>>717081747
>Isn't it janky and too basic
No, stalker is a survival horror game. Similarly to the RE games, you have to stop and aim. which creates tension. The new first person RE games even work similarly.
https://youtu.be/PeFiMkwMo_k?si=Od5Brz-aMScSVK8N&t=25
Additionally, there is a wide variety of weapon types with different purposes, unlike New Vegas where all weapons are just DPS and you just use your chose weapon type for all engagements. This, additionally, feeds into the survival horror aspect because you're managing ammunition.
>And i did finish the game but im struggling to remember a single side quest, they are that forgettable
That's because some of them are generated by A-life, but some aren't, and if you aren't exploring the world you won't see them. NPCs are scripted to seize certain tactically advantageous locations and ambush you. The world feels alive because the things you're doing aren't tied to a narrative, its more so "I'm going to go get this nearby stash, but oops, a ton of crazy shit happened and a giant firefight broke out between patrolling factions then mutants killed everyone." As the series progresses more unique sidequests are added in, like a bandit posing as an injured loner then ambushing you, but these are done so organically and naturally you can easily overlook them. The things you are complaining about are telling, its things like "why isn't there a cinematic storyline, why isnt the loot special" instead of "was this world interesting to navigate" or "was this stash a fun adventure to find".