S.T.A.L.K.E.R. 2: Heart of Chornobyl will now be launching on November 20, 2024, moving from the previously planned date of September 5, 2024. This Developer Deep Dive is set to give our fans the full understanding of how the game plays and looks.
“We know you might be tired of waiting, and we truly appreciate your patience. These two additional months will give us the chance to fix more “unexpected anomalies” (or simply “bugs”, as you call them). We are always grateful for your ongoing support and understanding - it means the world to us. We’re just as eager as you are to finally release the game and for you to experience it for yourself.” said Yevhen Grygorovych, Game Director at GSC Game World.
With the launch nearly here, the team has now shared the biggest and the most comprehensive update on the game yet. S.T.A.L.K.E.R. 2 Developer Deep Dive which premiered in collaboration with Xbox on the 12th August, 2024, featured a variety of never-before-seen content, including:
- Interviews and behind-the-scenes of the development process;
- Lots of new footage, including world overview, various locations, gameplay and cutscenes;
- A full video walkthrough of one of the story quests.
About S.T.A.L.K.E.R. 2: Heart of Chornobyl
S.T.A.L.K.E.R. 2: Heart of Chornobyl is the latest instalment in the acclaimed series that has captivated millions of players globally. This new entry combines first-person shooter elements with immersive sim mechanics and horror, delivering a uniquely intense experience. Featuring unprecedented scale, advanced graphics, and a rich, atmospheric adventure, it promises to be the ultimate S.T.A.L.K.E.R. journey.
JOIN THE XBOXVIEWTV COMMUNITY
Twitter ► https://twitter.com/xboxviewtv
Facebook ► https://facebook.com/xboxviewtv
YouTube ► http://www.youtube.com/xboxviewtv
Dailymotion ► https://dailymotion.com/xboxviewtv
Twitch ► https://twitch.tv/xboxviewtv
Website ► https://xboxviewtv.com
Note: The #Stalker2 Heart of Chornobyl #Trailer is courtesy of SC Game World. All Rights Reserved. The https://amzo.in are with a purchase nothing changes for you, but you support our work. #XboxViewTV publishes game news and about Xbox and PC games and hardware.
“We know you might be tired of waiting, and we truly appreciate your patience. These two additional months will give us the chance to fix more “unexpected anomalies” (or simply “bugs”, as you call them). We are always grateful for your ongoing support and understanding - it means the world to us. We’re just as eager as you are to finally release the game and for you to experience it for yourself.” said Yevhen Grygorovych, Game Director at GSC Game World.
With the launch nearly here, the team has now shared the biggest and the most comprehensive update on the game yet. S.T.A.L.K.E.R. 2 Developer Deep Dive which premiered in collaboration with Xbox on the 12th August, 2024, featured a variety of never-before-seen content, including:
- Interviews and behind-the-scenes of the development process;
- Lots of new footage, including world overview, various locations, gameplay and cutscenes;
- A full video walkthrough of one of the story quests.
About S.T.A.L.K.E.R. 2: Heart of Chornobyl
S.T.A.L.K.E.R. 2: Heart of Chornobyl is the latest instalment in the acclaimed series that has captivated millions of players globally. This new entry combines first-person shooter elements with immersive sim mechanics and horror, delivering a uniquely intense experience. Featuring unprecedented scale, advanced graphics, and a rich, atmospheric adventure, it promises to be the ultimate S.T.A.L.K.E.R. journey.
JOIN THE XBOXVIEWTV COMMUNITY
Twitter ► https://twitter.com/xboxviewtv
Facebook ► https://facebook.com/xboxviewtv
YouTube ► http://www.youtube.com/xboxviewtv
Dailymotion ► https://dailymotion.com/xboxviewtv
Twitch ► https://twitch.tv/xboxviewtv
Website ► https://xboxviewtv.com
Note: The #Stalker2 Heart of Chornobyl #Trailer is courtesy of SC Game World. All Rights Reserved. The https://amzo.in are with a purchase nothing changes for you, but you support our work. #XboxViewTV publishes game news and about Xbox and PC games and hardware.
Category
🎮️
GamingTranscript
00:00This is a work of fiction. Any resemblance to anyone, living or dead, is coincidental and unintentional.
00:30This is a work of fiction. Any resemblance to anyone, living or dead, is coincidental and unintentional.
00:35Atmosphere.
00:38Freedom.
00:41Loneliness.
00:46Fear.
00:57Should we take one?
00:58My name is Maria Kryvrovych, I am the creative director of Stalker 2.
01:04Today we will introduce you to our world and our game a little more.
01:12We will show you one of the quests in the swamp region.
