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Stalker 2 has been enjoyable jank, but it’s also getting rapidly fixed


When the impossibly punctuated S.T.A.L.K.E.R. 2: Heart of Chernobyl released on November 20, after many delays (that included the Russian invasion of the developer’s native Ukraine), it seemed like it could have used even more delays.

Stalker 2 had big performance issues and game-breaking bugs, along with balance and difficulty spike issues. Some things that seem “wrong” in the game are just going to stay that way. The first-person survival/shooter series has always had a certain wobbly, wild feel to it. This expresses itself in both the game world, where a major villain can off themselves by walking through a window, and in the tech stack, where broken save games, DIY optimization, and other unmet needs have created thriving mod scenes.

Developer GSC Game World has been steadfastly patching the game since its release, and the latest one should nudge the needle a bit from “busted” to “charmingly wonky.” Amid the “Over 1,800 fixes and adjustments” in Patch 1.1, the big changes are to “A-Life.” In porting Stalker 2 to Unreal Engine 5, the developer faced a challenge in getting this global AI management system working, but it’s showing its weird self again.

A-Life, as detailed by Destructoid, is the idea that “the characters in the game live their own lives and exist all the time, not only when they are in the player’s field of view.” In a certain radius around the player, events happen “online,” in real time, such that you could stumble upon them. Farther out, things are still happening, and non-player characters (NPCs) are trekking about, but on an “offline,” almost turn-based, less resource-intensive schedule. Modders have had quite a bit of fun tweaking A-life in prior versions of Stalker 2.

With the latest patch, the weirdly engaging feel that the world goes on without you returns. There will be more NPCs visible, NPCs out of range will pursue their “goals,” and a more diverse range of human factions, mutants, and weirdos will exist. Perhaps most intriguingly, an issue where “Human NPCs didn’t satisfy their communication needs and talks” is fixed. If only that could be patched for most of us player characters here in the real world.


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