TechRadar Verdict
Stalker 2: Heart of Chornobyl is one of the most haunting and atmospheric survival games of this generation. Small bugs and AI issues here and there mean that it is a little rough around the edges but the game’s world, atmosphere, and combat are breathtaking. Stalker 2 holds nothing back and forces you to play by its rules and is all the more refreshing because of it.
Pros
- +
One of the best survival horror atmospheres in the genre
- +
Fantastic visuals, effects, and weather systems
- +
Novel storytelling and great voice acting that breathes life into the world
- +
Realistic, weighty, and impactful gunplay
Cons
- -
A lot of visual bugs and glitches
- -
Sometimes spotty AI
Why you can trust TechRadar
What if you were alone in a giant open world littered with bandits and mutants, with few resources to get you where you need to go? That question is at the heart of Stalker 2: Heart of Chornobyl, one of the most haunting survival horror games I have ever played and unlike anything else in the genre.
Platform reviewed: Xbox Series X
Available on: Xbox Series X, Xbox Series S, PC
Release date: November 20, 2024
The game’s chilling sound design, incredible storytelling, and demanding combat come together to deliver on that central premise. It effortlessly entrusts you to find your way own way through its technically impressive recreation of Chornobyl. That trust is woven into every aspect of the experience offering a radioactive sandbox full of dangers, rewards, and opportunities for you to discover and make the most of.
In that sense, Stalker 2 is the purest form of a survival horror experience there is, because at all times it is unpredictable, deadly, and terrifying in a multitude of ways. It is one of the boldest Xbox Series X games and PC games I have seen this generation. However, its lack of handholding and rugged, realistic approach to gameplay is not going to be for everyone. Plus, the storage chest of small visual bugs I saw in my time playing keeps it from being spotless.
Stories of Chornobyl
As Skif, you are just another Stalker fighting for your own survival in The Zone - the barren and deadly landscape surrounding the Chornobyl power plant which suffered two explosions, one in 1986 and another in 2006. However, one seemingly simple task, to activate a Scanner and meet someone named Sodler, doesn’t go to plan and you're ambushed and knocked out. After waking up you have none of the gear you entered The Zone with and your Scanner has been stolen by your attackers.
So you walk. Alone, you move from settlement to settlement, hearing a rumor here or there when others are friendly enough to help you. Eventually, you come across large towns that allow you to discover more about The Zone, the political dynamics between factions, and the dangers in the wild that are whispered around the campfire.
The way Stalker 2 executes the clear vision the developers obviously had during development is impressive and leads to a fresh experience, devoid of a lot of the clutter found in modern open-world games. The map isn’t dotted with icons, you don’t have a litany of progression trees to sort through and manage. It’s a remarkably focused game, despite its huge open world.
These moments interacting with entire outposts or individuals in the world are key focal points for how Stalker 2 tells its narrative. Whether it was small stories about an encounter someone had with a bandit or key cutscenes where characters would deliver these almost Shakespearian monologues about The Zone, I kept wanting to learn more, explore more, and meet more people.
You may stumble upon a faction baron who isn’t too happy with you stepping on his turf, an interaction that ends up leading you down an entire core questline, or you might find a lone survivor surrounded by mutants that you can choose to save or let die, and, either way, never cross paths with them again.
The delivery of the narrative in this way means that such moments of discovery are the driving force behind Stalker 2’s exploration and open world. The possibility of who I might find kept me moving and the excellent Ukrainian voice acting (English, not so much) breathes life into the individuals you meet. On top of that, The Zone is a character in itself. The way individuals talk about it as a mythical, breathing creature they love, fear, or want to escape from is unlike anything else I have seen done in a game before. The writing here is truly impressive.
Loneliness of Chornobyl
That novel approach to storytelling echoes throughout the rest of the experience. The Zone is a barren expanse full of not much, making it an incredibly isolating experience. There are rarely companions by your side and on each excursion I set out on I would feel on edge.
Sometimes I would hear roars of mutants in the distance, causing me to jump up and start looking around frantically to see if I had accidentally stumbled upon something I should run away from. Or, I would accidentally end up in the middle of a terrifying storm and try to dart to my destination while praying lightning didn’t strike me, as the wind whistles through my headphones.
The Zone in Stalker 2 feels like it is alive; alive in an organic, realistic way that most open-world games can only dream of. The intense atmosphere created by developer GSC Game World is heightened by Stalker 2’s visuals as well as its sound design.
