First Details For Stalker 2?

By Jim Rossignol on January 11th, 2011 at 8:45 pm.


Pat over at VG247 points out that Official Stalker Facebook page has a brief Q&A that seems to reveal the first details about the game and its all-new engine. It will be set in the familiar Chernobyl Zone locations, and will apparently have more of a survival element the next time around, as well as the return of the spooky lab bits. There will be no faction wars in the sequel, but there will be DX11 support, and the “area of artifact application will expand”. The Q&A also goes out of its way to stress that despite the announced multiplatform intentions for this new game, the PC version will not suffer, and will be the target platform. Interesting stuff. Needless to say, I’ve asked GSC for a detailed interview about the game.

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56 Comments »

  1. dethtoll says:

    brb hyperventilating with excitement

    > no faction wars
    > half-chub

  2. Zaboomafoozarg says:

    I’m as excited as a snork near an anomaly measurement device!

  3. Stabby says:

    no faction wars :( getting them to kill each other and then collecting the loot was awesome.

    • P3RF3CT D3ATH says:

      I remember in the first game I would go to the Army patrol and have them fire at me. I would run behind the hill to the village where the game starts off. I thought that I can lure them into a trap by walking to the village and get shot up by everyone there. Needless to say, my plan backfired. Those three guys who were patrolling took out the whole village full of rookies. I was just hiding in the trader basement and peaking out.

  4. Alexander Norris says:

    more of a survival element

    We are edging ever closer to a STALKER game where it’s just your avatar struggling to survive in the wilds with nothing else anywhere. A sort of modern Robinson’s Requiem with a better setting.

    In other words, yeeeeeeeeeeeeeeeeesssss.

    • tomeoftom says:

      Hrrrrrrnnnnghghgchthk.

      I am so there.

    • Dlarit says:

      I really hope they add independent NPC that trade hunt and survive in their own! I want sole
      Npcs that pick up quests buy equipment etc! Maybe they will die? Maybe they will become millionaires hire a crew and get the best equipment? How great would this be? A truly living world!

  5. SirKicksalot says:

    Make sure to ask them when they’ll make a new Cossacks!

  6. rawtheory says:

    YesyesyesyesyesyesyesyesyesyesyesYES!

  7. Heliosicle says:

    Hmm I wonder whether the thing about artifacts could hint at powers? Pull some telekinesis shit like those bloody wisps! Whatever it is, they better not get rid of my beloved bubble.

  8. Navagon says:

    That’s shaping up to be a recipe for success. I’d probably have got this game no matter what. But the fact that it looks like they’re getting so many things right just confirms it.

  9. DigitalSignalX says:

    While I like the idea of a new Xray engine, I’m terribly afraid of the all new bugs and glitches that will invariably come with it. Lets hope they actually do some extensive play testing before release.

    • Arglebargle says:

      They can probably afford a few more Q&A people now. Aside from us players….

    • domowoj says:

      given how they packed a good amount of content into Call of Pripyat in under a year of development and how that was completely devoid of major bugs, i’d say they’ve got good chances with STALKER 2.

  10. tomnullpointer says:

    off to get my veles detector to see how near this really might be…

  11. skinlo says:

    Meh, didn’t like the first few.

  12. Muzman says:

    I’ve thought since the start that they should have followed the book’s scenario a little more closely. Have it so that traders and stalkers and so forth are outside the Zone most of the time and you wander around the edges of it getting involved in various expeditions with the different groups, or going in of your own volition etc. At the start you only have a to spend a few hours in the zone. As this progresses you have to go further and further in, planning for longer and longer stretches, balancing ammo with food, travelling speed, staying the night, maybe even hunting so you can eat etc.

    I doubt they’re going to do this, but that would be a pretty cool game if you ask me.

    • Heliosicle says:

      I do like the idea of this. Although all they really did was move the traders and such into the outer zone, the idea of expeditions deeper was still a part of the story, as that’s what Strelok and his party did wasn’t it? Getting past the brain scorcher and all.

    • Navagon says:

      That wouldn’t play so well because you’d constantly be going back and forth. The whole point of having traders and camps at various points ensures the pace of play is maintained.

    • Muzman says:

      What’s wrong with constantly going back and forth? If you play the original at anything but the easiest difficulty you were constantly going back and forth anyway. Play it at the apparent pace the game is setting out as though it is a linear FPS and you will be pathetically under supplied for pretty much everything after the vehicle yard fight and die constantly. Some people don’t mind this I guess.

