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STALKER 2: Heart of Chornobyl Firsthand Experience

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Embarking on a journey through the initial thirty minutes of gameplay in STALKER 2: Heart of Chornobyl on a PC was an intriguing experience. Following an immersive narrative-driven opening sequence, I found myself navigating dim passageways at my own speed, with peril lurking in the shadows. As someone who has taken a lengthy hiatus from the S.T.A.L.K.E.R. series (my most recent intensive encounter being with Shadow of Chernobyl and the L.U.R.K. mod almost fifteen years ago, though I did dabble in Clear Sky upon its release), the familiar world and inventory elements felt like returning home. It’s fascinating how in this RPG, seemingly mundane items like vodka bottles and canned cat food hold as much importance in your inventory as spare bandages and ammunition.

STALKER 2: Heart of Chornobyl places a significant emphasis on gunplay to set itself apart from other open-world games. Both protagonists and adversaries alike succumb to just a handful of bullets. Were it not for the scarce medkits and vodka bottles scattered around, I would have been left navigating the Zone in a perpetual state of critical health. While most weapons allow for the use of interchangeable ammo types across their class, I came across a variety of caliber rounds that cluttered my inventory in separate stacks, even though I hadn’t encountered a compatible weapon for them. Inside a secluded room within one of the structures I explored, I stumbled upon an assault rifle that boasted slightly superior stats for dispatching foes. However, I never found another cache of ammo for it. My inclination to hoard items led me to cling onto this weapon throughout the demo, needlessly occupying inventory space instead of discarding it. If this were the full game, I probably would have still clung to it, intending to sell it for ample currency to purchase a can of Tourist’s Delight.

Anomalies persist as one of the most hazardous elements in the environment of STALKER 2: Heart of Chornobyl. Seasoned players have honed their skills over years, utilizing bolts to activate anomalies momentarily to evade them. In the demo, my character carried a high-grade scanner designed to extract data from anomalies upon activation. This required me to approach them closely and swiftly scan before advancing the main storyline. One anomaly was successfully scanned and neutralized with minimal issues, except for an enemy’s unexpected assault while I guarded the scanner. In contrast, another anomaly continuously hit me with an electric surge that rapidly drained my health, leading to my demise after a few seconds. After multiple attempts, I completed the scan and moved ahead, only to encounter a wandering group of bandits before my demo concluded. The initial anomaly rewarded me with a low-tier Slug artifact that offered a minor resistance boost once equipped in one of my character’s four artifact slots. As in the preceding titles, I anticipate that artifacts will remain crucial for survival in STALKER 2: Heart of Chornobyl.

Tactical cover was often scarce in STALKER 2: Heart of Chornobyl, particularly during skirmishes set within the swampy expanse, where limited obstacles like derelict vehicles and abandoned farm buildings served as temporary shields. Midway through the demo, I was caught off-guard in an open area by an elusive mutant that could turn invisible, attempting to flank me. It took several attempts and fatalities to inflict sufficient damage to momentarily immobilize it, allowing me to hastily apply a bandage and eliminate it as it phased back into visibility. While I could have persistently fired at the phantom form as it maneuvered around, my ammunition for both the assault rifle and handheld Uzi was depleted from clashes with marauders who didn’t provide the appropriate ammo when looted.

STALKER 2: Heart of Chornobyl introduces modernized elements akin to those in AAA titles developed over the years. The traditional minimap has been supplanted by a compass permanently displayed at the top of the screen, guiding toward nearby objectives and quest markers. Living enemies are indicated by red dots, transitioning to gray X’s upon their demise, aiding players in locating their possessions and acquiring low-tier loot. Beneath the ammunition count, a firing mode indicator signifies whether the weapon is set to semi-automatic or fully automatic mode. Critical information for players is discreetly conveyed through HUD elements positioned at the screen edges, maximizing the viewable area for players to appreciate the distorted allure of the Ukrainian Zone.

For numerous enthusiasts, the release of STALKER 2: Heart of Chornobyl has been a protracted wait, but the culmination is near. Despite the obstacles of developing a AAA title in a country embroiled in a profound conflict, GSC Game World has displayed unwavering commitment and underscored why the anticipation has been justified. The game will be exclusive to PC and Xbox Series S|X, arriving on September 5.

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