STALKER 2’s late-game content struggles. Is the Zone too empty? Many believe it starts strong but feels unfinished by the end
STALKER 2 delivers on atmosphere, but what about everything else? A look at the side quest map says it all, it’s missing something.

Despite its technical flaws and a modest 7.5/10 rating on OpenCritic, STALKER 2 has earned genuine love from players – and not just because they’re die-hard fans of the series. Sure, the original STALKER games (Shadow of Chernobyl, Clear Sky, and Call of Pripyat) built a cult following with their hardcore survival mechanics, eerie atmosphere, immersive world, and deep storytelling, fans wouldn’t have waited 15 years just to embrace a mediocre sequel out of nostalgia. If it truly fell short, we’d all know it.
Now, after 150+ hours in the game, players are noticing that the developers seemed to have polished only the first half. So, is STALKER 2 simply unfinished, or is the Zone just as empty as it should be?
Is the Zone half-finished?
As players are near the end of STALKER 2, many have noticed that the number of side quests gradually drops after the first few areas, eventually to the point where there's barely anything to do outside the main story. On top of that, the actual number is lower than it appears, as some optional objectives from the main story are mislabeled as side quests in the journal. In reality, the game has far fewer side quests than the 75+ many were expecting, and even our review pointed out that, at times, the Zone just feels too empty.
SergaelicNomad from discussion on reddit pointed that:
…You can SEE the development of the game deteriorate the farther you go from Zalissya…
Players have also noticed a lack of enemy variety in the later stages, with major events feeling rushed and late-game areas coming across as unfinished. The main story becomes overly linear, with the absence of meaningful choices or branching paths becoming more noticeable.
Factions and NPCs lose their reactivity as the game progresses, making the A-Life system a key issue. STALKER 2 was expected to expand on this mechanic, but so far, it feels even more limited than in the original games.
It’s no surprise that STALKER 2 didn’t fully live up to expectations. Years of development struggles were clear warning signs. The game’s initial ambitions were too big, leading to inevitable cuts. And let’s not forget that original games faced similar issues and only got better over time.
But is that a bug or a feature?
On the other hand, some players argue that STALKER 2’s world is meant to feel empty – and that’s the whole point. A huge map with only a few things to do makes you feel alone, which fits the atmosphere perfectly. The Zone isn’t meant to be packed with activity, it’s supposed to feel deadly and desolate.
ChrisAKAPiefish92 says:
I kind of don't get the world feeling empty criticism? Is that not what the zone is meant to be? And even then I still see groups of people and mutants often enough to feel like there are things in the zone, I just don't really understand why people find it empty.
But the problem isn't a lack of intentional isolation, but rather a lack of depth. The combat and loot mechanics are unengaging, and the NPC interactions and faction dynamics fail to compensate for this. The result is a large, but ultimately hollow, experience. That said, fans are still hoping GSC Game World will address these issues through patches, free updates, or expansions.
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