Though it has sufferednumerous delaysover the years, it seems like the highly anticipatedStalker 2will finally be seeing a full release in November 2024. With that date drawing near, GSC Gameworld has started ramping up the promotional material for the game, including an extensive developer deep-dive video, showcasing the game’s mechanics, gameplay philosophy, and even an unscripted walkthrough of one of the game’s many quests.
Stalker 2is shaping up to be a true sequel to the original trilogy in many ways, adapting its oppressive atmosphere, emphasis on simulational gameplay, and, of course, continuing the story of “the Zone.” There are loads to appreciate about the game based on this deep dive, so here is a list of just a few of the best things that were teased.
7Heavy Emphasis on Story
Continuing the Ongoing Story of the Zone
While players of the popularAnomalyorGammamods might not be used to aStalkerexperience that’s heavy on narrative, the series has always had a narrative focus driving the player across the Zone.
Whether it’s in search of loot, people, or even themselves,Stalkeris fundamentally astory-driven franchise, and it looks likeStalker 2will not only be continuing that story, but enhancing it with new tools and tricks. Utilizing first-person cutscenes, and motion-capture performances by actors, among other things,Stalker 2seeks to evolve the franchise’s storytelling.
6No Shoehorned RPG Mechanics
Stalker 2 Knows Exactly What Kind of Game It Is
These days, it seems as though every game has to haveRPG-like mechanicsin it, even if it’s unwelcome. This can mean something like a leveling or perk system that grants new advantages or abilities to the player as they progress through the game.Stalker 2, however, is wisely excluding such mechanics, instead choosing to rely on the game’s natural difficulties to challenge the player.
This makes the progression curve a bit more naturalistic, as players don’t suddenly deal extra damage or gain the ability to mantle or something. These are things they do from the outset. Each player enters the Zone with the tools to succeed, it’s up to them to figure out how to use them.
5Simulational Elements
The Environment is the Real Enemy
One of the things that is emphasized the most in the developer deep dive is the game’s simulational mechanics. Not only will the player have to be on the lookout for environmental dangers like anomalies and such, but they will also need toeat, drink, and sleep,as well as maintain their weapons in order to be as efficient as possible.
There are radiation effects, psychic effects both from anomalies and enemies and other lingering dangers that the player will need to prepare for and address while in the Zone. Another danger is the all-encompassing storms that may prove deadly to the player if they don’t find shelter in time.
4Anomalies of the Zone
Dangers Come In All Shapes And Sizes
In the Zone,anomalies are mysterious lapses in the laws of realitythat may affect the player in various ways, mostly dangerous, however. InStalker 2, as with the other games, anomalies are one of the principal dangers that the player will have to be aware of at virtually all times, both visually and auditorily. Some anomalies can be beneficial, however, as the deep dive showed one in particular cushioning a player from a high fall.
These are likely to be in the minority, however. The zone is stated to be segmented into twenty biomes, each with its own flavor of deadly anomalies, some of which have been seen already, such as burners, vortexes, electros, and plenty more.
3A-Life 2.0
The Ambitious AI System Returns
GSC Gameworld revealed some new details about the heavily discussed A-Life AI system that the series is known for. In the past, theStalkergames were known for their relativelycomplex and lifelike AI, when it comes to humans, wildlife, and mutants alike.Stalker 2aims to increase its depth even further. In particular, the developers spoke about advancements made to enemy intelligence, how they act in combat and interact with the world, as well as how faction hierarchies work in relation to player actions.
Factions are stated to be more fluid with regard to leadership as well as how they execute their ideological agendas and survive in the Zone (if they do at all). The goal seems to be to make the Zone and the people within it feel as dynamic and lifelike as possible, thereby increasing the replay value.
2The Zone, Larger than Ever Before
GSC Is Teasing An Incredible Open World
Stalker 2is set to feature one of themost impressive open worldsseen thus far in gaming. At over 60 square Km in size and twenty unique sections, this incarnation of the Zone far and way exceeds each of the original trilogy’s depictions put together. It being fundamentally the same location, however, means that many of the trilogy’s points of interest will return inStalker 2.
Many of these places will be expanded to varying degrees, such as the Old Church shown in the deep dive’s quest demo. Other returning locations include the Brain Scorcher facility, the Quarry, Rookie Village, and a whole lot of other classic locations. Given the scope of the map, it’s very likely that the game will have an insane number of new locations for the player to explore, especially since the map seems to be more accurate to real life.
1Enemy Types
The Zone Will Have Plenty Of Enemies, Both Old And New
Many ofStalker’sfan-favorite enemies can be seen in the developer deep dive, some of them for the first time since the game was announced. Zombies, of course, made an appearance during the quest demo, in which they occupied the pumping station, along with a pair of Controllers. The video also teases the nightmare fuel that is the Snork, which up until now had yet to be seen in promotional material for the game. Mixed in was some footage of combat with the new Bayun mutant, a cat-like creature that can mimic the sound of a Stalker to draw the player in.
Many of these enemies have unique qualities about them. For example, Controllers deal Psy-radiation damage upon eye contact, Zombies only die from headshots, and so on. The demo also showed unique ways of turning the environment against certain enemies, such as baiting a pack of Flesh mutants to charge into lethal anomalies.