01:19We hope that at the end of this video you will understand what kind of world it is,
01:25how much soul and effort we put into it.
01:31My name is Yevhen Kryvrovych, I am the game director and studio manager at Stalker 2.
01:38While working on S.T.A.L.K.E.R. 2, we constantly had to look back at the success
01:45that the developers of the first part set.
01:48We cannot do less than some new level.
01:53Hello everyone, my name is Dmitry Onozhko, I am the lead level art of GSC Game World.
02:00I am responsible for making the world of S.T.A.L.K.E.R. 2 big, beautiful and visually interesting.
02:08S.T.A.L.K.E.R. 2 took a special place in my heart.
02:11The Chernobyl disaster is the story of my family and my childhood.
02:15The real zone surrounded me, frightened me, but at the same time inspired me.
02:22And it still inspires with its dead carelessness and invisibility, but deadly danger.
02:29And therefore, there are still countless places where the spirit of that time is felt.
02:35And in the ruins of this real world, we created our world, giving it its unique history.
02:40Hello, my name is Igor Dokoteles, I am the team leader of the Cinematics Department,
02:44and we work in the game on cutscenes.
02:46This world is very important to me, because I can say with confidence that I,
02:51as well as all the developers of this game, have spent the most time in it in recent years.
02:57It cannot be compared, put next to another game, because there is no such another game.
03:02S.T.A.L.K.E.R. 2 is a huge open-world, which consists of as many as 20 regions.
03:13And each region has its own peculiarities, architecture, inhabitants, anomalies, even nature.
03:20And many of them could be a completely separate game.
03:24Why such a big zone? Because it is about freedom.
03:27To give this feeling of freedom, to give this feeling of loneliness, to give this feeling of anxiety.
03:36In the game, there are almost no closed barriers that prevent the player from going anywhere.
03:44That is, in most cases, the player can visit any location.
03:50Most of our locations have real prototypes.
03:52Some of them we implemented accurately, some of them were slightly repainted or remade.
03:59We looked through a bunch of references, thoroughly studied all the real locations, the nature of the zone.
04:05This is an extremely unusual combination of settings, which is based in the real world.
04:09And especially for me, these ideas and their implementation seem very original.
04:14For me, S.T.A.L.K.E.R. 2 is, first of all, a role-playing game.
04:19The player plays, he is in the body of a S.T.A.L.K.E.R. person.
04:26The game allows you to be a very different S.T.A.L.K.E.R.
04:31Go where you want, do what you want, feel what you want, make your decisions.
04:38Anything is possible, and this freedom is the basis of S.T.A.L.K.E.R.
04:42S.T.A.L.K.E.R. 2
04:49S.T.A.L.K.E.R. is the first to enter the swamp, a region once inhabited by people.
04:53There are no S.T.A.L.K.E.R.s here, but there are many other dangers.
04:58The essence of this quest is to unlock the device to gain access to the key location, the base of the Clear Sky.
05:07S.T.A.L.K.E.R. is an ordinary person with a very difficult life.
05:10He is not a superhero, but he has a complex character.
05:15He doesn't like to talk, but he is not afraid to act.
05:40S.T.A.L.K.E.R. 2
05:49In one walkthrough, you will not be able to see all the content and get to know everyone.
05:57Depending on your choices, you will get a slightly different story, different quests, meet someone new.
06:06If you go through it later, you will find yourself on the other side of the barricades, so to speak, and look at it with different eyes.
06:17S.T.A.L.K.E.R. 3
06:22S.T.A.L.K.E.R. 4
06:30S.T.A.L.K.E.R. 5
06:36In the original trilogy, there was a location with a burning shelter. It was surrounded by anomalies called Smal'ka.
06:41As you can see, they are still here. This is an anomaly field Smal'ka, where we find artifacts with the help of detectors.
