If the world of Stalker feels more alive than some of its contemporaries, like Fallout, Starfield, or even GTA, it's because of the A-life system. A mainstay of GSC's apocalyptic shooter, in short, A-life governs the off-screen, ambient behaviour of NPCs and The Zone itself. If you were ever plodding through the elder Stalker games, and suddenly came upon two factions of survivors in a big gunfight with one another, it was because of A-life. If you've left a settlement, finished a mission, come back, and found your favorite character tragically dead, it was A-life. But so far, Stalker 2's version of the system has been malfunctioning, and it ruins the atmosphere and tension of an otherwise great FPS. Responding to players' observations, GSC now promises a fix.
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