S.T.A.L.K.E.R. 2: Heart of Chornobyl Gameplay Video
S.T.A.L.K.E.R. 2: Heart of Chornobyl Key Specifications
Specification | Detail |
---|---|
Engine | Unreal Engine 5 |
Genre | First-Person Shooter, Survival Horror, Open World, Post-Apocalyptic, RPG-lite |
Initial Release | 2024-09-05 |
Developer | GSC Game World |
Publisher | GSC Game World |
Setting | Chornobyl Exclusion Zone, Ukraine (Near Future, Post-Second Disaster) |
Perspective | First-Person |
Platforms | PC (Windows), Xbox Series X|S (Day one on Game Pass) |
Multiplayer | Free Multiplayer Update planned post-launch (Details TBD) |
Unique Feature | Seamless Open World Chornobyl Zone, A-Life 2.0 System, Non-Linear Story with Meaningful Choices, Intense Survival Mechanics, Anomaly & Artifact Hunting, Mod Support (Confirmed). |
S.T.A.L.K.E.R. 2: Heart of Chornobyl System Requirements
1080p_Low_30FPS
tune Minimum (1080p ~30 FPS, Low Preset) – Low Preset
1080p_High_60FPS
tune Recommended (1080p ~60 FPS, High Preset) – High Preset
1440p_High_Ultra_60FPS
tune High Performance (Estimated 1440p ~60 FPS, High/Ultra Preset, Upscaling likely needed) – High/Ultra Preset, Upscaling (DLSS/FSR Quality/Balanced)
4K_High_Ultra_60FPS
tune Ultimate (Estimated 2160p/4K ~60 FPS, High/Ultra Preset, Aggressive Upscaling + Frame Gen Required) – High/Ultra Preset, Upscaling (DLSS/FSR Performance/Ultra Performance + Frame Generation)
S.T.A.L.K.E.R. 2: Heart of Chornobyl Laptop Recommendations
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Core Requirements
- desktop_windowsOperating System: Windows 10, Windows 11 (64-bit)
64-bit Windows 10 or Windows 11 is required.
- memoryDirectX: DirectX 12 Ultimate (Expected for full feature set)
DirectX 12 is listed, Ultimate likely needed for features like advanced ray tracing (if implemented beyond Lumen) or mesh shaders.
- save_altStorage Note: 150 GB available space (SSD Required).
An NVMe SSD is mandatory for the intended experience due to the seamless open world and UE5's asset streaming capabilities (Nanite).
settings_applications Optimization Notes:
Upscaling: Expected to support major upscaling technologies like NVIDIA DLSS, AMD FSR, and Intel XeSS.
Key Settings: Global Illumination (Lumen), Virtualized Geometry (Nanite detail levels), Shadow Quality, Texture Quality, View Distance, Anti-Aliasing, Volumetric Effects, and Particle Density will heavily impact performance.
S.T.A.L.K.E.R. 2: Heart of Chornobyl: Map Size and Regions
S.T.A.L.K.E.R. 2 will feature a seamless open world of approximately 64 sq km, one of the largest in gaming. It will encompass iconic locations from previous games (e.g., Pripyat, Chornobyl NPP, Red Forest, Cordon - TBD if all are present or reimagined) as well as new, unexplored territories within the Exclusion Zone. The world will be dynamic, with the A-Life 2.0 system simulating life for factions and mutants independently of the player. Expect diverse biomes from irradiated wastelands and dense forests to underground laboratories and abandoned urban areas.
S.T.A.L.K.E.R. 2: Heart of Chornobyl: Post-Launch Content / DLC
A Season Pass is confirmed for higher editions, indicating plans for multiple DLCs, likely including story expansions, new areas, weapons, and potentially game modes. A free multiplayer update is also planned after release.
S.T.A.L.K.E.R. 2: Heart of Chornobyl: Game Editions
Multiple editions have been announced: Standard, Deluxe (digital artbook, soundtrack, extra side quests, costumes/weapon skins), Ultimate (Deluxe content + Season Pass with future DLCs, more costumes/weapon skins), and physical Collector's Edition (Ultimate content + SteelBook, artbook, stalker figurine, letter, map, patches, keychain, etc.).
