Key Takeaways
- Stalker 2 captures survival well but falls short on introducing key enemies like the original game.
- You can encounter the iconic Bloodsuckers and Controllers, but Stalker 2 lacks the intense terror of the originals.
- Stalker 2 loses the original’s natural, unscripted horror edge, making enemies feel like video game setpieces.
As a veteran Stalker player who has braved the Chernobyl Exclusion Zone countless times, I must say that my heart raced with anticipation as I embarked on my latest journey into Stalker 2. The thrill of the unknown, the fear of the unknown, and the sheer unpredictability of the zone – these are the elements that have kept me hooked for years.
In Stalker 2, regardless if you’re navigating a perilous minefield of mysteries guided by your device, or seeking refuge in a bombed-out Soviet installation, it skillfully rekindles the raw, adrenaline-fueled feeling of survival that the original trilogy achieved so masterfully.
Despite its notable high points, how it presents main adversaries falls short when compared to the initial game. The new Stalker 2 fails to evoke the same level of fear experienced in exploring Agroprom Underground, Shadow of Chornobyl’s most thrilling location.
At Agroprom Underground, Stalker gears up for some intense business. After several hours of battling bandits and soldiers, reclaiming outposts, and possibly encountering dangerous anomalies and radioactive strays, you reach this sprawling complex. However, Agroprom is a long, dreary, and claustrophobic journey through an apparently endless network of tunnels that feels like a never-ending marathon.
Meeting The Bloodsuckers
Beyond having the army as a barrier to leaving, Agroprom also introduces two infamous enemies from the Stalker series. The first one greets you upon entering the facility, its arrival signaled by a terrifying roar. This is your initial encounter with the Bloodsucker – swift, powerful, and most unsettlingly, almost invisible. It will shatter any remaining sense of security with a nerve-wracking battle for survival that stirs up panic.
For many years now, I haven’t played Shadow of Chornobyl, yet that particular encounter remains clear in my memory. In contrast, Stalker 2 introduces the Bloodsucker as one of the initial enemies you’ll face within the Zone. This encounter has all the elements of a classic Stalker experience, with tension building from the stillness of night to a shocking battle. However, something seems off about it.
Instead of the oppressive fear that pervades Agroprom, here you find spacious freedom and vegetation that aids in spotting elusive foes. Unlike stumbling into a mutant’s deadly lair by accident, you’ve been led to an open battlefield tailored for engaging a mini-boss in combat.
In later encounters with the Bloodsuckers, you’ll find challenging battles such as one in a flooded structure on Wild Island. These instances are thrilling, but the initial meeting leaves much to be desired.
In Shadow of Chernobyl’s Agroprom, the Bloodsucker is merely the beginning. You transform into a lone Stalker, wreaking havoc on everything in your path, surviving by the slightest margin in what I consider to be not just my favorite part of Shadow of Chernobyl, but also one of the most captivating sections throughout the entire Stalker series.
With blood streaking down your face and ammunition dwindling critically, you spot the exit at the end of a long, dimly lit hallway. You cautiously move forward, but a chilling scream echoes behind you. The scene abruptly changes as the camera hurtles back to reveal the menacing figure of Stalker’s most formidable enemy: the Controller.
An Unforgettable Moment
Although Bloodsuckers serve as Stalker’s unofficial mascot, Controllers are the most striking characters. These psychic mutants can induce hallucinations and attack from a distance, making them challenging foes that leave a lasting impression. Just like your first encounter with a Bloodsucker, fighting Controllers for the first time is an experience you’ll remember long after leaving Agroprom.
From the start of Stalker 2, I found myself apprehensive about running into a Controller. I knew it was inevitable, so every dark corner or shadow seemed to hide one, ready to liquefy my brain tissue at any moment. My anxiety built up, and I hesitated entering each new room due to my certainty of what lay ahead. However, when the encounter finally happened, I felt a bit let down.
In Stalker 2, it’s possible that your first encounter with a Controller will be on Wild Island. Two siblings assign you a mission to explore a nearby factory, although one brother assigns the task while the other expresses reluctance and holds his head in distress. The factory is teeming with zombies of their comrades, and there are persistent rumors about a beast lurking beneath the structure.
It could’ve easily been apparent that there was a controller around, with signs flashing ‘Caution: Controller Present!’ or something similar.
You battle your way past intricate obstacles, slaying Zombies and gathering their loot until you’re heavily armed, until you reach the ominous, intricately designed combat zone. A spacious room filled with hiding spots, situated at the end of a long, nearly labyrinthine structure, and hidden away at the back is the Controller, ready for a clash, as if we were both preparing to start a fight.
This instant is reminiscent of a video game, yet it carries an unsettling authenticity. Stalker isn’t just a series of pre-arranged stages; it’s a harrowing exploration of mankind’s mistakes, where the consequences are as real as canned food turning into mush in your hands. It aims to feel raw and unscripted, even when the events were carefully planned.
In the original game, Agroprom stood out as it underscored the apathetic nature of the Zone. Nothing in this place seems to mind whether you live or die. If you’re struggling with the Bloodsucker or can’t navigate around a Controller, that’s alright – you’ll simply perish. However, Stalker 2 appears to have softened some of the ruthless aspect that I crave in the series, and I long for it to give me a tough time.
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2024-12-09 20:05