Something that I think makes Stalker a little more difficult (and thus more fun) to talk and think about is how there's not a clear indication of what's intentional and what's kind of emerged as a result of limitations or errors elsewhere in its design
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What's really impressive to me is that the STALKER 2 team was able to identify that quality from the original and reproduce it. (OR WERE THEY?)
my gamer conspiracy theory is that i fully believe stalker SOC’s “indifferent world” was part of the driving creative direction behind DayZ
That's not really fun either
But learning to slow and back up when you hear chirps? That's immersive.
I keep saying that convenience is the enemy of immersion. Fast travel is so nice but kills continuity
Or echoes of dragon's dogma 2 fast travel discussion
But agree, it makes me run from them.
Boars/fleshes are still weaker from the back too, so I wonder if bloodsuckers also have a weak spot.
And avoiding combat until you've got the gear and the money to maintain it is a good idea.