S.T.A.L.K.E.R. 2: Heart of Chornobyl: Cross-Platform / Crossplay
To Be Determined (TBD). Primarily a single-player experience, but a free multiplayer mode (PvP and potentially co-op elements like raids from cancelled S.T.A.L.K.E.R. Online) is planned post-launch. Cross-play for this mode is unconfirmed.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Specific Game Elements
S.T.A.L.K.E.R. 2: Heart of Chornobyl Weapons
- securityAssault Rifles (e.g., AKM-74/2, AN-94 Abakan, L85, G36, FN F2000) (Automatic/Semi-Auto (Versatile))
Workhorse weapons of the Zone. Expected variety of Eastern Bloc and Western rifles, highly customizable with scopes, grenade launchers, silencers, and magazines. (Some confirmed from gameplay, others speculative)
- securityLaunchers (e.g., RPG-7, Bulldog 6) (Explosive (Anti-Personnel/Anti-Structure))
Rocket launchers and grenade launchers for dealing with heavily armored targets or groups. (Speculative based on franchise)
- securityMachine Guns (e.g., RPK, PKM) (Automatic (Suppressive Fire))
Heavy weapons with large magazines for sustained fire, useful against groups or heavily mutated creatures. (Speculative based on franchise)
- securityMelee Weapons (Knives, Crowbars, Shovels - expected) (Close Quarters (Silent/Last Resort))
Basic melee options for stealth kills, breaking crates, or desperate situations. (Speculative details based on franchise)
- securityPistols (e.g., Makarov PM, Fort-12, Walther P99, Desert Eagle) (Sidearm)
Common sidearms for backup or when primary ammo is scarce. Expected to include classic S.T.A.L.K.E.R. pistols and new additions. Customizable with suppressors, sights, etc. (Speculative details based on franchise)
- securityShotguns (e.g., TOZ-34, SPSA14, Protecta, Chaser 13) (Close Quarters (High Damage))
Devastating at close range against mutants and unarmored humans. Pump-action, semi-auto, and automatic variants expected. Can use buckshot or slugs. (Speculative details based on franchise)
- securitySniper Rifles (e.g., SVD, SVU, VSS Vintorez, Gauss Rifle) (Long Range (Precision/High Power))
For taking out targets from extreme distances. VSS Vintorez for silenced sniping. The Gauss Rifle is an iconic, powerful experimental weapon. (Some confirmed from gameplay, others speculative)
- securitySubmachine Guns (e.g., MP5, PPSh-41, AS Val - integrated suppressor) (Automatic (Close to Medium Range))
High rate-of-fire weapons for close encounters. AS Val variant would be specialized for stealth. (Speculative details based on franchise)
- securityThrowables (Bolts, Grenades - F1, RGD-5, Smoke) (Tactical/Utility/Explosive)
Bolts are essential for detecting anomalies. Grenades for combat. Smoke grenades for cover or distraction. (Bolts confirmed, grenades highly expected)
- securityUnique & Modified Weapons (Expected) (Special Variants)
Stalkers often modify their weapons. Expect to find unique, named versions of standard firearms with special properties, better stats, or unique attachments, possibly tied to quests or rare loot. (Speculative based on franchise)
S.T.A.L.K.E.R. 2: Heart of Chornobyl Vehicles
- directions_carFast Travel (Guides - Speculative/Limited) (NPC Service / Map Traversal Mechanic)
In previous games, experienced stalkers known as 'Guides' could offer paid fast travel services between major friendly encampments. A similar limited fast travel system might return, rather than unrestricted map-wide fast travel, to maintain immersion and the sense of journey.
- directions_carNo Player-Controlled Vehicles Traditionally (N/A)
The S.T.A.L.K.E.R. series has traditionally focused on on-foot exploration to emphasize the Zone's dangers and the vulnerability of the stalker. While military vehicles (APCs, helicopters) exist as environmental elements or enemy threats, direct player control of vehicles for general traversal has not been a core feature. This is expected to continue, though specific scripted sequences are always possible.
