During our time at gamescom asia 2023, we had the opportunity to speak with the developers of STALKER 2, Vlad Lebedynets and Vlad Novikov in an interview about the game.
Interview is edited for clarity.
Vlad Lebedynets is a Technical Producer at GSC Game World and previously worked with Wargaming for 7 years. Meanwhile, Vlad Novikov is a Marketing Producer at GSC Game World.
How different is the dynamic day-night cycle and weather system as compared to the first game?
Vlad Lebedynets: For our sequel, we made numerous improvements. Being a modern, open-world game, the day and night cycle plays a crucial role. Now, the zone becomes an exceedingly perilous place, particularly at night. Some enemies and monsters exhibit distinct behavior, making it even more perilous.
Traveling becomes notably more challenging due to reduced visibility, necessitating the use of a flashlight. This introduces a variety of potential encounters during the night. Atmosphere-wise, we aim to instill a heightened sense of danger through sound design, ambient noises, and of course, encounters with monsters. It’s strongly advised not to venture out at night.
The S.T.A.L.K.E.R. series is probably best known for its mutants, each with different behavior patterns. Could you tell us more about the varied behavior patterns of the mutants for S.T.A.L.K.E.R. 2 and how is it different from past titles?
Vlad Lebedynets: We’ve completely overhauled and redefined the behaviors of our monsters. They now exhibit advanced cognitive processes; some hunt in packs, while others prefer solitude. Certain mutants might employ stealth tactics, attempting to catch you off guard. Each type of monster boasts its own distinctive characteristics, and in some cases, even possesses unique subspecies.
What is the decision behind the naming of S.T.A.L.K.E.R. 2?
Vlad Novikov: This decision holds significant importance. S.T.A.L.K.E.R. is not just a game; it’s a national product of Ukraine. Given that Chornobyl is located in Ukraine, we opted for the Ukrainian spelling, “Chornobyl,” to accurately represent it on a national level. This aligns with our overarching goal for all our products – to resonate with Ukrainian culture and showcase our work to the world. Therefore, it felt entirely natural for us to employ the authentic Ukrainian spelling for the setting of S.T.A.L.K.E.R. 2, and that’s precisely what we did.
Could you share with us your personal favorite mechanic in S.T.A.L.K.E.R.?
Vlad Lebedynets: I’ll start with myself. As a fan of first-person shooters, my personal favorite mechanic centers around firearms – how they handle, the animations, sounds, visual effects, and how all these elements synergize. So, for me, it’s the shooting mechanics.
Vlad Novikov: My perspective is slightly different. I enjoy a diverse range of games, and I’ve been a S.T.A.L.K.E.R. fan for 16 years, dating back to the original title. What truly captivates me is the role-playing system we’ve implemented. It allows you to assume the kind of stalker you want to be, with no reliance on numerical stats.
What key features in S.T.A.L.K.E.R. 2 would you pitch or sell to players who might not be unfamiliar with the series?
Vlad Lebedynets: My standout feature of the game overall is the palpable atmosphere. The sensation of being in an authentic location, as our game is grounded in reality. You can physically visit this place and experience the atmosphere of its slow decay, frozen in time.
Vlad Novikov: This experience is complemented by a distinctive gameplay loop. It’s not purely an action game, nor is it strictly a horror game. Instead, it combines elements of a first-person shooter, immersive simulation, and horror. The pace is slightly more measured than your typical shooter, and you’ll need to keep tabs on various factors.
Are there any plans to release S.T.A.L.K.E.R. 2 for the PlayStation platform?
Vlad Novikov: Indeed, many have inquired, and we’ve been addressing these inquiries. S.T.A.L.K.E.R. primarily thrives as a PC franchise, so even making its way to a single console represents an exciting opportunity for us. At present, our primary focus is on the Xbox and PC versions.
Is there anything else you would like to share with S.T.A.L.K.E.R. fans?
Vlad Lebedynets: Absolutely! We’re incredibly eager to unveil what we’ve crafted, allowing you to fully immerse yourselves in this world and provide your candid feedback. We’re sending you all our love and the dedication we’ve poured into these years of development.
Vlad Novikov: We hold immense gratitude for all the existing S.T.A.L.K.E.R. fans in Malaysia. We firmly believe that the current product will resonate with a broader audience. We’re looking forward to welcoming new S.T.A.L.K.E.R. enthusiasts at gamescom. Your support means the world to us.
We would love to thank Vlad Lebedynets and Vlad Novikov for taking the time to answer our questions regarding S.T.A.L.K.E.R. 2.
S.T.A.L.K.E.R. 2: Heart of Chornobyl is set to launch on the Xbox Series X|S and Windows PC sometime in 2024 with no exact date announced yet.