The enemies of survival shooter Stalker 2 have a funny habit of showing up right behind you, like a panto villain with an AK-47. Far from being a premeditated ambush by intelligent AI-controlled soldiers, this is just a result of the game's janky spawns. Those botched encounters are unlike previous games, where roaming bands of factional murderfolk would patrol the radioactive wastes, seemingly according to their own whims. Back in the day, this wandering baddies feature was dubbed "A-life" by developers GSC Game World - basically a jargon word for the simulation of enemies that would lead to "emergent" moments of violence and conflict. It was promised as a feature in Stalker 2 but many players have noticed it seems to be absent. Over the weekend, GSC insisted the simulation is technically present in the sequel. It's just broken.
"Often, the game world exists only in the player's field of view," say the developers when asked to define the feature in an official FAQ. "A-Life 2.0 is a simulation system for life in the Zone. Factions and mutants are fighting for living space, migrating, capturing new places, or retreating to safer areas. A-Life is what makes Zone truly alive and unpredictable."
If that is currently present in Stalker 2, it's hard to tell. Right now, it seems enemies spawn in a simple radius around the player, for example, and you'll sometimes even see them pop into the world. If you don't see the enemy themselves as they appear, you will see the white sight marker that abruptly shows you've been instantly spotted by the bad guy who has materialised somewhere behind you. It's not the most intelligent spawning system, but I guess it does keep you on your toes. It also doesn't apply to every kind of enemy encounter - some are scripted, while other bandits and soldiers are tied to particular locations, making those run-ins appear more naturalistic.
Enemies do fight one another when they come into contact as well, but this more often happens after a group
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