- directions_carTraversal on Foot (Walking, Running, Sprinting, Crouching, Prone - expected) (Player Locomotion)
Primary mode of movement. Skif will navigate the Zone on foot, managing stamina for sprinting, using stealth (crouching, possibly prone), and carefully navigating treacherous terrain and anomaly fields.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Characters
- personFaction Leaders & Key Members (Duty, Freedom, Loners, Scientists, etc. - Speculative) - Quest Givers / Allies / Antagonists
Expect to encounter and interact with leaders and prominent members of the Zone's various factions. These characters will likely provide quests, trade opportunities, act as allies or enemies depending on player choices and faction alignment. Names and specific roles are TBD but will draw from established S.T.A.L.K.E.R. lore.
- personMysterious Zone Figures (e.g., Guides, Legendary Stalkers, Zone Cultists - Speculative) - Lore Figures / Enigmatic NPCs
The Zone is known for its mysterious and legendary figures. S.T.A.L.K.E.R. 2 will likely feature new or returning enigmatic characters who hold deep secrets about the Zone, its origins, and its future. These could include unique quest givers, hidden mentors, or dangerous ideologues.
- personScientists & Researchers (Speculative) - Quest Givers / Information Source
Mobile scientific labs and bunkers are a staple. Expect to interact with scientists studying the Zone, its anomalies, and artifacts, who will likely offer research-oriented quests and unique rewards or information.
- personSkif - Protagonist (Stalker) (playable)
The new player-controlled protagonist. Details about Skif's background, motivations, and specific skills are largely unrevealed, but they are depicted as a capable lone stalker venturing deep into the Zone.
- personTraders & Technicians (Speculative) - Merchants / Crafting & Repair NPCs
Essential NPCs for buying/selling gear, ammunition, supplies, and for repairing and upgrading weapons and armor. Found in stalker camps and faction bases.
Top 3 Characters (Protagonist + Speculative Key Figures):
(Player Character): The new stalker protagonist, a lone wolf navigating the dangers of the Zone. Their motivations and backstory are yet to be fully revealed. 2. Potential Faction Leaders: Charismatic or ruthless leaders of groups like Duty or Freedom who will offer quests and influence the Zone. (TBD) 3. Mysterious Zone Entities/Legends: Figures like the Zone's 'Wish Granter' (if it returns) or other enigmatic beings tied to the Zone's core mysteries. (TBD)
S.T.A.L.K.E.R. 2: Heart of Chornobyl Missions / Objectives
- flagArtifact Hunting Expeditions
Objective: Venturing into dangerous anomaly fields to locate and retrieve valuable artifacts using specialized detectors and bolts. This involves careful navigation of invisible and lethal hazards, and often dealing with mutants attracted to anomalous energy.
- flagClearing Mutant Lairs & Bandit Camps
Objective: Systematically eliminating threats from specific locations to make areas safer for passage, secure resources, or fulfill faction objectives. Part of the dynamic A-Life 2.0 system might see these areas reclaimed by enemies over time if not patrolled.
- flagFaction Quests (Duty, Freedom, Loners, Scientists, etc.)
Objective: Optional storylines and tasks given by representatives of the Zone's major factions. Completing these will likely improve Skif's reputation with that faction, unlock unique rewards (gear, information, access to new areas), and potentially influence the balance of power within the Zone. Choices made may alienate other factions.
- flagInvestigating Zone Mysteries & Legends
Objective: Following clues from PDAs, documents, or rumors to investigate mysterious phenomena, legendary stalker tales, secret laboratories, or unexplained events within the Zone. These often lead to unique encounters or valuable discoveries.
- flagMain Story Questline (The Heart of Chornobyl)
Objective: A non-linear series of core narrative missions following Skif's journey into the depths of the Chornobyl Exclusion Zone to uncover its greatest secrets, likely revolving around the mysterious 'Heart of Chornobyl.' This will involve navigating dangerous territories, interacting with various factions, making critical choices, and surviving encounters with deadly mutants and anomalies.
