S.T.A.L.K.E.R. 2: Heart of Chornobyl is a splendid and challenging experience.
Enter the zone.
Walking alone in S.T.A.L.K.E.R. 2: Heart of Chornobyl evokes a particular feeling. Imagine wandering through damp, misty swamps, surrounded by giant reeds. A dark purple sky covered in clouds fills the screen, while rusty machinery looms in haunting silhouettes. In the distance, the sound of approaching gunfire is accompanied by the unmistakable moans of a mutated beast. The experience of being in a hostile environment that doesn't care about your survival intensifies the primal sense of freedom it offers. Living in the Zone is to experience a strange kind of freedom: a display of existence where every step counts.
In this world, walking is fundamental. In S.T.A.L.K.E.R. 2, an absorbing yet somewhat problematic sequel to the iconic 2000s shooting trilogy, the map, based on the real exclusion zone created after the 1986 nuclear disaster, spans 64 square kilometers. Objectives are found in crumbling buildings scattered across the hostile terrain, and you embark on a long journey (ideally with a functioning gas mask), carrying a metal bolt alongside your rifle. It’s wise to throw the bolt from time to time to detect anomalies that distort the air or generate sharp fragments in the atmosphere. Contact with these phenomena can quickly become fatal.
This incarnation of the Zone is a glorious and painful mix, capable of competing with other iconic locations in popular culture, like the restricted site in Andrei Tarkovsky’s film Stalker or Area X from Jeff VanderMeer’s Southern Reach novels. It's exciting to see how the Ukrainian studio GSC Game World evokes its native landscape in a way that challenges the usual conventions of open-world video games. In S.T.A.L.K.E.R. 2, the Zone does not rise but extends horizontally. When you find a good view, you only see a glow of swamp and grassland. Its color palette is notably muted, with shades of dark browns, sickly greens, and coal blues.
The inhabitants of the Zone are almost all downcast men who consume energy drinks. Their presence in this extreme environment seems related to fleeing from something in their lives or a reflection of their own psyche. The protagonist, Skif, experiences both as his home is consumed by an anomaly, driving him into the Zone in search of answers, only to get embroiled in a plot over a valuable artifact. The narrative offers the freedom to ally with different factions, from a military group called Ward to a band of dreamers led by an individual named Scar. However, it becomes difficult to follow the thread of loyalties and grudges between characters, adding a layer of confusion.
The early moments of the game are challenging. With scarce resources, you begin a quest for damaged weapons prone to failure, and as you progress and your weapon collection expands, the experience becomes more forgiving. Emergent situations guided by artificial intelligence, which made the original franchise famous, start to manifest, creating chaotic and fun moments. In one mission, while facing mutants alongside other hunters, a rivalry erupts into an uncontrollable shootout. On another occasion, leading enemies to a faction's gates triggers an intense and organized defense choreography.
S.T.A.L.K.E.R. 2 does not merely repeat the achievements of its predecessors; its open world deepens the walking simulator experience. Preparation becomes even more crucial due to the vast setting, combining elements of navigation, combat, resource management, and rest, all within a day-night cycle that impacts gameplay. During prolonged treks, you find yourself reflecting on your actions, even about the tendency to eliminate important characters, despite maintaining good relations with them. The Zone tends to transform those who inhabit it, and the player can become one of its monsters.
When S.T.A.L.K.E.R. 2 functions as intended, it becomes an emergent sandbox capable of generating both dark and humorous moments, giving the impression of a self-sustaining world. However, due to its problematic development—which forced more than half the team to relocate from Kyiv to Prague because of the war—some aspects are uneven. Combat, while agile and responsive, presents flaws, such as enemies that ignore dangers and others that appear suddenly. These slip-ups detract from the immersive atmosphere.
S.T.A.L.K.E.R. 2 arrives with nearly reached potential. After around ten hours of play, Scar shares his vision of the Zone, highlighting its "dark side" that can strip humans of their free will and the "bright side" that emphasizes the wonder of this transformed place. With some improvements, the game could become a more dazzling version of itself. Currently, it requires embracing its quirks to truly enjoy its essence. The feeling of surviving in an indifferent environment, accompanied by thunder and the distant sound of gunfire, never fades away.
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