S.T.A.L.K.E.R. (Stalker) Thread

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I just beat Stalker 2. I dont hate it as much as everyone else, probably cause I bought before the nightvision update and the 1.7 patch which both really improved the game. But I can't deny the game has problems. Like all the Stalker games the last mission is a fucking nightmare. I think this one might be the worst. I had to use God mode for Granite Squad. But over all I say it's ok.
 
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I had to use God mode for Granite Squad.
No cover for you and Gauss rifles everywhere, especially in the final kill room where you're forced to walk into a space that has little cover and enemies with Gauss rifles above you and with heavy cover for those shitfucks. I think there's even some fuckers with shielded exos in Granite Squad.

Which of course makes me jealous as fuck that we don't ever get a shield of our own at any point considering Faust, Korshunov, and Scar all get one.
 
ten hours in game
I also thought to myself "Wow, this game isn't so bad!", then went through SIRCAA and my opinion on the game went straight into dogshit territory. It's as if they made the few hours of the game fun and engaging on purpose, leaving the remaining 75-80% of the game a boring slopfest.

You enjoy the unique side quests? Be ready to see only one per region IF you're lucky.
You like the progressive exploring aspect? Be prepared to walk for genuine hours back and forth without an option of fast travel.
You will get robbed of the good aspects soon.
 
Remember how originally there were going to be cars in Stalker back when it had the larger maps? That's something that S2 could've really benefitted from, the quality of the game would increase from the time spent travelling greatly decreasing. In Lost Alpha obtaining a car was a priority.
 
They were also uncommon, were found deeper in the zone, and were solitary mutants. Stalker 2, has them all over the place
I've never understood this particular complaint. Sure, I understand that the loss of uniqueness for the Bloodsuckers was a terrible design choice, but their increase in numbers makes perfect sense considering that Call of Pripyat canonically established their reproductive capabilities. Bloodsuckers are the only lab-created mutants we know for a fact can reproduce, so them becoming more common was inevitable, specially without a natural predator around.

How would you have retconned that? You could argue it was a terrible idea back in 2009, and I'd agree, but it's already made and it led to one of the game's most memorable and creative missions.
 
I've never understood this particular complaint. Sure, I understand that the loss of uniqueness for the Bloodsuckers was a terrible design choice, but their increase in numbers makes perfect sense considering that Call of Pripyat canonically established their reproductive capabilities. Bloodsuckers are the only lab-created mutants we know for a fact can reproduce, so them becoming more common was inevitable, specially without a natural predator around.

How would you have retconned that? You could argue it was a terrible idea back in 2009, and I'd agree, but it's already made and it led to one of the game's most memorable and creative missions.
Considering that the Monolith is gone between CoP and S2, Stalkers probably have more time to hunt them off. That could be used as an explanation as to why their numbers remain roughly the same.

Additionally I'd expect Ward and possibly the IPSF (two massive militaristic factions) to be heavily invested in eradicating mutant nests
 
Remember how originally there were going to be cars in Stalker back when it had the larger maps? That's something that S2 could've really benefitted from, the quality of the game would increase from the time spent travelling greatly decreasing. In Lost Alpha obtaining a car was a priority.
I think cars would ruin the world building. The zone doesn't maintain roads, there are anomalies all over the roads. The military patrols the skies and the military shoots stalkers on sight. If they saw a car on the road, they would probably investigate and kill anyone they find. It would make sense you could bribe military patrol cars or trucks to ferry you places or maybe have a mission to steal a truck full of supplies but as a game travel mechanic it doesn't fit the lore.

I've never understood this particular complaint. Sure, I understand that the loss of uniqueness for the Bloodsuckers was a terrible design choice, but their increase in numbers makes perfect sense considering that Call of Pripyat canonically established their reproductive capabilities. Bloodsuckers are the only lab-created mutants we know for a fact can reproduce, so them becoming more common was inevitable, specially without a natural predator around.