- flagStalker Contracts & Bounties (Speculative)
Objective: Taking on jobs from traders, faction leaders, or other stalkers, such as eliminating specific mutant lairs, assassinating rival stalkers, retrieving lost items, or escorting individuals through dangerous areas. (Based on previous games & open-world tropes)
- flagSurvival & Resource Management Tasks
Objective: Ongoing objectives driven by the game's survival mechanics: finding food and water, seeking shelter during emissions or hazardous weather, managing radiation exposure, maintaining weapon and armor durability, crafting ammunition and medical supplies, and finding safe places to rest.
Top 3 Missions/Objectives (Speculative based on franchise & reveals):
the Chornobyl NPP / Heart of Chornobyl: The ultimate goal, likely involving navigating extremely dangerous, anomaly-ridden, and heavily guarded areas. 2. Investigating a Major Anomaly Field or Underground Lab: Missions focused on exploring hazardous, mysterious locations to uncover secrets, find artifacts, or complete scientific tasks. 3. Faction-Specific Questlines: Aligning with or working against major factions (Duty, Freedom, etc.) through multi-part storylines with significant choices and consequences.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Companions / Summons
- groupNone Expected (Persistent AI Companions) (N/A)
Ability: The S.T.A.L.K.E.R. series traditionally emphasizes a lone wolf experience for the player character. While temporary AI allies for specific missions or dynamic A-Life 2.0 squad interactions are likely, persistent, commandable companions are not a typical feature of the core gameplay.
- groupTemporary Quest-Specific Allies / Faction Squad Mates (A-Life 2.0) (Human (Stalkers from various factions))
Ability: During certain quests or as part of the A-Life 2.0 system, Skif might temporarily team up with other AI-controlled stalkers from friendly or neutral factions. They would provide combat support based on their faction's typical equipment and behavior. Their survival would likely not be critical to mission success beyond specific scripted events.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Collectibles
- collections_bookmarkArtifacts
Location/Use: Found within or near dangerous anomaly fields. Require special detectors to locate and often careful maneuvering to retrieve. Provide powerful passive buffs (e.g., health regeneration, bullet resistance, increased carry weight, anomaly protection) but may also have negative side effects (e.g., emit radiation, reduce stamina). Can be equipped in artifact containers on a belt/suit.
- collections_bookmarkDocuments & Research Notes
Location/Use: Found in abandoned laboratories, military outposts, or hidden locations. Provide backstory on the Zone's origins, scientific experiments, faction ideologies, and mutant behavior.
- collections_bookmarkGuitar & Harmonica Songs (Playable by NPCs)
Location/Use: Not a traditional collectible for the player, but finding NPCs who play unique songs around campfires is a memorable atmospheric element of the series. Players might collect song 'data' or similar.
- collections_bookmarkPDAs (Personal Digital Assistants)
Location/Use: Looted from fallen stalkers or found in hidden stashes. Contain text logs, audio diaries, mission data, coordinates for stashes, or information about other stalkers and Zone events. Key for lore and finding hidden supplies.
- collections_bookmarkUnique Weapons & Armor (Stash Items)
Location/Use: Rare, often named, versions of standard gear with improved stats, unique properties, or pre-installed modifications. Found in well-hidden stashes, as quest rewards, or looted from powerful enemies.
- collections_bookmarkZone Folklore Items / Mementos (Speculative)
Location/Use: Could include items like old photographs, trinkets, or handcrafted objects that offer small glimpses into the lives of those who lived in or ventured into the Zone before or after the disasters. (Purely speculative, but fits the S.T.A.L.K.E.R. atmosphere)
Top 3 Collectibles (Speculative based on franchise):
Unique, anomaly-born objects with both beneficial and detrimental properties. Finding and equipping the right combination is key to survival and power. 2. PDAs & Documents: Lore items providing insight into the Zone's history, other stalkers' fates, scientific research, and faction secrets. 3. Unique Weapons & Armor: Rare, named versions of standard gear with improved stats or special properties, often hidden or obtained from challenging quests.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Armor
- shieldArtifact Containers
Focus/Stats: Specialized containers attached to belts or suits that allow stalkers to safely carry radioactive or otherwise hazardous Artifacts, mitigating their negative effects while benefiting from their positive properties. Upgradable for more slots or better protection.
