STALKER 2 Interview – How GSC Game World Made A True STALKER Game

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  • 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.

STALKER 2: Heart of Chornobyl
Despite Being Available On Game Pass, STALKER 2: Heart of Chornobyl Performed Quite Well On Steam
STALKER 2 is launching directly into Game Pass. How important do you think this type of day-one release is for a studio aiming to reach a wider audience? Do you believe Stalker 2 will be the series’ most popular release due to Game Pass?

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.

Given recent performance concerns, can you share how you’re optimizing the game across different platforms, especially for Xbox Series S?

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.

You previously said every game can be optimized to meet the memory limits of the Xbox Series S. How well do you think this hardware will fare a few years from now when developers push the limits of modern graphical technology?

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.

Stalker 2 utilizes Unreal Engine 5 with advanced techniques like lumen and
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.

For fans familiar with previous installments, can you clarify which endings from Shadow of Chernobyl or Call of Pripyat are considered canon in STALKER 2? Will we see returning characters or references to past protagonists like Strelok?

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. 

Some previews pointed out that the game is very challenging. How would you comment on that? Should players expect excessive difficulty?

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. 

Given that STALKER 2 has deep roots in the lore and atmosphere of its predecessors, is it designed to be accessible for new players with no experience in previous STALKER titles?

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.

Given the positive previews of Stalker 2, many fans on platforms other than Xbox and PC are interested in the game. Do you have plans to port it to other consoles?

Ievgen Grygorovych: We were fully focused on developing (and now supporting) the PC and Xbox Series X/S versions. 

There's a lot of talk about the game's three-month timed exclusivity with Xbox. Can you comment on that? If that's true, would you be willing to enhance Stalker 2 for PS5 Pro?

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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