      1. You don’t have to keep entering and leaving from the same place. The different factions could dominate different areas along the border for you to move between and you can take dfferent routes in and out if they are contiguous and you’ve established relations (or are sneaky enough).
      2. There’s nothing to say there can’t be camps set up already in the zone. The army, scientists, legendary stalkers etc. Just not very many (expeditions can be to discover what happened to some remote outpost, for instance)
      3. this stresses the danger and mystery of the zone again, something that it’s gradually losing with all this human activity and familiarity over the last few games.

      Aren’t exploration/survival games hip again? That’s the idea anyway.

    • Navagon says:

      Yeah, there was a lot of going back and forth in the game. But for one thing there wasn’t any set times on when you had to return. You could go off in another direction entirely then return to collect your reward later. There’s also the fact that the groups being scattered throughout the zone meant going back and forth took less time than it would if they were all on the outskirts. Plus they were staggered in such a way that you had a sense of progress into the zone.

      Generally the approach they took meant it was less linear, had less trudging back over the same path, had a greater sense of progress and left you with the feeling that you were trapped in the zone and living on borrowed time.

    • Muzman says:

      There were set times when you had to return. Rewards and side missions etc expired after a given length of time. Not that this matters, because I never said anything about being necessarily forced to return in a given time.

      How much back and forth depended entirely on whose missions you were doing. Missions given by the barman to kill somone in Red Forest could be paid out by Sidorovich all the way back in Cordon. There’s no traders after Army Warehouses. So if you want to cash out or tool up and you’re in Pripyat (or the NPP, if it’s a mod) then you’re hiking. And if you liked 9×39 weapons you’ve got to go to Rostock for ammo which is even further.
      The people who made the first one weren’t shy about giving players a potential hike or two. How long it takes to return from a mission at the outskirts and how much sense of progress and discovery there is as you push further in (and what options for backtracking or sidetracking there are in these cases) is entirely a matter for the design and not impeded in any way by anything I’ve suggested. It is as though you are being intentionally unimaginative.

    • Neut says:

      I definitely like the idea of this, as Muzman has said there doesn’t have to be much backtracking if you imagine the Zone being a circle, with the player starting at a point on the edge, traveling on an arcing path towards the centre and then arcing back out towards the edge at another point.

      Also Minecraft has shown that the idea of how you get back to safety mattering just as much as how you get into danger can be a very compelling experience and would make scary bits a lot scarier – do I risk losing everything in the hopes that I find shinier artifacts by exploring the zone more, or do I just cut my losses now and get the hell out?

      Plus you add a few sparse scattered safe spots of scientist outposts or stalker camps for those moments when all hope is lost but then you see a light ahead of you, maybe the ability to set up temporary camps in any sheltered location like small caves, derelict buildings, vehicles, tunnels. Man I’d play that. Minecraft in the Zone plz?

  13. l1ddl3monkey says:

    Need.

  14. Zwebbie says:

    It’s a bit of a shame they want to build a franchise out of this so badly. As much as I love the Stalker games so far, most of the charm is how alien the Zone is; you’re dropped into the game as if it were a Call of Honor game, which makes it that much more special when you see the laws of physics being bent, or when you fight some things that were once human. With the underground labs, too, there’s nothing quite like the first time when you don’t know what to expect. The gradual change from innocent newbie to hardened Zone veteran was a good part of what made Stalker special.
    It’s a good setting, but I think that they’ve milked that after 3 games. When we’re saying “Hey, it’s the new Snork! Neat!” instead of “What the hell is *THAT*!”, the charm is lost.

    • Wonko the Sane says:

      There is truth in what you say. The fact there were about two controllers in the entire 1st game meant that when you met the second (unavoidably) in the brain scorcher lab it was a real “what the SHIT?” moment.

      I do like the survival aspect though: one of the things that most impressed me about the first was that the game was designed to let you run out of ammo if you tried to kill everything. The fact that it did this without making you feel like you were armed with a peashooter and three peas was a definite win. Few things have made me jump out of my skin as much.

      (oh yes, and: wantwantwant)

    • Basilicus says:

      That’s exactly what I said about resurrecting Fallout after 1, 2, and Tactics. Of course, I was right. FO3 was a well made game in an environment I just didn’t want to be in anymore. But, given they’re crazy Russians who are in love with the material, and I don’t yet feel overloaded with it (perhaps because I didn’t play the 2nd game), I’ll give them a chance.

      CoP didn’t hold the same sense of “real place” that SoC did…maybe the survivalism aspect can resurrect the entire concept and anchor it again.