- shieldBackpacks
Focus/Stats: Increase carrying capacity for loot, supplies, and ammunition. Different sizes and types may be available.
- shieldHelmets & Gas Masks
Focus/Stats: Headgear providing ballistic protection and crucial for surviving in areas with toxic gas, high radiation, or specific anomalies. Gas masks require filter replacements. Different types offer varying levels of protection and durability.
- shieldStalker Suits (e.g., Sunrise Suit, SEVA Suit, Exoskeleton, Trench Coats, Leather Jackets)
Focus/Stats: Various outfits and protective suits worn by stalkers. These provide varying degrees of protection against ballistic damage, mutant attacks, radiation, anomalies (thermal, chemical, electrical, psychic), and environmental hazards. Suits often have slots for Artifact containers and may have integrated features like night vision or closed-cycle breathing systems. Heavier suits like Exoskeletons offer superior protection but reduce mobility and require battery power. Can be repaired and upgraded.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Clothing / Appearance
- checkroomFaction-Specific Gear Appearance
Details: Members of factions like Duty (strict military style, often red/black) or Freedom (anarchist, often green/camouflaged) typically have distinct visual styles for their armor and clothing. If Skif aligns with a faction, this might be reflected in available gear.
- checkroomMasks & Headgear (Balaclavas, Respirators, Tactical Helmets, Hoods)
Details: Beyond functional gas masks and helmets, various other head coverings are common for stalkers for anonymity or environmental protection, contributing to the overall look.
- checkroomPatches & Insignia (Speculative)
Details: A common element in stalker culture. Players might be able to customize their gear with faction patches or other insignia, though this is speculative for S.T.A.L.K.E.R. 2.
- checkroomStalker Outfits (Trench Coats, Leather Jackets, Hoodies, Camouflage Gear)
Details: Players will likely be able to equip various pieces of clothing that make up a stalker's typical attire. While the primary protection comes from specialized Stalker Suits, underlying clothing might offer minor benefits or be primarily cosmetic. Expect a rugged, worn aesthetic.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Other Features & Info
- labelMultiplayer Modes
A free multiplayer update is planned for release after the main game. Details are scarce, but it's expected to include PvP modes. Co-operative elements or a standalone mode like the once-planned S.T.A.L.K.E.R. Online (focused on raids) are speculative but possible.
- labelUser Interface
Expected to be immersive and diegetic where possible, fitting the S.T.A.L.K.E.R. aesthetic. HUD will likely display health, stamina, radiation levels, ammo, equipped detectors, and time. PDA will be crucial for map, inventory, quests, and information. Dynamic indicators for hunger, thirst, sleep, and bleeding are staples of the series.
- labelSound and Music
Expected to feature an atmospheric and melancholic soundtrack, possibly by MoozE (composer for previous S.T.A.L.K.E.R. games) or similar artists, blending ambient electronic, industrial, and folk elements. Immersive sound design is a hallmark, with distinct anomaly sounds, mutant roars, weapon effects, and the oppressive ambience of the Zone (wind, Geiger counter clicks, distant gunfire).
- labelGraphics and Visuals
Developed on Unreal Engine 5, S.T.A.L.K.E.R. 2 aims for cutting-edge photorealistic visuals. It will leverage UE5 features like Nanite (virtualized micropolygon geometry for extreme detail) and Lumen (fully dynamic global illumination and reflections). Expect highly detailed environments, realistic weather systems, advanced lighting, and detailed character/mutant models. Motion capture and photogrammetry are being used extensively.
- labelAccessibility Features
To Be Determined (TBD). Modern AAA games typically include a range of accessibility options, so it's likely S.T.A.L.K.E.R. 2 will offer features like customizable controls, subtitle options, UI scaling, and potentially gameplay modifiers, though specifics are unconfirmed.
- labelStory and Setting
Set in the near future within the Chornobyl Exclusion Zone, years after the second disaster that further transformed the area. The Zone is a hazardous, anomaly-filled landscape teeming with mutated creatures and valuable artifacts. Players assume the role of Skif, a lone stalker. The narrative is non-linear, with player choices influencing the story and the fate of various characters and factions within the Zone. The central mystery revolves around the 'Heart of Chornobyl,' an immensely powerful artifact or phenomenon at the center of the Zone. Factions like Duty, Freedom, Loners, Bandits, Military, and the enigmatic Monolith will likely play significant roles.