06:47S.T.A.L.K.E.R. 6
06:49S.T.A.L.K.E.R. 7
06:55S.T.A.L.K.E.R. 8
07:01S.T.A.L.K.E.R. 9
07:07S.T.A.L.K.E.R. 10
07:12S.T.A.L.K.E.R. 11
07:18S.T.A.L.K.E.R. 12
07:24S.T.A.L.K.E.R. 13
07:30S.T.A.L.K.E.R. 14
07:35S.T.A.L.K.E.R. 15
07:41S.T.A.L.K.E.R. 16
07:47S.T.A.L.K.E.R. 17
07:53S.T.A.L.K.E.R. 18
07:59S.T.A.L.K.E.R. 19
08:05S.T.A.L.K.E.R. 20
08:11S.T.A.L.K.E.R. 21
08:17S.T.A.L.K.E.R. 22
08:23S.T.A.L.K.E.R. 23
08:29S.T.A.L.K.E.R. 24
08:35S.T.A.L.K.E.R. 25
08:41S.T.A.L.K.E.R. 26
08:47S.T.A.L.K.E.R. 27
08:53S.T.A.L.K.E.R. 28
08:58S.T.A.L.K.E.R. 29
09:04S.T.A.L.K.E.R. 30
09:10S.T.A.L.K.E.R. 31
09:16S.T.A.L.K.E.R. 32
09:22S.T.A.L.K.E.R. 33
09:28S.T.A.L.K.E.R. 34
09:34S.T.A.L.K.E.R. 35
09:40S.T.A.L.K.E.R. 36
09:46S.T.A.L.K.E.R. 37
09:51S.T.A.L.K.E.R. 38
09:57S.T.A.L.K.E.R. 39
10:03S.T.A.L.K.E.R. 40
10:09S.T.A.L.K.E.R. 41
10:15S.T.A.L.K.E.R. 42
10:21S.T.A.L.K.E.R. 43
10:27S.T.A.L.K.E.R. 44
10:33S.T.A.L.K.E.R. 45
10:39S.T.A.L.K.E.R. 46
10:45S.T.A.L.K.E.R. 47
10:51S.T.A.L.K.E.R. 46
10:57S.T.A.L.K.E.R. 46
11:03S.T.A.L.K.E.R. 46
11:09S.T.A.L.K.E.R. 47
11:14We must not forget to monitor Skif's condition.
11:19He may be hungry, he may want to sleep, like a real person.
11:23Such a small problem reduces his effectiveness.
11:28Therefore, we must always monitor this.
11:44In the original trilogy, many locations were inaccessible to the player.
11:58In S.T.A.L.K.E.R. 2, we opened them.
12:00For example, this church hatch.
12:02It was not possible to visit it in the original trilogy.
12:04Inside, there are a lot of shutters, as well as locked doors.
12:08You just have to fly around through the gap in the wall.
12:10And then we enter the room where the reward awaits us.
12:38Here we see the church.
13:07This is the central and most noticeable location in the region of the swamp.
13:10This is the cat-fighting league.
13:12It imitates the voices of S.T.A.L.K.E.R. players, who scream for help.
13:15An inexperienced S.T.A.L.K.E.R. player hears the voice and attacks the mutant himself.
13:29One of the most important tasks for the creation of this world and to feel its authenticity
13:38is artificial intelligence, which is divided into two categories.
13:44This is one direction of artificial intelligence.
13:47This is a peaceful behavior.
13:49The other direction is a behavior motivated by the presence of an enemy and a threat to oneself.
13:55We don't tell where the player is.
13:59If he sees him, if he knows where the player is,
14:03the intelligence starts building hypotheses about where the player is.
14:09He doesn't know where he went, but he starts making hypotheses about where he can be.
14:15And over time, he recalculates these hypotheses and starts looking for the player.
14:25S.T.A.L.K.E.R.
14:32For S.T.A.L.K.E.R. we have implemented quite a lot of weapon variations,
14:39so in total there are 35.
14:42The weapon has a great potential for variation,
14:47because the same weapon with different upgrades or attacks
14:52begins to feel different.
14:59By activating the range, we shoot at a small pillow.
15:02The thing is that not all traps are dangerous.
15:05Some can even hit you.
15:07The pillow can be used to pretend softly and not to take damage when falling.
15:22Tell me where they are.
15:24Why are you silent?
15:26Say something.
15:28Say anything.
15:30Making a game that has so many aspects about freedom
15:36is very difficult technically.
15:40It's very difficult in general in terms of time,
15:44because freedom means that the number of variants we have played with
15:53and what he will do, it grows in a geometric progression.
15:58It's just an unconditional number of everything.
16:01And what if he does this?
16:03And what if he does this later?
16:05And what if he hits this?
16:08There are tens of thousands of variants.
16:11And each of these variants you have to try to cover
16:15and understand what experience you will give your player.
16:42Sniper rifle
16:47Someone on the top left a sniper rifle a long time ago.
16:50Maybe it was someone from the clear sky.
16:53Now that we have picked it up, we have the opportunity to go to the next location more effectively.
17:00It works as a limit in the weight it can carry.
17:06When overloaded, you lose the ability to move very quickly.
17:12And the player is forced to stop or make a decision.
17:16Yes, I will leave it here and move on.
17:20Or I will return to this later and move on.
17:36Zombie
17:57They get up, it's zombies.
18:07You need to remember that zombies will always get up, no matter how many you kill them.
