- It has been over a month since Stalker 2 was released, and the game has already recouped its development costs.
- While the latest Stalker title was a successful launch, it had too many bugs and, of course, performance issues.
- That said, we interviewed GSC Game World’s game director, Ievgen Grygorovych, and asked various questions about Stalker 2 and whether there will be a PS5 port.
Stalker 2 is arguably one of the most prominent releases this year. The game went through a lot of troubles, causing multiple delays, but in the end, it was worth waiting all those years. While the release was pretty successful, it was plagued with countless bugs and performance issues.
In spite of those issues, fans enjoyed the game as it isn’t a Stalker game without the bugs, right? The title has its fair share of problems, but that didn’t stop it from selling over 1 million copies in less than 48 hours, and it has already recouped its development cost.
Game Pass helped it reach out to many new players but didn’t hinder its popularity on Steam either. Unfortunately, Stalker 2 isn’t available on platforms other than Xbox and PC. Sony fans might be wondering if it will ever be released on their preferred platform.
We recently interviewed Ievgen Grygorovych, the Game Director at GSC Game World, and asked him some questions that might pique your interest. The game director shared how Game Pass has helped the latest entry in the Stalker franchise and how UE5 has been helpful for the developers. He also commented on the PS5 port.
Ievgen Grygorovych: As we perceive it, the Xbox Game Pass is an amazing opportunity to reach out to millions of interested players. In the case of S.T.A.L.K.E.R. 2, we decided to bring an originally PC franchise to consoles. The presence of such a game in Game Pass guarantees attention from a very large number of players.
S.T.A.L.K.E.R. is an unusual game; it stands out from others and is, for many, an experiment in terms of their gaming tastes. But if players enjoy the universe, they tend to stick around for years. Allowing a huge new audience to try such a game for the price of a monthly subscription is a step that will surely invite many new stalkers to our cozy campfire.
We can imagine a lot of similar cases of getting additional spotlight for a lot of projects of different scales out there.
Ievgen Grygorovych: First, Xbox offers a significant advantage over PC: a consistent hardware configuration across all players. Leverage this by thoroughly understanding the hardware. Even simple tweaks can yield significant performance improvements.
Microsoft provided extensive support, not only for optimizing S.T.A.L.K.E.R. 2 on Xbox Series X|S but also in other areas, such as best practices and knowledge sharing. The Advanced Technology Group worked closely with us, offering real-time assistance as if they were part of our team. Our most productive collaboration occurred when they visited our office to playtest, profile, and troubleshoot the game, helping us explore solutions. They also guided us in selecting the best approach for crash reporting, whether via a separate process, thread, or in-game integration.
Fortunately, we were able to focus on optimization during the final stages of development, with the Xbox Series S as our primary target for performance measurements. Our guiding principle was straightforward: if something didn’t work on Series S, we revisited the solution.
We also optimized CPU usage, leveraging Simultaneous Multi-Threading (SMT) and fine-tuning thread affinities for game, rendering, and background tasks.
Ievgen Grygorovych: Honestly, it’s impossible to say. We don’t know the plans of the platform holders; we don’t know what the future holds. All we can work with is the hardware and the game we have right now.
photogrammetry. Could you explain some specific technical challenges you encountered
while developing the game on Unreal Engine 5?
Ievgen Grygorovych: Unreal Engine 5 features a suite of cutting-edge features that push the boundaries of what is possible in real-time graphics (Nanite, Lumen, Temporal Super Resolution, Virtual Shadow Maps, Niagara, and much more). Unreal Engine is known for its robust multi-platform support, which helped us to develop the game for both PC and Xbox platforms. The Editor is highly versatile, user-friendly, and customizable, which significantly enhances development efficiency.
All of this opens radically new possibilities for creating marvelous experiences for players out of the box. Many tools are ready to be used by artists and developers, and this helped us to concentrate on more project-specific, targeted features and optimizations.
