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翻訳の問題を報告
In CoP, there was a side quest chain consisting of 4 quests you could resolve in favor of Beard, Sultan or neither. In the rare, skippable case of the player choosing ot go for neither you opened another quest with Morgan, the Duty trader. Meanwhile Stalker 2 has one quest for Beard, one quest for Sultan and the final for Sonya where you end up killing both of them. These are technically a chain, too, but these quests are now linear and will not play out differently on future playthroughs.
Same goes for suits. PSZ-9D Duty Armor comes with upgrades that replicate the function of the best healing artifacts even though it comes with no artifact slots of its own; allowing it to compete with exoskeleton for the best combat-focused armor. Exoskeleton is an all-rounder with a strong emphasis on carry weight. And some players even swear by SEVA or Wind of Freedom for mobility and having 5 artifact slots. Every setup has some perks of its own, be it a better night vision or the enemies getting marked for you on the radar. This choice and complexity is gone in Stalker 2, as it pushes the philosophy of armors that are universally good and come with no downsides. No reason why you shouldn't use SEVA-I for most of the game and swap it out for Diamond Exoskeleton in the end.
What I'm trying to say is you shouldn't make a world of 60 square kilometers if you can't fill it with life and things to do. And you shouldn't make a couple dozens guns and armors if they'll end up being reskins of each other. If GSC opted for a more focused game, it would be way more stable and polished, replayability would be much more feasible, and minute-to-minute gameplay would just be more fun.
Not gonna lie, it was cringe to see so many beloved characters getting killed off or having the option to kill them so trivially. I swear almost the entire cast of CoP was dead by the end of my run.
I also disliked how our certain choices are considered canon. For example, not many players would align with bandits at Zaton and help Sultan take over - yet the events imply the bandit choice is the canon one. Same for the stalkers who formed Iskra - it is assumed they all survived the events of CoP. I mean, one of CoP's major strengths is replayability and multiple outcomes to pretty much every quest and the game generally supporting the player's "what if" curiosity. I dislike this being done as it feels Stalker 2 just borrows familiar names left right and center (only to kill them off later) in a desperate bid to ensure continuity.
Overall, it cared too much about being perceived as Stalker and did not care enough about being a modern game.
You guys keep repeating A-life like it's the end all be all, however at best all A-life is gonna give us is immersive enemy spawns. Which on is will do nothing to change how fighting mutants is a waste of ammo, and fighting humans is the same, if we're being perfectly honest. it will equally do nothing to change how there's no "builds" to speak of due to constantly being showered with gear of nonexistent identity.
The problem of Stalker 2 is not some "anomalies", it's that it's fundamentally the same 2007 game but with a bigger budget and trying to be pretentious.