in unique ways.

It was thought that the disturbances causing chaos within the Zone were isolated, but this turned out to be untrue as Skif’s house suddenly blew up into a blazing ruin. All that remained was an odd artifact – a mysterious leftover from anomalies, which holds untapped possibilities. This specific artifact is inactive and demands Skif to journey to the Zone, locate an anomaly, and reactivate it using a scanner provided by one of his scientist acquaintances.

In the Zone, things never seem to go as expected, and that certainly holds true for Skif. He’s found himself in a dangerous predicament, losing his companion, the scanner, and the valuable artifact he intended to sell for a new home. From now on, Skif’s main objective is to locate those responsible for the attack, retrieve his stolen artifact, and perhaps teach them a lesson by giving them a few black eyes in the process.

Walk before running

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

As an enthusiast, diving into S.T.A.L.K.E.R. 2, I’m hurled headfirst into its treacherous landscape without a moment’s hesitation. The game’s introduction serves as a rapid tutorial for the array of tasks that will consume my attention for countless hours to come – engaging in combat with soldiers, scavenging equipment, identifying and dodging anomalies, amassing artifacts, confronting diverse mutant species, and finishing quests.

Soon enough, I found myself in a genuine settlement, where I promptly disposed of anything unnecessary, kept items for later use, and discarded whatever was left. My pack now light and waiting to be filled with treasure, I engaged in conversations with the town’s men before embarking on my next adventure.

In my decision, I chose to aid a man in trouble who was surrounded by raiders. Grabbing a rifle with a scope, I embarked on an adventure guided by a marked location on my map. As the story progressed, it led me to a fortified compound guarded by soldiers. It was at this juncture that S.T.A.L.K.E.R. 2 began to show its true colors – offering both exciting and challenging experiences.

Finding your rhythm

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

There’s a satisfying sense of precision when systematically and strategically sweeping through an enemy-filled stronghold. I felt like a seasoned operative, moving silently in the shadows, peeking around corners, neutralizing threats, and concealing my actions with strategic grenade throws. It’s crucial because every band of adversaries presents a significant danger and demands careful consideration on how to eliminate them effectively.

Although clearing camp areas can be thrilling, the excitement often diminishes when enemy respawns disrupt progress. I’d clean one part of the base and before completing my circuit back to the starting point, the adversaries had already respawned. In my thoughts, I deserved a peaceful opportunity for looting and exploration, but instead, I found myself under fire from newly spawned enemies that emerged from buildings I had cleared mere minutes ago.

Playing S.T.A.L.K.E.R. 2 can be quite challenging, given that it emphasizes harsh survival and difficult encounters. The game seems to strive for a level of realism, featuring weapon upgrades, attachments, and different ammo types, but it doesn’t fully deliver on depth.

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

Although the game allows you to adjust ammo and switch weapons, there’s no mechanism for going prone or much information about bullet behavior or weapon stats beyond displaying damage and range as a simple bar. This lack of detail makes it feel more like playing in a shallow puddle rather than exploring a deep pool. Additionally, character development is limited to eating for better combat performance and drinking energy drinks to restore stamina; there’s not much else to your character.

It’s disheartening that these systems are appealing enough for investment, but unfortunately, they are currently in place. I enjoy rummaging through my equipment, sorting things out (although it can be a bit awkward), and figuring out which artifacts I should use in each situation to either gain an advantage or counteract a disadvantage.

Catching your breath

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

After blasting my escape from the fortified area, I aimed towards trekking back to camp with my fully stocked rucksack. I had appreciated my stroll there, taking in the meticulously crafted landscapes and huddling within shelters during the tempests, but now I found myself faced with a grueling, stamina-draining crawl back to civilization that was made all the more tiresome by the scarcity of spontaneous gameplay out in the wild.

In essence, much of your journey back usually involves pressing ‘W’ for extended periods until you arrive at your destination. Along the way, you may pass by a few structures, but they often contain little more than ammunition. If fortune favors you, there might be an anomaly or artifact to discover. Surprisingly, encounters with hostile mutants weren’t as frequent as anticipated, and I rarely came across other S.T.A.L.K.E.R.s roaming the land. In summary, S.T.A.L.K.E.R. 2 presents a solitary experience where desolation seems to stretch towards infinity.

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

While I understand that rapid travel isn’t typically present in games like these, it would be wonderful if there was some way to expedite the process or offer a diversion. An auto-walk feature would have been incredibly useful. In fact, I stumbled upon an old bicycle that I could have repaired myself, or perhaps one of the tech guys could do it for me.

Upon my return to town, I managed to sell sufficient equipment to cover repairs and enhance my current possessions. Unfortunately, this game lacks complexity. There’s no bartering option available and all upgrades are solely purchaseable with in-game currency. You won’t stumble upon components or materials for specific gun upgrades out in the world either. It’s disappointing, as I yearn to fully immerse myself, but my craving for a richer experience remains unsatisfied.

In the game, I was consistently teetering on the edge of being thoroughly captivated, but the engagement would break apart every time a monster popped up. The fights against enemies are well-done, but whenever a creature appeared, I’d let out a sigh. Mostly, these creatures share the same AI and attack behaviors: charge at you, perform a small jump or swipe, then retreat. This isn’t much of an issue with hordes of rats or dogs, but it becomes a real problem when dealing with larger opponents that are essentially bullet sponges.

These boots are made for walking

S.T.A.L.K.E.R. 2: Heart of Chornobyl review: I would walk 500 miles

In simpler terms, S.T.A.L.K.E.R. 2 provides a robust foundation for future developments. The setting, particularly the Zone, is packed with flair, and the mechanics it has are worth exploring, even if they may seem thin compared to similar games in related genres.

If I weren’t so captivated by this breathtaking universe, my rating would be less favorable. Additionally, if there were more activities and a more immersive experience, it might have earned an even higher score. I believe that fans of the S.T.A.L.K.E.R. series will find a familiar comfort in this game due to its visually stunning world, the palpable sense of loneliness, and intense human faction battles.

Thankfully, S.T.A.L.K.E.R. 2: Heart of Chornobyl continues to be on course for greatness. It’s merely requiring a touch more care to reach its goal. I can only hope the remainder of this trip will move along swifter than Skif’s pace.

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2024-11-20 17:28