Many Unreal Engine systems allow artists to work independently of developers (Anim systems, Materials, Profilers, Visual scripting, etc.), rapidly prototype their ideas freely, and present the results to colleagues, which strengthens our iterative design paradigm. The rich system of instruments impacted our workflow in a way that we could base our development plans on knowing exactly which particular things are lacking in the vanilla version and focus on that instead of reinventing the wheel each time.
UE has a rich battery of pre-implemented systems and instruments; learn them and try to
leverage the maximum from them, focus only on project-specific feature development, and let UE handle the rest. It really saves loads of time to go through the documentation and realize that many problems that you’ve encountered already have production-ready solutions.
Ievgen Grygorovych: Probably, after the release, the answer to this question will already be known. We hope that players enjoyed the continuation of the story arcs, including familiar characters. We put a lot of thought and work into the lore, even beyond the stories of the previous three games.
Ievgen Grygorovych: Indeed, S.T.A.L.K.E.R. 2 is a difficult game, and it’s intended to be like this. The protagonist is small and expendable, and the Zone is big, dangerous, and almighty. That’s the essence of S.T.A.L.K.E.R., and it won’t be S.T.A.L.K.E.R. otherwise.
I think the feeling of “justified difficulty” comes from the unique gameplay loop: the complexity of different needs is still here. Like previously, the player needs to think about what difficulties he will need to overcome to obtain the needed resources. The body conditions (bleeding, radiation, hunger, sleep, etc.) are all presented. Understanding your current goal (artifact hunting, attacking enemy territory, taking a quest, going underground, etc.) means understanding the needs (food, bandages, energy drink, etc.), what you will get (guns, armor, artifacts, etc.) and how you will make use out of it (selling, upgrading weapons, getting more resources, etc.). The player needs to monitor the parameters. Any debuff can be overcome with an item for a short time period – for example, the negative effects from the sleepy condition can be temporarily removed by an energy drink. But if you do not satisfy the needs of the character, the sum of all needs significantly complicates the gameplay. The negative parameters must be cared about. The game pacing is controlled by the player and his priorities.
Ievgen Grygorovych: First and foremost, authenticity was important to us, and it was essential to make a true S.T.A.L.K.E.R. game. That’s why we focused a lot on the game world, atmosphere, and gameplay based on expeditions. We’ve succeeded in this, and it’s already clear that players enjoy it.
The game is also coming out in 2024, so, for example, there is a compass (which can be turned off), a reimagined yet still hardcore shooting system, gamepad controls, and a new interface. We paid close attention to ensuring that these improvements didn’t spoil our core formula.
Some things had to be left out. The game doesn’t have full health regeneration, character upgrades, or leveling. Otherwise, it wouldn’t be S.T.A.L.K.E.R.
Overall, authenticity for the series was our top priority, and the rest of the adjustments were made with great care.
Ievgen Grygorovych: We were fully focused on developing (and now supporting) the PC and Xbox Series X/S versions.
Ievgen Grygorovych: We do not comment on leaks, rumors, or speculations. Again, the PC and Xbox Series X/S versions of S.T.A.L.K.E.R. 2 are the only ones we have developed and are supporting.
It has been a while since Stalker 2 was released, but the developer has already released a massive 110 GB patch that fixes 1800 bugs in-game. GSC Game World is still focusing on improving the game as much as possible so that its fandom can enjoy it.
It is a bit unfortunate for PlayStation fans as the developer currently has no plans for a PS5 port. However, it might be released on the console in the future with way fewer bugs and performance issues than it currently has, so it is a win-win situation for Sony fans.
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[News Editor]
Obaid is pursuing a Law degree while working as a content writer. He has worked as a gaming writer for over three years because of his passion for the medium and reporting the latest updates in the industry. Having played hundreds of games, Obaid finds himself coming back to Elden Ring, Cyberpunk 2077, and Red Dead Redemption 2, with these games being among his favorites. He has also been mentioned on highly regarded websites, such as Wccftech, Metro UK, PS Lifestyle, GamePressure, VGC, and Gamespot.