3/5 ★ – RANDYz_nRAGED's review of S.T.A.L.K.E.R. 2: Heart of Chornobyl.

After spending around 45 hours in S.T.A.L.K.E.R. 2 , I’ve come away with a mixed bag of feelings. I don’t mind a long game—honestly, I enjoy them when they’re engaging—but this one had highs that kept me hooked and lows that made me want to put the controller down and walk away. The game’s lack of fast travel was a major sticking point for me. Missions often sent me trekking across the map, sometimes as far as 3 kilometers, and with no quick way to get there, it was tough to stay invested during those slogs. What made it even worse was the constant overencumbrance. I was carrying a modest load—three or four guns, a decent amount of ammo for each, some food, and a few energy drinks—but I was sluggish for about 90% of the game. There wasn’t much opportunity to increase carry capacity until later, and even then, it barely made a difference. That slow, plodding pace got old fast and turned exploration into a chore. Combat was another frustration. I died a lot, which I didn’t mind too much since the difficulty felt fair, but ammo was a constant issue. I was always running low, and the places to stock up were usually far off. Money was tight too—most of it went to repairing my guns and armor from wear and tear, leaving little to spend on anything else. I didn’t want to detour even further just to scrounge for cash, so I spent a lot of time scraping by with barely enough bullets. Oh, and not being able to climb anything? That felt like a weird oversight and limited how I could approach certain areas. The story didn’t help much either. It was confusing, and while I pieced some of it together—something about my home being blown up and a vague reason for being in the Zone—it didn’t fully click until the ending. Even then, I wasn’t sure what the point was beyond that. The enemies and anomalies added to the odd vibe. You’ve got zombie-like creatures, floating blobs, electric anomalies, dogs, hogs, rats, and some alien-looking things thrown in. It was all so random that I couldn’t figure out the logic behind it, though it didn’t bother me too much—just felt strange. But it wasn’t all bad. The weather in this game was a standout. Storms, lightning, and even tornadoes rolled through, and it’s some of the best I’ve seen in any game. The environment matched it perfectly—barren woods, rolling hills, and crumbling houses felt authentic and immersive, like the world was alive in its own broken way. The gunplay was a highlight too; the weapons sounded great and had a solid feel to them. There were plenty of missions to tackle, and I liked that I could upgrade my gear and settle into different areas. Those spots had their own little stories and activity going on, which gave the game some life I really appreciated. Plus, I got jump-scared a few times, which caught me off guard in a good way. Overall, *S.T.A.L.K.E.R. 2* has some strong moments—like the weather, the world, and the gunplay—that shine through. But the lack of fast travel, constant overencumbrance, and ammo struggles made it irritating to play more often than not. It’s a game with potential, but one that tested my patience as much as it entertained me.