      I think Irrational’s got the right idea with using the Bioshock brand name to launch new IPs over and over again. I’d love to see the crazy Russians (I’m too lazy to look up the studio’s name) similarly bring a lot of the STALKER concepts into a wholly new world, which seems to be what happened with Metro 2033, from what I’ve heard. All this not-resurrecting-the-same-franchise talk said, you can pry my Thief 4 from my cold, dead hands.

    • Joshua says:

      Since the zone is an ever changing phenonom, I geuss you shouuld prepare to be suprised. THere aare things that knock experienced stalkers of their feet as well.

  15. Teronfel says:

    Ole!!!

  16. iQue says:

    Also worth noting is that Stalker 2 will have female characters as well, as confirmed by a GSC employee at the facebook page :]

    I’m a huge stalker fan and can’t wait for this game, 2012 seems so far away! :x

  17. maktacular says:

    big fan of the sp in the first few but the whole steam multiplayer thing was not fun. although from what i hear, having never got to play it, the mp wasn’t that great…

  18. phenom_x8 says:

    My first with run STALKER without mod or latest patch in 2007 was great. I’m even be able to pass the first bandit raiding mission alone succesfully and get a lot of compliment from my fellow STALKER I was left behind.Passing through the bus yard raiding moment succesfully too until I reach the bar and entering the wasteland to save the scientist from merc assault then stop because of my PC was attacked by worm and I have to reinstall my XP without any idea where was my saves file located.

    The bandit raiding, the bus yard,army vs STALKER and merc vs scientist moment is something that make this games alive and kicking for me eventhough my old P4 2,4A ghz and radeon 9550 can only handle it in DX8 mode.Absolutely I’ve played it not because of good graphic, it is because its feels different from any other shooter I have played before at that time.

    If they cut the faction wars, than what will make this game more compelling (beside the survival aspect of course)? I hope GSC found the answer of this!

    PS : Played it for the 2nd run till finished with complete 2009 mod a month ago in my not so new rig, and surely its outstanding than before (although finishing quest was a little bit easier because of jump feature!)

    • thebigJ_A says:

      But, faction wars was only in Clear Skies, the second one, generally considered the worst (though I still liked it).

      Faction Wars was cut in CoP. People were asking if it would make a comeback. The answer was “no”.

    • phenom_x8 says:

      Really?? My first thought ’bout faction wars was rivality between each faction in STALKER ShoC. Never played CS or CoP before (due to a matter of time, although I’ve bought CS), so I’m lack of knowledge of it. Just imagine STALKER without rivality between them, it will be another linear,corridor shoot’em up fest FPS.

      If STALKER 2 keep like ShoC, like you’ve been said there is no faction wars in ShoC, then its nice.

      Thanks for the info, it’s enlighten me so much!

      PS: can you explain to me what faction war is?? Sorry if it was a spoiler.

    • thebigJ_A says:

      To keep it spoiler free, in Clear Skies factions are at war with each other, actually trying to take each other out. You can join one, and lead it against another to wipe it out. It’s organic, it plays out on its own if you don’t get involved.

      Unfortunately, it didn’t work as well as was hoped.

  19. Shodan says:

    Alright! They answered my survival question!

  20. agent47 says:

    I know I shouldn’t care, but the whole multi-platform thing still really puts me off …

  21. BobbleHat says:

    I hope they reintroduce the horror element that the first game did so well, but was mostly absent from the other two games. The intensity of it at least, anyway. I want moments of Amnesia-esque sheer terror in my Stalker

  22. lurkalisk says:

    And yet the console versions will likely sell much better. I know too many people that have told me something like “I would buy it if I had the 5 million credits to afford a low end gaming machine, but I’m a normal person and have normal things to spend my moneys on, like multiple iPhones”.

    …Unless said console folk see it as a Fallout 3 ripoff, which seems entirely possible.

  23. dragonhunter21 says:

    Oh sweet, I just started learning Russian through Rosetta Stone. Couldn’t ask for a better test, assuming I get the Rosetta course done, natch.

    Oh, and also, I echo all of the above excited quotes. Though around here, that should go without saying.

  24. fupjack says:

    I’ve been playing the Soljanka mod for Shadow of Chernobyl, and it does an interesting job of using artifacts as currency. Artifacts are a lot more common in that first game, and needing them to get significant quantities of anything you can’t plunder from dead people makes it really worthwhile to hunt for artifacts.

    That’d be interesting to see. Otherwise, yeah, it sounds like they are on exactly the right track. Each game seems specifically designed to address problems in the previous one, so they certainly learn.