18:12The best thing you can do is shoot in the head.
18:17We see a pump station on the horizon.
18:20Another familiar location from the previous series.
18:30And we see that the whole station is full of zombies.
18:33In this case, we are very lucky.
18:36Weapons with a good run.
18:38Oh, and here's a controller.
18:40So we need to get to the controller as soon as possible and finish him.
18:45And each of his attacks increases the level of all radiation and slowly kills us.
19:03Zombie
19:14In a stalker group, sometimes they can change their minds.
19:19Sometimes they can split up.
19:22Sometimes they can do something that will make them look like a player.
19:26But this does not correspond to their ideology at all.
19:29As in real life, where people, even when they seem very close to each other ideologically,
19:37then it turns out that there are some moments when they are completely divided into new groups.
19:46In the original trilogy, there were very few people in the zone.
19:50That's why we did it in the second part of the game.
19:54And now each of the groups is certain to be careful when arranging their permanent shelter.
19:59For example, free stalkers believe that it is better to stay alone or in small groups even in their permanent camps.
20:09The duty is also related to military discipline and advice.
20:13But the brightest, probably, is once the population camp of the Monolith.
20:18They look especially scary in places like kindergarten or school.
20:24The contrast of children's beds, toys and headless bodies looks extremely scary.
20:34You have the opportunity to learn about the history of these people,
20:39to interact as a real stalker would interact with them.
20:46I think we managed to convey this.
20:49This game will be interesting to both those who are interested in the plot
20:54and those who are interested in, for example, going to the second, third, fourth,
21:00ignoring the plot, just exploring this world.
21:30Forgive me. I know I must not doubt.
21:36How can I know your will if I cannot hear you?
21:41Show me the way. Let me know I am not alone.
21:48And we see that this is a continuation of the same dialogue,
21:53which again tells us about Faust and his plea to the Monolith, I think.
22:00Because we know that after the shutdown of all facilities,
22:06most of the Monolithers woke up and stopped hearing the voice of the Monolith.
22:14We did not want to make the game much simpler for the player to be comfortable,
22:20because for us it kills the feeling of reality.
22:25If the player has a lot of chances for mistakes, he does not die,
22:30he has a regeneration of hit points.
22:34No, then it's not a stalker.
22:37This constant dynamics and unexpectedness, in my opinion,
22:42creates this very interesting experience, which after the end of the battle,
22:47when some moment of silence begins,
22:51to survive and feel these high moments that were in you,
22:57and those decisions that you made,
23:01to survive in this situation.
24:02Oh, this is the flesh.
24:04The flesh used to be a pig.
24:07All mutant zones have a prehistory.
24:10The flesh is a former domestic pig.
24:13Experiments were carried out on dogs.
24:15The controller was once a human.
24:17That's why he also tries to justify his reason as a human.
24:22Is this the place?
24:24Yes, this is the place.
24:26This is the place.
24:28This is the place.
24:30This is the place.
24:32This is the place.
24:34This is the place.
24:36This is the place.
24:38This is the place.
24:40This is the place.
24:42This is the place.
24:44This is the place.
24:46This is the place.
24:48This is the place.
24:51His name, Strider, is unknown to me,
24:55but he is one of ours.
24:58You are the one who sent him to me.
25:00I know it.
25:02He says our brothers are scattered all over the zone,
25:06lost to no memory of themselves.
25:10He, too, did not know who he was.
25:14But that doesn't matter anymore.
25:17Strider and I will find the others and help them remember.
25:21Whatever has forced you to remain silent,
25:24we shall find the reason and set things right together.
25:28This I swear.
25:48As for me, this is exactly what players expect from Stalker.
25:54I think we managed to reach a balance
25:58when the game is both challenging
26:02and at the same time leaves a lot of room for improvement.
26:17Stalker
26:19Stalker
26:22Stalker
26:24Stalker
26:26Stalker
26:41Often times there is a situation when a lightning strikes
26:46either at our enemies or somewhere around us,
26:49Everyone either helps or follows their own plans.
26:57We took on one of the most difficult projects in the history of the Ukrainian IMF,
27:04if not the most difficult for us.
27:07At first it was very ambitious, but over time it became even more ambitious,
27:14making it even more difficult and even more interesting.
27:44Killed. Dead. Wild Island.
27:56Working on the cutscenes for S.T.A.L.K.E.R. 2, our main goal was to expand the game experience
28:01and add more details in the key moments of the main plot.
28:05Analyzing autopsy levels.
28:09Scanning for Tau presence.
28:12In the process of working on the cutscenes, we went through all the key stages of development.
