Summary
- An original developer behind Stalker discusses the massive undertaking of the originals.
- The original series was filled with harsh deadlines, and heavy ambitions.
- A mixture of burnout and large goals led to the cancellation of the original Stalker 2 project.
Over here in the gaming world, I’ve been living the dream as part of the team behind Stalker 2 at GSC Game World. In the midst of a relentless conflict that’s been turning our lives upside down, we’ve managed to create something truly remarkable. Critics have taken notice and showered us with praise. Just yesterday, we hit an astounding milestone – 6 million players diving into our game world! It’s a testament to the resilience and creativity of our team, even amidst adversity.
It might come as a shock, but you should know that this wasn’t the initial effort for a comprehensive Stalker 2. In fact, after the successful run of the original trilogy, the team embarked on the ambitious project of creating a sequel.
During an extensive conversation with Eurogamer, Andrii Verpakhovskyi – a key figure in the creation of the initial Stalker series – delves into the unique environment at the original development studio, shedding light on the contrast between their early days and the atmosphere prevalent in western studios, particularly due to their inexperience.
Furthermore, he examines the initial blueprints for Stalker 2 extensively, including how the high aspirations resulting from the success of their earlier games eventually proved to be their downfall.

As Verpakhovskyi explains, the initial development process for the Stalker series might surprise you, since the team lacked any formal higher education altogether. Instead, they approached their project with an informal, DIY attitude, reminiscent of building something in a garage but on a slightly larger scale.
In spite of having little prior experience and being faced with a challenging deadline of only six months, the team responsible for the initial release, Shadow of Chernobyl, managed some extraordinary accomplishments. For instance, they developed AI agents that were more intelligent than the average human. These agents were so smart, in fact, that their intelligence had to be intentionally reduced for the game’s launch.
The atmosphere was somewhat reminiscent of managing a city crew… Every action aimed towards achieving goals, interspersed with moments of unpredictability. Essentially, it boiled down to maximizing enjoyment while constructing the game we were developing.
In the constant tug-of-war between tight deadlines and deep passion, Verpakhovskyi details how their primary aim was to create a game they could be truly proud of, rather than seeking validation from a broader audience. Before achieving widespread acclaim, any criticism they faced originated within their own team.
As they started to taste victory, their aspirations expanded, making it progressively challenging to keep up with deadlines. For instance, after constructing the initial stage of Clear Skies, the team discovered that they had approximately six more months left and eleven additional levels to create, which was a daunting realization.
The Stalker 2 That We Never Got To Play

Following the completion of the original trilogy, it appeared that the combination of ambitions and deadlines proved to be the decisive factor affecting their capacity to release Stalker 2, as the team was significantly drained due to stress and exhaustion.
By the third match, resources had become so scarce that they repurposed their Quality Control team as designers. Verpakhovskyi muses, “they were a stunning group of ruffians and lunatics, a genuine depiction of the raw street culture in Kyiv’s industrial district during that era.
Instead, the developers set their sights even higher for a more comprehensive Stalker 2 experience. They intended to explore the zone’s secrets in greater depth, enriching its history and expanding upon the puzzles introduced in the previous installments.
Regarding gameplay, the team aimed for “the fresh game to establish itself as a groundbreaking example of open-world shooters, comparable to how the original Stalker did.” Needless to say, achieving such a lofty goal was incredibly challenging.
In our attempt, we aimed to reach a standard akin to Pixar’s, but unfortunately, we fell far short of achieving such remarkable excellence.
After experiencing extensive exhaustion, Verpakhovskyi departed from the team, leading to the cessation of further development within less than a year.
Due to severe burnout, Verpakhovskyi left the team, and as a result, the project development came to an abrupt halt within a short period.
As I wrap up our chat, Verpakhovskyi shares a heartwarming tale about encountering the team behind Stalker 2 at Gamescom. In a symbolic passing-of-the-torch moment, he confidently says, “I can feel it – they’re going to create an extraordinary game, truly honoring the essence of the original Stalker.” As a fellow gamer, I couldn’t agree more!
Despite the challenges that could have derailed its production, it’s astonishingly remarkable that we now have a Stalker 2 in our hands, given the substantial burdens associated with its creation. For a deeper understanding of the original Stalker’s development journey and the long-awaited Stalker 2, we strongly advise you to check out the original interview.
Read More
- IP PREDICTION. IP cryptocurrency
- PSP PREDICTION. PSP cryptocurrency
- NYM PREDICTION. NYM cryptocurrency
- CTK PREDICTION. CTK cryptocurrency
- Taxman Cometh for Crypto King 🤑
- USD VES PREDICTION
- How to watch A Complete Unknown – is it streaming?
- RLC PREDICTION. RLC cryptocurrency
- INJ PREDICTION. INJ cryptocurrency
- EUR PKR PREDICTION
2025-03-06 23:33