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Thread: Metro: Last Light uncut E3 video

  1. #1
    Member
    Registered: Jan 2005
    Location: hehe lol

    Metro: Last Light uncut E3 video

    I can't tell you how hot and sweaty in the gusset I am for this now. Some nice-looking stealth, amazing ironsights and gadgets, atmosphere, blah blah blah. 2033 was probably the best rails shooter I've played and this looks like more of the same (and seemingly better in many respects)

    http://www.youtube.com/v/jiJN0TnSNmo

  2. #2
    Member
    Registered: Jul 2007
    Location: free koki
    Yeah, saw that, good they finally stitched the stuff together to give a more comprehensive look at the game in one go. It looks good, rail shooters aren't my thing but Metro 2033 really made an exception of itself, kept me hooked. If 2034 "Last Light" brings more and betterer I'm in. Hopefully a proper save system to go with the fucking thing, too.

    I gotta say, I know chances were next to none, but I am still a little disappointed there's no mention of trying to make it a bit more open, the game's Metro would make such an awesome place to go "free roaming".

  3. #3
    Member
    Registered: Dec 2000
    Location: 1123.6536.5321
    Oh man, Metro: 2033 was possibly my favourite game that I played this year. Finished it in two long overnight sessions which immersed me intensely. Some of the scripted bits were possibly the worst parts for immersion though - In the library, when one of those winged creatures crashes into a big entrance hall, injuring one of your buddies... well, realising that I couldn't actually damage the flying bastard because he still hadn't finished his scripted sequence was a bit shit. There were other sections similar to this, but they dont spring to mind right now.

    I'm just really worried it's going to do a CoD:BlOps, where its main intention is to be as similar to an action movie as possible - scripted sequences where control is taken away from you, or you are only given the illusion of control (Press X to initiate animation which progresses this particular scene), at the expense of actual gameplay. Anyone else share this worry? I didn't watch the whole video, just bits of it (Yes, I go to that much effort to avoid spoiling even the smallest part of a game for myself), but between 6:00 and 8:30ish, interaction was pretty minimal, the 'tension' seemed fairly artificial anf forced, and when there was a hint of interactivity, it was simply involved following a character, or duck-hunt style shooting from a fixed location. I loved most of the gunfighting in Metro (Though if I'm not mistaken, that puts me in a minority) - some of the gunfights against humans in dark confined spaces had an excellent natural intensity about them. I really hope they play to that strength.

    Edit: Meh, i just went out for a smoke and pondered this post. In defense of Metro's hand-holding and follow-this-dude sections, they did get it right on a few occasions. The most memorable being when Khan walks you through that creepy tunnel - I forget the name - giving background on the shadow/ghost things.. It enhanced the atmosphere and feel of the world, and, pacing-wise, was nicely placed if I remember correctly.

    Also forget to mention - yes, free roaming would be great, but I think it would be difficult to design the levels like that without the player getting lost or bored. The confined space of the Metro is very different to something like Stalker's large outdoor world, and while I would love to see it work, I have trouble imagining how it could be done.
    Last edited by ANTSHODAN; 31st Aug 2011 at 09:51.

  4. #4
    Member
    Registered: Jul 2007
    Location: free koki
    Only going on hearsay, but isn't Arx Fatalis a quasi-open-world game set entirely underground? I've really gotta play that game, maybe I'll get to it this winter since I have a copy lying around. Anyway, I'm kinda drawing a blank here, why do you say it would be so much harder to contruct a (semi) free roaming world out of tunnels and stations?

  5. #5
    Member
    Registered: Dec 2000
    Location: 1123.6536.5321
    Honestly, I can't pin my sceptisism down. I've never played Arx so I'm equally ignorant to its underground open worldiness.

    I think perhaps it could be as simple as how distinctive each area is to keep a player interested and orientated. For example, wandering about in Stalker is usually aided by landmarks in the distance by which you can have a general idea which direction you are heading. In a metro tunnel, you could feasibly accidentally spin around with an accidental mouse twitch, and be unsure which direction you were heading in the first place. This could of course be solved even by just having something like a line of pipes running along one side of the wall so you know (probably almost subconsciously) which side they should be on if you are heading in a particular direction, but hopefully you get the concept I'm trying to convey.

    I don't have a whole lot of fun when I'm playing a game but have to keep consulting the map. Even if Metro did a map interface similar to, say, Far Cry 2 (which I suspect it would, given its excellent anti-hud attitude), it might be tiresome constantly checking the map. Though I have to admit that having to keep a close eye on a map could be rewarding in itself too

    I started playing Metro with a view that I would probably get absolutely sick of underground train tunnels. It turned out not to be the case, of course, but I can't shake the feeling that trudging between samey abandoned tunnels could become very tiresome if the experience wasn't... directed, or if the tunnels weren't distinct. Normally I like a good ol' free-roam, but I can't shake this nagging feeling that Metro would have to be very careful about how it was implemented.

  6. #6
    Member
    Registered: Jan 2005
    Location: hehe lol
    A massive facet of Metro was the outdoor areas. They provided relief from the claustophobic tunnels (somewhat ). Presumably this would be part of an open-world system if they ever decided to implement one, with the oxygen mask mechanic controlling how far you can venture into that part of the world

  7. #7
    Member
    Registered: Jul 2007
    Location: free koki
    I dunno, I don't think you'd have so much trouble with orientation, for instance I rarely felt like "oh, is this the right way I'm going" when crawling through Fallout 3's metro system. And what with the setting and all, it wouldn't have to be all samey, drab train tunnels, I imagine there'd be plenty of opportunity to factor in the wreckage and pseudo-tribal civilisation elements to make locales varied and interesting.

    The thing I didn't like about the surface in 2033 was, ironically, the otherwise very cool gas mask mechanic. I hate countdown timers, and especially if I went exploring I'd want to be able to take my time with it rather than do a mad dash to the next hole in the ground.

  8. #8
    Member
    Registered: Oct 2007
    Location: Sydney, Australia
    Well, that looks cool. I've not played 2033 - was the 'shoot out the lights' thing a feature in that as well? (It's cool... but a bit dumb when the guards are metres away, and it's not all that dark in any case .) Also, I did suffer a moment of deja-vu when following Khan through the shanty... wasn't there a follow-me-through-a-settlement sequence in one of 2033's trailers as well?
    Not much a fan of rail shooters either, but this one looks interesting. Also very pretty.

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