It has one of the best dynamic weather systems I have ever seen, and there’s always a stunning demonstration of landscape or environment whether it is raining, sunny, or cloudy (again, feeling almost lifelike in how it has been realized). There are also Emissions, huge deadly radioactive storms that can occur as you are exploring, coating The Zone in a thick red smog that will kill you in moments if caught outside in one. These offer some of the most impressive visuals in the game and my jaw dropped the first time I came across one.
Similar breath-taking moments both big and small are scattered throughout, demanding that you stop and take it all in.
Dangers of Chornobyl
The final piece of Stalker 2’s puzzle is its combat which is taxing, yet fascinating. Guns and weapons are weighty and inaccurate, so your approach to encounters requires a lot of thought before you commit, and as a result, feels very realistic. You can’t just run in and spray your way to survival. Instead, you have to precisely place shots and keep an eye on your surroundings.
Weapons are bulky and can jam at any moment creating a sense of panic. There aren’t any grenade indicators telling you someone threw a frag your way, so you have to be aware of the sounds to hear it clink along the ground, for example, only serving to add to the intense atmosphere coursing through the game. Enemy indicators regularly disappear if you lose sight of them for a few seconds, so you’ll also have to be prepared and predict where they might be as you flank them.
Bandits won’t always know where you are at. So, they will organically guess where you might be. One standout moment I had was when I ended up starting a fight with half a dozen enemies outside a small rail station. While fighting the main group, one of them flanked me quietly, then finished me off with one shotgun blast.
That moment forced me to change my approach to combat. From here I embraced the intensity of zipping from cover to cover or unjamming a gun in the middle of a firefight. It’s chaotic and the combat demands a lot of patience to learn and adapt in a way that goes beyond most other survival-focused first-person shooters. But that lack of hand-holding is what kept me hooked as the encounters never felt scripted or formulaic. However, this style of combat will be a dealbreaker for some who don’t want to feel dragged down by the gameplay and simply want to explore or lose themselves in the world. Combat is fundamental to Stalker 2 and you can’t really ignore it.
However, combat and these interactions with other people are also where I noticed the most bugs. Some were small like the UI regularly not showing up. Others were more substantial, never game-breaking but certainly immersion-breaking; characters clipping through geometry in settlements, or a pair of headphones floating in mid-air during a cutscene instead of sitting atop someone’s head. Occasionally, I would also see an enemy teleport spawn somewhere in front of me out of nowhere, which was less than ideal.
A lot of these will be addressed in a day one patch, but each time I came across one I was slightly disappointed because, for a moment, it ruined the immersion Stalker 2 offers, which is its biggest asset.
Should I play Stalker 2: Heart of Chornobyl?
Play it if…
You appreciate great world-building
This experience is for you if you love survival horror games with excellent world-building and storytelling, and enjoy an unguided open-world experience.
You're up for a challenge
Play this if you enjoy survival games and aren’t turned off by unapproachable mechanics and punishing gameplay that isn’t easily accessible.
Don’t play it if…
You want a more guided experience
You won't enjoy it if you want a more traditional open-world RPG that is filled with map markers and checklists telling you where to go and what to do.
Accessibility
Stalker 2 has a number of basic accessibility options like subtitle sizes which are varied and the ability to add a background. You can also change your crosshair color and setting, and turn off or on almost every UI element like threat indicators, hit markers, and health information. Protanopia, Deuteranopia, and Tritanopia are also available.
However, it lacks the advanced accessibility features you may find in other big open-world role-playing games (RPGs) like adjustments for those who are partially sighted, blind, or have hearing problems. Its difficulty options are also formulaic with a “story” option called Rookie, a standard mode simply named Stalker, and a harder, veteran mode with no deeper ability to customize them.
How I reviewed Stalker 2: Heart of Chornobyl
I played Stalker 2: Heart of Chornobyl for nearly 50 hours encompassing the main story, side missions, and exploration. I played the game mostly in performance mode on Xbox Series X with a standard Xbox Wireless Controller, and I enjoyed the sights and sounds of the game with a Gigabyte M28U monitor and Steelseries Arena 3 speakers.
First reviewed October 2024.
Echo is an experienced freelance games journalist and writer with more than six years in the industry writing for a variety of websites from Rolling Stone, IGN, NME, PCGamesN, and more. Previously, they led the guides section of The Loadout in 2023 after joining as a writer in 2021 to expand the website's coverage into Xbox and PlayStation and bring their knowledge and expertise of consoles to the website. When not chasing platinum trophies or trying to keep up with their gaming backlog, you can find them out and about traveling or exploring the UK and occasionally spending an evening at the cinema to catch up on their latest films.