    Also: want want want.

  25. tlarn says:

    New STALKER game, huh? Sweet! I’ll check back on progress in five years time.

  26. GoodPatton says:

    So this means I should probably finish STALKER: Shadows of Chernobyl at least once, I did buy it day of release…and then maybe play through the subsequent games as well?

    Maybe the complete mod will make me not dislike it so much? (actually be serious about that one)

  27. Frye2k11 says:

    Great stuff, free-roaming fps is my favorite genre. Fallout 3 NV didn’t seem to tickle the RPS hivemind but i love it to bits. I can’t remember ever playing a game as an evil persona AND a good one just to see the impact on the world. Stalker just seems so small and linear now whenever i run it. Despite the better atmosphere and graphics.

    STALKER’s faction wars were a nice touch and i hope they leave npc vs npc fights in. One of the coolest things in both games are hearing shots fired in the distance, approaching the noise and see some fight panning out leaving you to decide whether to get involved and if so, who to help.

    I hope the developers take a good look at the Oblivion Lost mod for the first game. Where darkness was truly DARKness meaning without your flashlight or night vision goggles you’ll see next to nothing.
    There’s nothing wrong with making certain areas impossible to beat without the right gear. In fact it is only then that looting becomes cool and exciting instead of a chore. Like FA:NV did with a few strategically placed mobs (deathclaws i think) near the start forcing you to take the long way to Vegas.

  28. Dreamhacker says:

    Really looking forward to this, one of my absolute favorite survival-FPS games of all time.

    I also hope they include some of the more crazy creatures they had planned for SOC, like the fan-made-creature competiton winner “The Mutated Killer Horse” :)

  29. LD says:

    hmmm

    what GSC say and what GSC can do is two very diffrent things.

  30. Sidorovich says:

    I think this ‘interview’ was conducted by one of the fans over on the official forum, who also runs the facebook page. Whilst I applaud his efforts, GSC’s continued lack of effort in getting a proper PR campaign sorted for the English speaking-world is still lamentable.

    “Q: Will there be more of a survival element to STALKER 2?”

    “A:Yes.”

    I mean why even bother?!

    I hope RPS’s interview elicits more of a verbose response.

    • Miles of the Machination says:

      Q:What will be new in STALKER 2?
      A: Well, it will been a new game.

      It’s hard to tell if GSC didn’t have the time/ ability to divulge that kind of information, or if the PR guy was just phoning it in, between eating tinned food and not just standing there.

      Either way, I’d like to see an experience that captures the essense of the Zone in the way that SoC masterfully managed. Pretty big call. I suppose without the feeling of striding forth into the unkown that SoC embodied, any additional element would only feel like an extension of a familar formular. I think STALKER needs to change a few rules and rattle a few cages. That was a completely unconstructive comment.

  31. dogsolitude_uk says:

    *Whistful sigh*

    I don’t recall which reviewer remarked upon this, but they pointed out the way that whereas anomalies in the first game were just localised gamey ‘barriers’, in the second game they chewed up vast numbers of STALKERS and mutants at once, and by the third they had become huge twisted distortions of the landscape.

    I loved the way that, in the first game, one could wander about and just every so often have a ‘WTF?!?!’ moment when seeing, for the first time, something strange and undocumented.

    Here’s hoping they keep it up, with a stranger and more bizarre and deadly zone as things go on. I definitely agree that we need new mutants… Kinda bored with Snorks after three games, and the Zone need to be full of alien surprises, but if they keep upping the oddity ante then we should be in for a treat.

    • Miles of the Machination says:

      I recognise that it would be a tremendous effort on the behalf on GSC, but I feel that creating a huge variety of creatures – new and mutated variations on old – would be tremendously beneficial to creating the foreboding and mysterious experience of SoC. This would be so as long as the game didn’t fall into the trap of disclosing the minutia of these entirely alien and unexpected elements before the player encountered, or at least heard the various thought-drippings of them from other Stalkers.

  32. thebigJ_A says:

    The character development was in the gear you found/traded, and your own knowledge of the Zone.

    I, for one, am emphatically AGAINST them turning this into a “shooter with rpg elements” (in the Borderlands etc. sense). This game has its own, unique rpg elements.

    I love rpgs. I loved fallout 3 & NV. But I also love Stalker on its own merits, and don’t want it to be another Fallout, thankyouverymuch.

  33. thebigJ_A says:

    Did you not play Call of Pripyat or something?

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