S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2 : bosom of Chornobylis slated to finally issue this fall , bringing players back to the radiation - filled populace after over a decade . The GSC Game World title is the fourth mainline entry in the series , comply 2009’sS.T.A.L.K.E.R. : Call of Pripyat . Just like its predecessors , the upcoming Xbox exclusive will take property in the mysterious Zone , a desolate wasteland devastated by nuclear meltdowns whereplayers must struggle to subsist .

The Zone has many dangers , but one of the biggest is anomalies - strange distortions in reality that will harm the protagonist if they attempt to walk through them . There are many other environmental hazard as well- a Geiger counterpunch quickly makes it unmortgaged some field lethally irradiated , and a recurring event called The Emission that turns sky crimson and at once kill the player is a lingering threat . Not too much isknown aboutS.T.A.L.K.E.R 2 ’s narrative , but players will assume the role of a bounty hunter in a storyline with multiple potential endings .

With STALKER 2 bent for a 2023 release , the sentence is ripe to act through the original games - but there are a few things to consider before leap in .

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Screen RantinterviewedS.T.A.L.K.E.R. 2Technical Producer Evgeniy Kulik at Gamescom to discourse craft the game ’s Brobdingnagian open world , the many dangers players will look , and the importance of cultivating freedom for fan .

Crafting The Dangerous World Of S.T.A.L.K.E.R. 2

Making A World Full Of Terrifying Discoveries

Screen Rant : What would you say are the big ways the secret plan has evolved since the team first started conceptualizing it ?

Evgeniy Kulik : I would say that for now we are doing our best , and we are putting a circle of endeavour into our sexual love and our passion to this game to provide the most unique experience . We are now using a lot of new technologies such as Unreal Engine 5 , and it provides us with a lot of tools to make this awing , really huge world . One of the main challenge was to uphold this unequaled atmosphere of unsung , of loneliness , of fear of something hidden , and of course , these atmospherical events and the ground make noise .

Themain feature that we are showcasing in S.T.A.L.K.E.R. 2 is thishuge function that is open man . The original trilogy was big positioning but split via a freight blind ; now there will be no load silver screen at all . You ’re stress to learn something new about some rules of this macrocosm , of this dangerous but still really exciting place , and you ’re learning always with the secret plan , and you are diving deeply into the fib of the game . We would really like to showcase this game to the vast interview , and we are really excited about the release of the secret plan . We really love our residential area , and we want them to play as much as possible and enjoy this world that we convey them .

A gas-mask wearing figure stands over a barren wasteland from STALKER, with a rifle tucked under their shoulder.

talk about the overt reality , I was reading about how it ’s split up into 20 different sections . Can you talk a little bit about how those dissent from one another in the world ?

Evgeniy Kulik : Ourmap is featuring 64 substantial kilometre , different locations and - of naturally - different biome . You may notice , for example , in the starting regions , it is not that subvert by the essence of the geographical zone . As you proceed profoundly to the zone to the center , you may notice different factions , unlike mutant and other inhabitant .

We have 20 unlike regions , and in these realm , you may find oneself big locations with big hub where some different mass and dissimilar factions are living , but still you may notice smaller locations and mini locating . The main feature here is that we almost did n’t use any adjective generation to create this existence , andthis immense map is made all by handof our guy from [ the ] level figure department , so each location you will experience in the game is quite unique .

Stalker 2 man in army gear looking stern and standing in front of a table with gun parts on it, he is also holding a rifle.

I know one of the boastful pillars of this game is cultivating a sense of freedom for the role player . Can you tattle a short second about the dissimilar manner the game does that , and why that was such a core aspect for you guy cable that was so important ?

Evgeniy Kulik : If we ’re verbalize about how [ the ] story evolves in this event , to cover all narrative content from the old side , from each version of each faction , it may take you maybe up to 100 hour , because the plot is huge , and you may not fill in and see anything from the first playthrough . Because each selection you make in the dialogue , in your activity , may have some upshot in the short term and in the long term , to cover all the secret plan , you need to diddle it more and more and more , because it may pass you in dissimilar focussing .

S.T.A.L.K.E.R. 2: Heart of Chornobyl’s Ending Design

How Much Player Choice Will Come Into Play

Going off that , I know that there are not needfully different end , but there are different plot pointedness like you said , that players will feel reckon on where they go . How heavy of a variance are we talk about there between playthroughs ?

Evgeniy Kulik : I will not go with [ an ] exact number , because I do n’t want to spoil anything . You should see yourself , but stillthere will be a lot of types of termination , and they are dependent on your actions , on your selection ; Each step you take , each decision you make , you are totally creditworthy for that .

In terms of the different dangers that player are face , I remember from my playthrough last yr that it was very many-sided - It ’s environmental , but there are humans that are charge at you , there are fanatic hotdog . Can you talk a little bit more about , as players are carry on to go through this world and are explore more , that sort of multi - superimposed threat level that they ’re going to be face from all sides ?

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Evgeniy Kulik : As I mentioned before , the game is open worldly concern , so you are free to go everywhere , basically . But I would say our game is like persona - play , but not in the classic way as we are used to with this equalization organisation , with skill trees . You are growing with the biz , so you are learning new fraction , you are take some new sport , because each time you are face some new threat you need to image out how to deal with that .

It may be different anomalousness , it may be even some new feature like discharge anomalousness , becausethey have utterly different gameplay from what players are used to with S.T.A.L.K.E.R. , and , of course , different NPC fraction . you could deal with them by just authoritative gunfire , or maybe you could come near them , perchance you could trade something with them , or maybe you could deal with them during the dialogue .

Screen Rant spoke to Dying Light ’s franchise director at Gamescom to hear more about the approaching game The Beast and the return of Roger Craig Smith .

S.T.A.L.K.E.R. 2: Heart of Chornobyl

Do you have a particular danger in the game that you find peculiarly either difficult or scary to make do with for whatever ground ?

Evgeniy Kulik : Just from my linear perspective , the most dangerous places are these secret laboratories , because you do n’t have it off what ’s inside until you look it , in the most terrifying way .

S.T.A.L.K.E.R. 2 : Heart of Chornobylwill be release November 20 for Xbox Series X / S and PC .