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S.T.A.L.K.E.R. 2: Heart of Chornobyl from Ukrainian developer GSC Game World has a brand new trailer and thankfully no more delays as it's still going to release on September 5th.

"Chornobyl Exclusion Zone has changed dramatically after the second massive explosion in year 2006. Violent mutants, deadly anomalies, warring factions have made the Zone a very tough place to survive. Nevertheless, artifacts of unbelievable value attracted many people called S.T.A.L.K.E.R.s, who entered the Zone for their own risk striving to make a fortune out of it or even to find the Truth concealed in the Heart of Chornobyl."

With a huge borderless open-world and a non-linear story, check out the brand new trailer below:

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This is the part where I confess to you something terrible, that you're going to rinse me in the comments for…I've put all of maybe 20 minutes into the originals. I just…don't get them. Considering how big they were originally, and still are loved by many even now, I guess I'm really missing something here.

With the previous games all having a pretty good ProtonDB rating, I'm hopeful this next one won't have too many issues. Proton has come such a long way that it's easy to get excited about huge games like this just being playable in a click or two on Linux thanks to Valve.

You can pre-purchase on Steam.

Article taken from GamingOnLinux.com.
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ugly Jun 15
I liked the originals. But they were janky and really buggy games.

But it was kind of a tough game to get started. The initial weapons you get are terrible. And the way the game incorporated weapon quality could make for an unsatisfying experience.

Lower quality weapons in the game basically wouldn't shoot straight. And in a FPS game, it is kind of frustrating to put an enemy in the crosshairs, pull the trigger and then see the bullet swing a couple feet to the right. It was very inconsistent, and couldn't be fixed by skill. At times, it was not fun to fire a bunch of bullets at the enemy and have it turn out like that scene from Pulp Fiction. As you got better weapons, it became less of an issue.

If I remember correctly, the multi-player didn't have the inaccuracy problem. You bullets generally shot straight. I did like how the game did take into account the bullet dropping over distance. That was something I sort of enjoyed accounting for. It made the multi-player less run-and-gun and bunny-hopping around, and involved a little more patience in lining up your shot.
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