When Ukrainian developer GSC first released S.T.A.L.K.E.R.: Shadow of Chornobyl in 2007, there was nothing else like it. It’s an action-oriented, first-person survival horror with RPG elements, set in a fictionalized version of the Chornobyl exclusion zone. It wasn’t a perfect game by any stretch of the imagination. Still, its innovative blend of genres, immersive setting, and cheek-clenching horror firmly established it as a cult classic.
S.T.A.L.K.E.R. 2: Heart of Chornobyl is the fourth game in the series, but the first proper sequel. The expansive story is decidedly more action-packed and cinematic than previous entries, but retains the tension and atmosphere that made the original games unforgettable. What it also retains, unfortunately, are its predecessors’ janky tendencies.
The world of S.T.A.L.K.E.R centres around ‘The Zone,’ an area of anomalous events that appeared after a fictional second meltdown of the Chornobyl nuclear power plant. Despite the dangers of mutated wildlife, radiation, and lawlessness, people known as S.T.A.L.K.E.R.s break through the cordon to seek their fortunes by hunting for valuable artifacts that appear in the Zone. There’s also rumours of an object hidden at the centre of the Zone that, if found, can grant any wish — or drive you mad.
We take on the role of ‘Skif’, a loner who’s agreed to break into the Zone to do a quick job for a massive payout. But things don’t go according to plan, and to get his money Skif must embark on an adventure that’ll take him from the outskirts of the Zone, to the heart of the Chornobyl.
The gameplay never strays far from the conventions established in the original trilogy. GSC has combined the best elements of the original titles while reducing friction in the menus. While the simplicity was at times refreshing, the lack of mission and loot variety left portions of Heart of Chornobyl feeling repetitive and dated. Missions mostly consist of fetch quests and kill orders, and the cost of gear repairs you’ll need after completing them will likely exceed your reward.
Granted, this game is an anti-power fantasy; it’s supposed to be about subsistence. Regardless of a mission’s objective, the purpose of each quest is to explore new areas, take in some incredible sights, and engage in random acts of violence.
S.T.A.L.K.E.R. 2: Heart of Chornobyl is at its best when the game lets you quietly take in the world, exploring the many reconstructions of real world locations or searching for hidden loot stashes. Some of the most rewarding moments of the game involved sitting around a campfire with strangers after a precarious journey through a storm. But the strangers aren’t always so friendly; luckily the game also shines when things start to get loud.
When Heart of Chornobyl is running as intended, firefights are dynamic and exhilarating. Skif is almost always outnumbered by foes who aggressively push to surround or overrun his position. S.T.A.L.K.E.R.S. are experienced hunters, but they can be tricked. Their habit of attacking your last known position makes movement and stealth an integral part of combat, and creates endless possibilities for setting up counter ambushes or using shoot and scoot tactics to sneak up behind them.
Other than some clumsy default keybindings, combat is fast and fluid with snappy gun play. But to maintain the upper hand firearms will need to be repaired or replaced regularly. Weapons degrade over time, becoming less accurate and prone to malfunctions. There are plenty of guns to loot around the zone but most are too rough to use or sell. It incentivizes keeping a core arsenal of weapons that are upgraded and well maintained. It’s not just about firepower either: choosing weapons with smaller calibres means bullets will be easier to find and lighter to carry, leaving more space in your inventory for snacks and energy drinks.
It’s a great system that’s only somewhat undermined by Skifs Doc Holiday -like prowess with the default Makarov pistol. Even when rusted out and using the worst ammo I was able to consistently drop enemies from 50 yards with headshots. It was the only handgun I upgraded, and it got me through even the toughest missions of the late game. However, a good firefight relies on the AI working as intended and for most of my play through the AI was the most unpredictable thing in the zone.
If a squad of enemies was lucky, they would spawn a few feet behind me, immediately gunning Skif down; if they were unlucky, they would spawn a few metres above me, falling to their deaths or straight into an electrical anomaly. An entire platoon of soldiers tried charging my position only to start keeling over and dying after crossing some invisible line. Some wouldn’t even respond to getting shot, instead accepting my bullets as the will of the Zone, while others would spot my dear Skif through a brick wall and gun him down from the other side.
The AI’s limitations are most pronounced during the massive set piece battles: endless waves of troops from opposing factions would spawn metres apart and in plain sight. While some would seek cover, others would choose to stand and deliver, awkwardly exchanging fully automatic fire. Neither side showed any concern about Skif perusing the battlefield, leisurely searching corpses for salami, vodka, and bullets.
Beast AI is similarly squirrely: mutated animals will lose sight of you and break contact if you so much as step through a threshold or hop atop a knee-high rock, and even the more powerful psionic mutants struggle to respond to a crouched man pistol-sniping them from behind a bannister.
Exploits don’t always work in your favour though. Bloodsuckers are brutish creatures that rush you while invisible, uncloaking only when close enough for a melee attack. A well-timed shotgun blast while it’s approaching can dissuade it from attacking, but if it gets too close, said shotgun will clip through the beast and discharge harmlessly from the other side of its hitbox.
Issues also persist with Heart of Chornobyl outside of combat. Aside from general optimization problems, missions don’t always update correctly—even on mainline story quests—and during cutscenes, characters don’t always load in with the correct textures or attach to their props. Even something as comparatively minor as the distortion filter applied to radio chatter can drop out midway through a conversation.
Even with pervasive technical issues, the Zone was an exceptionally beautiful, tense, and immersive place to spend some time. When the game was functioning it served as a reminder of how great a S.T.A.L.K.E.R. game can be, it combined and elevated the best elements of its predecessors while maintaining their charm.
In its current state, S.T.A.L.K.E.R. 2: Heart of Chornobyl is a game with flashes of brilliance, but has deep flaws that make it difficult to recommend as a finished product.