How would you have retconned that? You could argue it was a terrible idea back in 2009, and I'd agree, but it's already made and it led to one of the game's most memorable and creative missions.
I got bored playing Call of Pripyat and wasn't aware of that. What they could of done is have their gestation periods and time to puberty be similar to a human so they weren't so numerous and the fighting mechanics could be tweaked that they still remain an uncommon, yet a very dangerous threat. Look at the Zone and look at how big these things are, they need a lot of calories to sustain that mass for an individual alone let alone a group collective. How many stalkers and bandits are they going to eat on a weekly basis? There is a reason why in nature apex predators aren't numerous and need a lot of acreage to cover their hunting ground. It doesn't make sense to have them all over the place and respawn them three days later in game.

Just because something not necessarily relevant to the plot of game was established doesn't mean it has to be done exactly as a previous title could of stated.

This brings me to my next point. People need to quit putting the original games on a pedestal, this is coming from someone who absolutely adored the first game. The first game was great despite the blemishes and bugs on launch but the other two games aren't. Clear Sky shipped with more bugs than Call of Chernobyl did and was criticized for that on release. They were also criticized as a blatant cash grab by reusing assets from the previous game with the only new game play being the factions (shallow mechanic) and technicians actual repair. Don't even get me started on Call of Pripyat which felt very small and dated and was clearly GSC trying to stay afloat because the financial issues were already public after Clear Sky's release.
 
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but their increase in numbers makes perfect sense considering that Call of Pripyat canonically established their reproductive capabilities. Bloodsuckers are the only lab-created mutants we know for a fact can reproduce, so them becoming more common was inevitable, specially without a natural predator around.
This raises the question on how some of these mutants reproduce. The animal mutants blind dogs, psy dogs, bayun, fleshes, rats, boars, bloodsuckers and chimeras, probably reproduce normally. But how do the human mutants Snorks, Controllers, Burers, Poltergeists and Pseudogiants reproduce?
 
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Remember how originally there were going to be cars in Stalker back when it had the larger maps? That's something that S2 could've really benefitted from, the quality of the game would increase from the time spent travelling greatly decreasing. In Lost Alpha obtaining a car was a priority.
Content being cut is not always a bad thing. Even the works that inspired the games (The Roadside Picnic and Stalker) were about people traversing the Zone on foot. It adds to the sense of danger and adventure. Exploring the Zone from behind the wheel sounds very lame.

I agree with @ellroy's reasons why it wouldn't really work as a lore-friendly mechanic. Also, you'd have to have multiple cars roaming the Zone because the player being the only driver there and other stalkers not really reacting to it would be too immersion-breaking. Everything would have to revolve around the car(s). Just go play Mad Max or something.

This raises the question on how some of these mutants reproduce. The animal mutants blind dogs, psy dogs, bayun, fleshes, rats, boars, bloodsuckers and chimeras, probably reproduce normally. But how do the human mutants Snorks, Controllers, Burers, Poltergeists and Pseudogiants reproduce?
When papa bloodsucker and mama bloodsucker love each other very much...

I don't have a problem with the idea of mutated humans being able to reproduce if we can accept mutated animals reproducing. Basically they're all sci-fi feral beasts anyway. No need to explain it, really, just let it be one of the many strange things going on in the Zone.
 
Look at the Zone and look at how big these things are, they need a lot of calories to sustain that mass for an individual alone let alone a group collective. How many stalkers and bandits are they going to eat on a weekly basis?
I mean, they will get those calories one way or another...

Screenshot - STALKER Wiki.jpg


This would make for some amazing quests. If only the game was being developed by someone more creative...

Just because something not necessarily relevant to the plot of game was established doesn't mean it has to be done exactly as a previous title could of stated.
Sure, the thing is, this side content and the lore it provides are MUCH more interesting than the main story. There are gold nuggets hidden around for those who pay attention and like to search. And that's pretty much on-brand at this point, remember the good ending of SoC? It was behind a side quest that many players didn't bother to complete, so they didn't realize they got one of the game's multiple bad endings until they researched it online.

Ultimately, I totally agree that the whole concept, assuming it was inspired by the events of CoP, should have been fleshed out taking into consideration the consequences it would have had on the game's world-building.
 
