S.T.A.L.K.E.R. 2 Development Continues

The S.T.A.L.K.E.R. Facebook Page has some positive news about the state of S.T.A.L.K.E.R. 2 following indications that developer GSC Game World may be shutting down (thanks Gamer's Hell via Factornews). Here's what they say about the first-person shooter sequel:
The Stalker team is extremely happy! Why? Because we are continuing work on Stalker 2 after the holidays.
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Re: S.T.A.L.K.E.R. 2 Development Continues
Jan 12, 2012, 11:22
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Re: S.T.A.L.K.E.R. 2 Development Continues Jan 12, 2012, 11:22
Jan 12, 2012, 11:22
 
theyarecomingforyou wrote on Jan 12, 2012, 10:34:

I'm still trying to get into Call Of Pripyat but I think I might have STALKER burnout, as I'm finding the massive empty landscape - seriously, you just walk and walk and walk without anything to do - and unintelligible plot to be a huge turn-off. The graphics are barely an improvement over previous games, which makes it feel very dated. After playing Metro 2033, that had great atmosphere, a strong narrative and awesome weapon handling I'm having trouble sticking with CoP.

It took me about a year (maybe two) to finally push through Pripyat. It's a rough one to penetrate, and it wasn't until after I beat Pripyat that I even got what they were trying to do. Pripyat is meandering because nearly everything is optional. Every major quest in the game alters the ending you get, right down to who you keep alive during fire fights. It wasn't the best design of the series, but it makes me happy they keep trying out different formulas.

Ultimately the only thing Pripyat really brought to the table for me were the localized anomalous zones. You could see where each major anomaly was on the map, and you knew if you went there you were in for a very different experience than the last, and pretty much guaranteed to get at least 1 relic out of it. They were like little mini-dungeons scattered all across the landscape. I really hope they bring that aspect back to the next game.

And I thought Pripyats visuals were a major step back from both the first two games. You could see incredibly far, but everything beyond a 100 yard limit looked like an early polygonal game from the late 90's.
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