28:16Scenarios, schemes, and animatics became an important tool,
28:20which allowed us to iteratively work out the scenarios and thoroughly prepare for shooting
28:24using motion capture technology.
28:30Thanks to the presence of our own motion capture studio,
28:33the animators and directors were able to continuously improve the work,
28:37achieving good results.
28:50Gradually, the world of the game came to life.
28:52It was filled with sounds, music, and the voices of the heroes,
28:55creating a feeling of real life.
29:04You can say with confidence that for S.T.A.L.K.E.R. 2,
29:07we developed up to three hours of cutscenes.
29:10That's more than 43 shots.
29:13It's almost like a big movie inside a big game.
29:24Conceptual work on locations, devices, and characters
29:28helped us better understand the game environment
29:31and create the original versions of the locations in the early stages.
29:46We did a lot of work to allow players to get a deeper understanding of the main plot of the game.
29:50We wanted to visualize events and characters that you can get to know,
29:55and whose goals and visions of the situation you can get out of the window.
30:00In the end, the path you choose will open up a zone with a unique side.
30:17One of the most important functions of the cutscenes
30:20is the thorough development and detailing of the game characters.
30:23Through the cutscenes, players gradually get to know the key characters,
30:26learn their motives, and understand how the past affects their actions today.
30:32This process greatly affects the perception of the world, the game, and the zone as a whole,
30:36forming their decisions and recognizing the consequences of their choices.
30:49The entire studio worked on these cutscenes,
30:52starting with the models, continuing with the locations,
30:58the gameplay, the characters, how they sound,
31:03their voices in Ukrainian and English localizations,
31:07how the music sounds, how the sound of every second of every cutscene sounds,
31:12how the characters move, how their faces move, how it all works in general.
31:18This is the work of the entire team and the entire studio.
31:22And in all this, I think we spent almost three years of intensive work on it.
31:29That is, we are now at the point when all this will go into the open world, into open life,
31:37and I really want to see how people will accept it all.
31:43The biggest achievement for me in S.T.A.L.K.E.R. is not the game itself,
31:49but the path that this development has taken,
31:55that this game has taken in order for it to come out,
32:00and the number of people who played a part of themselves,
32:06their creativity, the creation of this world.
32:09I am fascinated by the fact that it does not cease to amaze me again and again,
32:14even after years of development.
32:16It is very similar to diving under water.
32:19The first meters are sunny and beautiful, not so hot and scary,
32:23but the further we dive, the colder and darker it gets.
32:26We begin to hear how hard and loudly our hearts beat.
32:30This descent does not end.
32:32At some point, we will understand that there is no way back.
32:35We are too deep.
32:37The only thing left is to continue this dive into the cold and darkness, under incredible pressure.
32:42There are very few chances to survive.
32:44The only hope for a miracle is somewhere deep in the abyss.
32:48Even if none of this would happen, it would still be a miracle.
32:55It is impossible to do something like this,
32:58like this world, like this story, like this game,
33:01when you are alone, or when there are few of you.
33:05Only team work, team effort,
33:09and the fact that we are all together,
33:12we are all in this together,
33:14we are all in this together,
33:16we are all in this together,
33:18we are all in this together,
33:20when you are alone, or when there are few of you.
33:23Only team work and cooperation of real talents,
33:29specialists in their fields,
33:33only under such conditions,
33:36through a series of certain defeats and victories,
33:40it is possible to reach the moment
33:43when something new, so big,
33:46so huge and so large is really created and begins its life.
33:50I really dare to be just a part of it.
33:55S.T.A.L.K.E.R. 2 will be a unique game for the players and for us in any case,
34:02because it is made by a Ukrainian company,
34:06and the story that we tell,
34:09both from the point of view of the plot,
34:13from the point of view of the way the story is told,
34:16and from the point of view of the design of the game process,
34:20it will be a completely different story,
34:23because it is told in a different way.
34:26It is an opportunity to get more interested,
34:29to get to know, to interest people
34:33with everything that is native and Ukrainian for us.
34:39We dream that you fall in love with this world,
34:42that you can imagine yourself in it,
34:45that you can find yourself in it,
34:48that you get pleasure from the process,
34:51without thinking about the end result.
34:54And even if it will be just a pleasure
34:59from a cool shooter from the first person,
35:03we hope that you will remember it,
35:08because it is different, it is alive.
35:11Everything that we do,
35:14it is for you to like it.
35:17We dream that it will be so.
35:20The project is to develop this game
35:23and work with these people,
35:26with this team,
35:29and this is the best journey in development in my life.
35:38AVAILABLE NOW
35:51XBOX SOUND