- labelSkills and Upgrades Overview (Speculative)
While specifics are TBD, expect character progression through improving stats (health, stamina, radiation/anomaly resistance), acquiring better gear, and possibly a perk/skill system related to survival, combat, or artifact handling. Weapon customization with attachments (scopes, silencers, grenade launchers) and repairs will be crucial. Armor/suit upgrades will provide protection against combat damage, anomalies, and environmental hazards. Artifacts found in anomalies will likely provide passive buffs or unique abilities when equipped, but may also have negative side effects.
- labelTop 5 Weapons (Expected/Franchise Staples)
- 1. AKM-74/2 (or similar Kalashnikov variants): Iconic and reliable assault rifle. 2. Vintar BC / VSS Vintorez: Silenced sniper rifle, excellent for stealth. 3. SPSA14 / Protecta Shotgun: Devastating close-range firepower. 4. Gauss Rifle: Powerful experimental energy weapon, capable of one-shotting many targets. 5. Makarov PM / Fort-12 (or similar pistols): Common sidearms, essential for backup.
- labelTop 3 Enemy Types (Expected/Franchise Staples)
- 1. Mutants (Bloodsucker, Snork, Controller, Pseudogiant): Iconic and terrifying mutated creatures with unique abilities (invisibility, psychic attacks, immense strength). 2. Hostile Stalkers (Bandits, Monolith Fanatics, Rival Faction Members): Human enemies with varying levels of equipment and tactical AI. 3. Anomalies (Environmental Hazards): While not 'enemies,' deadly and often invisible environmental traps (Whirligig, Burner, Electro) that require detectors and caution to navigate.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Frequently Asked Questions
- help_outline Is S.T.A.L.K.E.R. 2 a direct sequel to the previous games?Yes, S.T.A.L.K.E.R. 2: Heart of Chornobyl is a direct sequel, continuing the story and themes of the original trilogy (Shadow of Chernobyl, Clear Sky, Call of Pripyat). It features a new protagonist, Skif, but is set in the same universe and will likely reference past events and characters.
- help_outline What is the A-Life 2.0 system?A-Life is a dynamic AI simulation system unique to the S.T.A.L.K.E.R. series. A-Life 2.0 promises an even more advanced version where NPCs, factions, and mutants live out their own lives, migrate, fight, and react to changes in the Zone independently of the player's direct presence, creating a truly living and unpredictable world.
- help_outline Will S.T.A.L.K.E.R. 2 have a non-linear story?Yes, GSC Game World has emphasized that S.T.A.L.K.E.R. 2 will feature a branching, non-linear storyline with significant player choices that lead to multiple endings and impact the state of the Zone and its factions.
- help_outline What are Anomalies and Artifacts?Anomalies are dangerous, physics-defying environmental hazards found throughout the Zone (e.g., gravitational distortions, pockets of intense heat or electricity). Artifacts are rare, valuable objects formed within anomalies that possess unique beneficial properties (e.g., health regeneration, radiation absorption) but often also have negative side effects. Stalkers hunt for artifacts to sell or use.
- help_outline Will there be survival mechanics like hunger, thirst, and sleep?Yes, survival mechanics such as managing hunger, thirst, sleep, radiation exposure, bleeding, and equipment degradation are core staples of the S.T.A.L.K.E.R. experience and are confirmed to return in S.T.A.L.K.E.R. 2.
- help_outline Is S.T.A.L.K.E.R. 2 using Unreal Engine 5?Yes, S.T.A.L.K.E.R. 2: Heart of Chornobyl is being developed on Unreal Engine 5, aiming to leverage its advanced features for graphics, world detail, and dynamic systems.
- help_outline Will S.T.A.L.K.E.R. 2 support mods?Yes, official mod support has been confirmed by GSC Game World, which is a significant aspect of the S.T.A.L.K.E.R. community and franchise longevity.