This is doing my head in a bit.

Because on paper, S.T.A.L.K.E.R. 2: Heart of Chornobyl is exactly my sort of thing. Bleak Eastern European atmosphere. Survival mechanics. Harsh gunplay. No hand holding. A world that does not care if you live or die. That is my lane. I love games that feel hostile. I love games that expect something from you. I love that constant low-level tension of not quite having enough ammo, not quite having enough health, not quite knowing what is around the next corner.

And yet, every time I boot it up, I bounce off it.

It is not that the game is bad. Far from it. In fact, there are moments where it is undeniably brilliant. The first time you step out into the Zone and the wind howls across empty fields, the sky hanging heavy and grey above derelict buildings, it feels special. There is a weight to the world. A seriousness. You can feel the legacy of the original trilogy in the air.

But that is kind of the problem.

It feels heavy. And not always in the good way.

Stalker 2 demands patience. It demands that you slow down, observe, absorb. Gunfights are scrappy and awkward by design. Weapons sway. Enemies can drop you quickly. Movement is deliberate rather than slick. All of that is intentional, and I respect it. It is not trying to be Call of Duty. It is not trying to be Far Cry. It wants you to feel small.

The issue is that sometimes it feels slow rather than tense.

There is a fine line between immersion and friction, and I think I am getting caught on the wrong side of it. I spend long stretches trudging across muddy terrain with very little happening. I am constantly managing inventory weight. Repair costs sting. Encounters can feel abrupt and messy rather than dynamic. Instead of being pulled forward by curiosity, I occasionally feel like I am pushing myself to continue out of obligation.

Which is weird, because normally I adore this sort of systemic survival sandbox.

I think part of it is expectation. We have all built this myth around Stalker over the years. The original games became cult classics partly because of their jank. The unpredictability. The stories players told each other about emergent chaos in the Zone. Stalker 2, by comparison, feels more polished but somehow less mysterious. More structured. Less mythic.

Another factor is pacing. Modern open world design has trained us, for better or worse, to expect hooks. Quick feedback. A sense of momentum. Stalker 2 is almost stubbornly anti-momentum. It wants you to exist in the Zone rather than conquer it. Quests can feel opaque. NPC motivations are murky. Systems are layered without much explanation. For some players, that is the magic. For me, right now, it is creating distance.

There are flashes where it clicks. When an anomaly crackles in the distance and you carefully toss bolts to map a safe path through it. When a firefight erupts in a ruined building and you barely scrape through with one magazine left. When the sound design drops into near silence and you realise how alone you actually are. In those moments, I get it. I feel the potential.

But then I hit another stretch of wandering, looting, repairing, walking, and I feel the friction again.

Maybe it is timing. Maybe I am not in the right headspace for something this deliberately oppressive. I play a lot of intense games. Soulslikes. Horror. High-pressure shooters. Stalker 2 is intense in a different way. It is not about mechanical challenge alone. It is about atmosphere and endurance. It wants you to sit in discomfort.

And if I am honest, sometimes I do not want to sit in discomfort for three hours after work.

There is also the performance side of things. Even with patches, there are moments where the technical roughness pulls me out of the immersion. Nothing game breaking, but enough to disrupt flow. In a game this reliant on atmosphere, even small stutters or AI oddities can break the spell.

The frustrating part is that I can see how good it is. I can see the craftsmanship. The environmental storytelling is strong. The tone is consistent. The world feels cohesive and believable in a way few open world games manage. It does not feel like a theme park. It feels like a place.

I just do not feel magnetised by it.

And that might be the real issue. I respect Stalker 2 more than I enjoy it. I admire what it is doing. I understand why fans are passionate about it. But when I sit down to play, I do not feel that pull. I do not feel that itch to dive back in the moment I switch it off.

Maybe the Zone just is not clicking with me right now. Maybe it will in six months. Maybe this is one of those games that demands the right mood, the right energy, the right patience.

Because normally, this is exactly my sort of game.

Right now though, for whatever reason, I am standing at the edge of the Zone, looking in, and wondering why I cannot quite step forward.