Regardless of its technical issues and a rating of 7.5/10 on OpenCritic, STALKER 2 has garnered genuine affection from players, which isn’t solely due to their loyalty as series enthusiasts. Admittedly, the original STALKER games (Shadow of Chernobyl, Clear Sky, and Call of Pripyat) amassed a devoted fan base with their challenging survival mechanics, unsettling ambiance, captivating world, and complex narratives. However, fans’ patience wouldn’t extend for 15 years to welcome an ordinary sequel out of mere nostalgia. If it were genuinely inferior, we would have recognized it by now.
After investing over 150 hours into the game, players have started to observe that the developers appear to have given extra attention to the initial portion of the game. This raises a question: Is STALKER 2 still incomplete, or does the Zone maintain its intended emptiness?
Is the Zone half-finished?
Toward the final stages of playing STALKER 2, several gamers have observed that the number of side missions decreases significantly after the initial zones, leaving only a few tasks outside the main plot. This is further complicated by the fact that some optional objectives from the main story are incorrectly labeled as side quests in the journal, giving the illusion of more available tasks than there actually are. In truth, the game offers fewer side missions than the 75+ that many anticipated.
SergaelicNomad pointed that:
…You can SEE the development of the game deteriorate the farther you go from Zalissya…
The progression of the main storyline becomes increasingly straightforward, leading to a diminished sense of choice or alternative paths, and an impression that later stages are incomplete or hastily finished.
The interactiveness of factions and non-player characters (NPCs) seems to decrease as the game advances in STALKER 2, which highlights the importance of the A-Life system. However, contrary to expectations that this system would be improved upon, it appears to be more restrictive than in previous games.
It’s not unexpected that STALKER 2 fell short of expectations, given the long-standing challenges in its development. The game’s grand initial aspirations inevitably led to some compromises, a common occurrence when projects are too ambitious. Furthermore, it’s worth noting that the original games encountered similar difficulties but ultimately improved over time.
But is that a bug or a feature?
On the contrary, some gamers claim that the world in STALKER 2 is intentionally left sparse – and that’s precisely the idea. A vast landscape with limited activities creates a sense of solitude, aligning perfectly with the game’s eerie ambiance. The Zone isn’t intended to buzz with action; rather, it should evoke a feeling of danger and desolation.
ChrisAKAPiefish92 says:
In simpler terms, isn’t the desolation of the Zone supposed to be its defining characteristic? Yet, I still encounter groups of people and mutants frequently enough that it doesn’t feel deserted to me. I just can’t comprehend why others perceive it as empty.
The issue isn’t that there’s too much isolation, but rather it feels shallow due to uninteresting combat and loot systems, as well as underdeveloped NPC interactions and faction dynamics. In essence, while the game is expansive, it lacks substance, creating a somewhat empty experience. However, fans remain optimistic that GSC Game World will rectify these issues through updates or expansions.
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2025-02-11 19:02