Sure, the thing is, this side content and the lore it provides are MUCH more interesting than the main story. There are gold nuggets hidden around for those who pay attention and like to search. And that's pretty much on-brand at this point, remember the good ending of SoC? It was behind a side quest that many players didn't bother to complete, so they didn't realize they got one of the game's multiple bad endings until they researched it online.
When you get Ghost's PDA in one of mandatory X-16 lab, it tells you find Guide to advance the sub plot about Strelok since you where looking for Ghost to get information about Strelok. From there you can get information from Guide in Cordon about Doc hiding out at Strelok's hideout in the Agroprom Underground. So then you then detour to Agroprom to go to the underground and meet Doc for a small cutscene where you get to key to a building in Pripyat to get the door decoder. It's optional but its not like a one off side quest if you are engaged in the story because it is directly related to Strelok, the person your PDA tells you to kill and at that point there is a question on who Strelok really is because the character goes after Ghost looking for Strelok.

I think its an Apples to Oranges comparison.
 


Independent developers are increasingly creating clones of the S.T.A.L.K.E.R. series set outside of Eastern Europe. Additionally, the game "No Man's Home" incorporates elements reminiscent of Far Cry 2. I find the alternative history depiction of the Iraq War particularly intriguing, featuring a post-apocalyptic Iraq characterized by widespread contamination and black markets for weapons of mass destruction.
 
https://youtube.com/watch?v=xZ9S-WMr8jM
https://youtube.com/watch?v=qkq4M3Df1QI
Independent developers are increasingly creating clones of the S.T.A.L.K.E.R. series set outside of Eastern Europe. Additionally, the game "No Man's Home" incorporates elements reminiscent of Far Cry 2. I find the alternative history depiction of the Iraq War particularly intriguing, featuring a post-apocalyptic Iraq characterized by widespread contamination and black markets for weapons of mass destruction.
Iirc there were a spinoff book or two released talking about other zones in the world
 
https://youtube.com/watch?v=xZ9S-WMr8jM
https://youtube.com/watch?v=qkq4M3Df1QI
Independent developers are increasingly creating clones of the S.T.A.L.K.E.R. series set outside of Eastern Europe. Additionally, the game "No Man's Home" incorporates elements reminiscent of Far Cry 2. I find the alternative history depiction of the Iraq War particularly intriguing, featuring a post-apocalyptic Iraq characterized by widespread contamination and black markets for weapons of mass destruction.
I don't see the S.T.A.L.K.E.R. inspiration beyond a few superficial elements like inventory management, thirst and hunger meters, the PDA and the emissions. To me, the game looks more like a bare-bones faction warfare mod, where you simply have to survive in a hostile environment surrounded by warring factions. It's not a concept I hate; on the contrary, mods like The Faction Wars and Global War are some of my favorites, but this one seems so far removed from S.T.A.L.K.E.R. that it doesn't even seem appropriate to discuss in this thread.
 
there were a spinoff book or two released talking about other zones in the world
It's not a concept I hate; on the contrary, mods like The Faction Wars and Global War are some of my favorites, but this one seems so far removed from S.T.A.L.K.E.R. that it doesn't even seem appropriate to discuss in this thread.
I have been noticing 2000s Nostalgia becoming a thing in Indie gaming. Stalker and Metro are Slavic soviet era throwback games. Iraq war being tackled in Indie gaming.
 
I replayed Stalker 2 in dec after my first playthrough in feb and holy shit, is it so much more stabil.
The addition of NVG make the night combat way more enjoyable and having mod support now (with steam workshops and shit) make it funny to play with some new weapons (why are there no damn 9mm pistols in base game?).
The faust boss battle is still among the worst shit in modern FPS and I hate it so much. It is not fun and cheap as shit.
I still enjoy the story a lot (I went with a ward playthrough this time) but I agree that the lack of unique sidequests hurt the game.
From all the characters in the game, I find my boy Strider to be the most morally good and his fate is so tragic.
The game looks amazing and after having upgrade my rig, I can really enjoy it. Got stabil 60 fps for most part.
I know that GSC World are hinting at an expansion pack or dlc.
I am looking forward to it.
 
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