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War Game: The Making of S.T.A.L.K.E.R. 2 Documentary
Съветвам да гледате целият филм. За войната и как афектира играта е.
Articles:
https://www.gamesradar.com/games/fps/stalker-2-heart-of-chornobyl-preview-hands-on-october-2024/
https://www.ign.com/videos/stalker-2-heart-of-chornobyl-the-final-preview
https://www.gamepressure.com/editorials/stalker-2-heart-of-chernobyl-hands-on-delaying-the-release-was-th/z1737
https://www.eurogamer.net/stalker-2-heart-of-chornobyl-is-an-open-world-shooter-with-the-guardrails-removed
I spent only 3 hours with the game and I already had the "one more..." syndrome known from the Civilization. Just not "one more turn", but one more side quest to complete, an abandoned house to explore, a visit into that building complex -
- Gamepressure
Ultimately, I do think Stalker 2 is going to take a lot of players on Xbox and PC by surprise. The likes of Elden Ring, along with a bloom in "realistic" difficulty modes, shows that we're generally willing to get punished time and again if it's for a world worth surviving in. The Zone follows this rule – after all, what's a little bit of radiation between friends? I ended my time in Stalker 2 battered, bruised, and low on just about every supply imaginable, but came away with a craving to let my curiosity guide me into just one more moldering warehouse or dark cave, to score just one more thunk-ing headshot before being killed myself. No, The Zone might not want me there – but given how much fun defying it is, I can think of no place I'd rather be dying at come launch.
- Gamesradar
I liked this a lot. Having to really think about what I should do, coming across side quests and having to seriously think about whether or not I should even bother - it's immersive, it's desperate, and it's great. There's one mission where a Stalker asks you to grab his brother's corpse from a patch of land swarming with anomalies that can kill you in a snap. I was low on healing items and it seemed like a pain, so I walked away. Elsewhere, I gave a precious family relic to an NPC instead of the quest-giver I was probably supposed to return to, and got a sick gun that I couldn't even afford to repair. Stalker 2 is wonderfully adept at acclimating you into its world, whether you like it or not.
- VG247
"The surprises didn't end here either. I agreed to help Squint by retrieving the artefact, and descended into a cave system for a fraught encounter with a bloodsucker – a tentacle-faced mutant that can turn invisible. But after defeating the creature and retrieving the artefact, I received a "mission failed" notification. Excuse me, Stalker 2, but don't you mean "mission succeeded"? I soon found out the game was in the right, as upon returning to Squint’s hidey-hole, I discovered that he was dead.
I asked the developer supervising the session if this was supposed to happen, to which he shrugged, explaining that Squint was not a particularly important character. This much certainly proved true. Despite "failing" to help Squint, the story continued unhindered, and I got to sell the artefact I found for a nice cash bonus."
- Eurogamer
▪️Left the impression that the team at GSC Game World "has created something special"
▪️"Came away feeling like I'd played a clear game of the year contender"
▪️Very much a hostile, dangerous open world like its predecessor; you're free to go pretty much anywhere
▪️Found it 'refreshing' to be challenged with managing resources like ammunition and food to survive
▪️Large number of ways to tackle objectives: all out guns blazing, stealth, peaceful route, do a mission at night for better cover or daytime to see better, etc
▪️Flexibility in its game design with quests: you can skip different objectives in a mission and stumble upon your goal directly and the game carries on and adapts to it
▪️You need to eat or you'll fatigue faster, if you run out of bullets you can try and use your knife, or use the environment to lure enemies into anomalies, etc
▪️NPCs can abruptly end a quest without rewarding you because you decided to loot the body of their dead friend
▪️Firefights are tense and frenetic, with your guns sometimes jamming mid-combat, having to bandage up wounds, etc all while enemies rush or outflank you
▪️Enemies aren't pushovers, you'll die quick if you get careless with how you approach combat
▪️Goes "unexpectedly hard" on narrative delivery, info is divulged through involved conversations with branching dialogue and full voice acting, a lot of options
▪️The world is full of many intersecting systems and emergent gameplay: a mutant rushed a player for example while scouting a compound, only to trigger a fire anomaly and running off squealing. You'll see bandits fighting mutants, other Stalkers fighting them or even intervening in a firefight with you
▪️Choosing to help an NPC on a side quest can open up a chain of other quests and evolve into a larger story beat that was completely optional
Droping the knowledge bomb here. The game will:
• support FSR 3.1 technology
• support DLSS 3.7 technology
So in general, we support TSR, DLSS, FSR, XeSS. That is, all existing ones.
- STALKER 2 community manager
И аз съм на същото мнение, но така или иначе щях да си я поръчам, както и новия DA. Пробвах новия MechWarrior и не ми хареса, тези не могат да напипат правилната формула, според мен, твърде аркадна е станала.
Те дори само да надградят това ще е в пъти по-добра от 90% от игрите, което излизат в момента на пазара.
https://www.unrealengine.com/en-US/developer-interviews/balancing-nostalgia-with-innovation-in-s-t-a-l-k-e-r-2-heart-of-chornobyl