
But it really shines when you’re in the areas haunted by shades of the past. Most of the voice acting is nothing to write home about, but it’s serviceable and mostly inoffensive. The immersion is helped by the fantastic ambient sounds that do their best to draw you into the world, or terrify your pants a different color… sometimes both at once. Not a deal breaker but it can be annoying to have your super expensive rig grind down due to rain in the middle of a heated gunfight.īut none of that really matters when the game is doing what it does best: immersing you in this destroyed world. When the rain is hammering down on you or there are a lot of enemies attacking the game will unavoidably start to slow down as it tries to process every individual thing that’s going on.
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Of course this graphical fidelity comes at a cost and that cost is your PC chugging every now and again. Regardless of how grimy and dingy the underground is, cranking the settings up really lets you just see the blasted beauty of the surface through your misting gas mask lenses. Lastly the graphics have seen a huge upswing in quality from the last game, especially when you’ve got your computer blasting the game at maximum settings. This is a great idea but it leaves you clinging to a few very specific weapons and you’ll be quite hard pressed to buy new ones since you then have to buy upgrades for that one as well. In this game there seem to be fewer guns, or some of the guns are just very rare, but you can now customize your weapon with better stocks, barrels, silencers, scopes and other accessories to help you out. The enemy also seems to have some issues coping with grenades, as they’ll try to run from them and sometimes end up stuck in a corner.Īnother example of these uneven changes is the way the game handles weapons. You can literally walk past a guy, three feet in front of him, without him noticing you at all if his helmet light is turned off. might be smarter most of the time they’re apparently blind as a bat if you’re sneaking in shadows.

problem solving handles taking cover and responding to hostiles in a much more intelligent fashion and stealth functions a lot more reliably. Artyom controls smoother, the shooting feels more accurate, the A.I. For example, the gameplay has been tightened up all around. This trend of massive highs, followed by stumbles continues to pervade the rest of the game. So the game manages to have more plot than the original but yet fail at presenting it. To top this off the endings, while not bad, aren’t really all that fulfilling. It feels like so much padding that the game just ends up dragging on and on. At that point you’re basically just trudging your way through level after level of surface exploration. The game is about eleven hours long but after the first seven hours the plot is more or less done barring the finale. But the way the story is told ends up feeling far too uneven. Add in some interesting characters and it should be a top tier storytelling experience. The plot is sound and the way it unfolds is actually quite interesting. These events are made more complicated by the slowly burning war that is gearing up to tear the Metro apart as the Nazi’s prepare to attack the Rangers, uncaring of what might happen to the innocents caught between them. He pushes Artyom and his Ranger allies to investigate it so as to potentially find some salvation from their actions of the previous game.


Khan, an ally from the first game, returns with news of a Dark One sighting. Artyom has been plagued by nightmares since he launched that strike but a potential for relief comes. The Dark Ones have been obliterated by a missile strike that Artyom (that’s you) launched against them. Last Light picks up from where the last game ended, taking the “bad” ending as canon. How did it fare? Well that’s complicated. To be frank, I was sure that I was either going to love this game or be utterly betrayed by how far it missed the mark. I’ve got a bunch of Metro: Last Light swag sitting around that I can’t wait to put around the house. Metro: Last Light was my most important booth visit at E3 2012. I was a huge fan of Metro 2033, rating it rather highly especially when compared to most other reviewers, so when a sequel was announced I was there. It did this while carefully balancing the difficulty, making it accessible to newcomers while also readily presenting a challenge to those who were willing to brave hard difficulty or, lord forbid, the Ranger DLC.

Here you had a game that took most of the conventions that have drained most of the fun out of modern shooters, such as regenerating health and carry limits on guns, and then managed to make them feel important to the game experience. When Metro 2033 was released in 2010 it really carried a lot of promise with it.
