Posted on: January 9, 2025

Reaper9988
Games: 885 Reviews: 5
Call me when the game is out of Beta.
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Chornobyl Exclusion Zone has changed dramatically after the second massive explosion in the year 2006. Violent mutants, deadly anomalies, and warring factions have made the Zone a very tough place to survive. Nevertheless, artifacts of unbelievable value attracted many people called S.T.A.L.K.E.R.s, who entered the Zone for their own risk, striving to make a fortune out of it or even to find the Truth concealed in the Heart of Chornobyl.
Take over a role of the lone stalker and explore photorealistic seamless open world in a 64-km² radioactive zone with a variety of environments that reveal post-apocalyptic atmosphere from different angles. Make your way through the Zone to define your destiny as you choose your paths within highly branching epic story.

Meet members of different factions deciding who of them worth your friendship and who deserve a bullet. Engage intense gunfights with a variety of enemies that follow different tactics trying to outsmart you. Choose your preferable firearms from 30 types of weapons with numerous modifications that allow creating hundreds of distinctive lethal combinations.

Prepare to encounter horrifying mutated creatures that will try to slaughter you following different behaviour model. Each mutant may appear in different subtypes which makes their behaviour less predictible. Truly extreme danger represent regions with lairs with numerous mutants hunting in large groups.

The most valuable artifacts and secrets of the Zone are hidden in the most dangerous places. Beware of the hazardous anomalies and unique devastating arch-anomalies as you hunt for highly valuable artifacts scattered around the Zone. Will you dare to unveil the mysteries of the Zone that took lives of many others before you?


S.T.A.L.K.E.R. 2: Heart of Chornobyl © 2024 GSC Game World Global Ltd.
S.T.A.L.K.E.R. 2 is a registered trademark of GSC Game World Global Ltd. All other trademarks, logos and copyrights are property of their respective owners. All rights reserved.
Game length provided by HowLongToBeat
Posted on: January 9, 2025

Reaper9988
Games: 885 Reviews: 5
Call me when the game is out of Beta.
See Title
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Posted on: May 31, 2025

Ledunk
Games: 105 Reviews: 4
Middling
Playing Shadow of Chernobyl was great, I get that it had alot of "gaps' in content and poor pacing , poor gunplay, underplayed survival mechanics, and a poorly presented story mostly through a journal. What that game had that I now know as the A-life system, so I'll try to explain like so many others have how that impacting your experience. A-Life made it so that NPC's across the game world were persistant, you meet a stalker in the field picking up some loot off a body and adding it to his inventory, you go trade with him he has that loot, you meet him farther up the road and he got punked by some dogs and you revive him now your best buds and he will defend you if he ever sees you in trouble. The game world was broken up by large open design levels, and if you traveled to them you could very well meet your new friend there doing whatever, you could also make enemies same deal, mutants roamed from area to area dragging bodies around to eat them. This was the critical element in the game that kept it interesting, of course gearing up was fun but without A-life the game would've been dull after you finished the few set piece missions. STALKER 2 A-life went through trouble, I guess it has to due with resources because once again a dev team decided a game must be a seamless open world at the expense of the far more important stuff. So now they have randomized spawns around you poorly simulating the first games spawn method, this also adds to the frustration to player because the ai is spawned right near you at aggro ranges. So the games come with alot of the same problems and missing a critical element, we do have a better presentation with sound, acting, story but it means diddly if it is boring. list of negs -ai is aimbot accurate -ai spawns in 60m area around you -empty world -bad flashlight -bad time compression -ai has no persistance or is meaningless as rep and levels aren't tracked -more to list but I'm tired of editing
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Posted on: November 23, 2024

randomik
Verified ownerGames: 24 Reviews: 2
Do not buy until perf is optimized
Currently unplayable. Sure, it might say 60 FPS, but it feels more like 20. For a first-person game, performance optimization isn’t just important—it’s non-negotiable. Otherwise, aiming feels less like precision and more like pain management!
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Posted on: November 22, 2024

FridaLaDogga
Verified ownerGames: 322 Reviews: 2
It's fine, i guess.
The game feels almost the same as its older iterations. It is actually pretty fun, but it has one major flaw. And no, I'm not talking about optimization or bugs—those issues were present in the older games too. The real problem is that the game lacks the A-Life system. Instead, it has been replaced by a random event generator which, to be honest, is quite bad. Sometimes, it even re-spawns random enemies right in front of me just 30 seconds after I’ve killed them. Apart from that, the game is pretty enjoyable.
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Posted on: November 23, 2024

LehaUA
Games: 232 Reviews: 9
Years go by, but the jank is immortal
Think I've played enough for first impressions. It looks great, it sounds great, it has great atmosphere and at the core it's a solidly built open-world shooter. It's a worthy successor to original trilogy, but there are 3 cardinal sins that NEED to be fixed: 1. Performance, as everyone under the sun stated. I can juice 50fps out of my minimal system requirements rig, but at the expense of visual clarity. Makes it hard to see enemies. They have no such issue tho. 2. Combat balance. The bullet sponge is so much worse than previous games, there were 2 mods rebalancing difficulty within 1 day from release. They are both a must-have to make high difficulty challenging but fair. Bloodsuckers tanking half-a-dozen shotgun buckshots to the face while killing you in 2 hits is bullshit. Humanoid enemies also eat bullets for breakfast, but at least those have high enough headshot multiplier. 3. NPC spawning points. Too many times I reload and randomizer decides to spawn a human patrol or mutants near me. Then they kick my ass, I reload, and they are not there. There's no consistency between saves, and those spawning points are active too close to my position. This design can work as bandaid in absence of A-life, but random spawns have to happen like 300-500 meters away from the player, and everything closer has to be kept consistent between reloads. Hide the overreliance on randomizer for open-world encounters by making it work out of player view, else it breaks immersion. I don't even care about AI inconsistencies or physics engine glitching out. Just these 3 issues need to be fixed ASAP.
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