S.T.A.L.K.E.R. 2: Heart of Chornobyl Is a Beautiful, Thoroughly Miserable, and Entirely Worthy Successor
Despite a chaotic development, GSC Game World delivers an exceptional return to their miserable survival fantasy with brutal combat, weird guys, and amazing flora.
The first man I killed in S.T.A.L.K.E.R. 2: Heart of Chornobyl launched himself into outer space. It was dark, and I had been in The Zone for less than 10 minutes. I stabbed some kind of mutant-monster-pig in an abandoned hamlet and made too much noise doing so. That’s when I saw him move on me. He howled, I fired. Wildly. I watched him rocket upward like a Zenit-2. For a moment, I thought this was some mechanic of The Zone, that GSC Game World had decided to go truly wild with the anomalous physics this time. Then I noticed his body hadn’t gone anywhere, or if it had, it had come back. He was T-posing in the middle of a field. I turned around and the pig-thing was floating and vibrating. I turned back around and the man had disappeared entirely.
About ten minutes later, the game decided to start controlling in a way that I can only describe as “the scene from Requiem for a Dream where Aronofsky mounts the camera directly to Jennifer Connelly.” It was strangely compelling, if difficult to maneuver or fight. It happened on and off for the next three days. Then it stopped and was replaced by guys perpetually walking in place.
To say this game is coming in hot is a radical understatement. But when half your studio is in a warzone, and the other half are refugees in Prague, well, it’s understandably going to impact development. At the same time, in the short window for reviewing it, the game has undergone such profound patching that it went from playable only on Low (where it was genuinely eerie and surreal, and I recommend trying it no matter how powerful your “battle station”) to letting me enjoy the most unpleasantly moist and vegetally beautiful nightmare on its highest settings. They will undoubtedly continue to patch it. Even in its pre-release state, this is already a much more polished experience than the original S.T.A.L.K.E.R. (I know, many of you are sad to hear that. Trust the process. It was hard for me at first, too.)
I’m going to miss some of these glitches that created unexpected moments of horror and whimsy. One day, every enemy I shot with a shotgun would collapse in on themselves and spin frantically at a million RPMs like a gyroscope. It delighted me, but I understand the desire to deliver on your ambitions in a clean and focused way. Besides, nothing should be labeled “eurojank” (a ridiculous and unserious term) just because their game has curious bugs like literally every other game in the history of games, no matter their origination.
S.T.A.L.K.E.R. 2 builds on its predecessor with a map doubled in size and an updated version of the AI system that breathes life into The Zone’s seemingly endless cast of characters and beasts. I spent at least half of my time just getting lost in the world they built with no specific goal, just letting it consume me. A death drive flâneur on a nature hike.
I’ve never played a game with foliage like this. Full stop. My first impression of the original S.T.A.L.K.E.R was how beautiful and eerie the trees were. The way clouds moved and light filtered across the landscape. S.T.A.L.K.E.R. 2 continues this tradition. I swear to god, I’ve never seen rain affect foliage in a videogame like this. Every plant, shrub, and tree swells and hangs with the moisture. Mud seeps and bloats. Almost the entire zone is overwhelmed by plant life. Concrete, asphalt, and steel can only peek out. This is a lush and vibrant landscape simultaneously grounded and totally unreal. The world of S.T.A.L.K.E.R. 2 is a 1980s National Geographic Magazine gatefold photograph of a Jeff VanderMeer hallucination.

In the middle of one of my excursions, I found myself in the middle of a field. In the distance, I heard the faint pop-pop, tak-tak-tak of distant small arms fire. The rhythm changed and grew as I stopped to listen, half-expecting Clarissa Ward or Nick Paton Walsh to start editorializing about the quickly approaching factional conflict I was hearing. I scurried out of the way behind a small, concrete structure of what appeared to be a Soviet-era bus stop. The rain cleared up, and as the sun came out, across a field of chest-high reedy grasses, I could see seven distinct figures exchanging gunfire. Flanking and outflanking one another. One group circled back and used grenades. A body got flung lifelessly into the air, then back down again. An entire war was happening beside me in micro. I let them be. I was low on ammo, and I wanted to get a picture of the mural inside this bus stop.
Because I was distracted, I didn’t even hear the dog run up and attack me. I saw the damage indication and swung around. I fired on reflex, emptying my last shotgun shell—my last of any ammo—into the pitiful creature. This summoned the rest of the dogs I hadn’t seen in the grass. Five of them. I tried to make a tactical retreat. I slashed when possible with my knife. Trying to heal and trying to manage my stamina enough to run away. Solitary dogs in this game are brutal. This was a whole pack. And then pop-pop, tak-tak-tak. The remaining Stalkers, who had survived the initial firefight of their own, joined in to save me. They made quick work of the remaining dogs, and after running through my bandages, I approached the leader of their column.
“Hey buddy, I only got the good shit!” he said enthusiastically. I swear to god, the only things he had on him to trade were two pieces of irradiated bread (that sparkles when you eat it) and one beer. No ammo, no health kits. Bread and beer. The good shit. I paid for both and went back to get my photograph after wishing them well.
GSC’s ambition and decade-and-a-half of technical experience paid off in full in that moment. No weird bugs, no rough edges. Just systems engaging with each other as they were intended, producing moments of tension and delight that I’ll be thinking about for years. Only the good shit.
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