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REVIEW: Metro Exodus

4A Games was founded by ex-Stalker developers. They won Metro with their game in a way that GSC Game World didn't

By Benito RamirezPublished 3 years ago 7 min read

4A Games was founded by ex-Stalker developers. They won Metro with their game in a way that GSC Game World didn't. The series shares similarities in their oppressive environments and survival-focused gameplay. 4A Games focuses on accessibility. The Ukrainian-based developer made it easy to appeal to both casual and hardcore gamers with its difficulty settings. This combination of a wide audience and cutting-edge production values made Metro a turbulent future, which was reflected in Metro Exodus, its most ambitious entry.

Oppression Informing Design

A semi-open approach to game development has disrupted the linear structure that was previously established. Metro Exodus displays a remarkable degree of restraint. A traditional open-world environment would have been an easy box to check for a series that is destined to continue to reach the mainstream. Metro Exodus instead consists of many disconnected environments that are scattered with optional points-of-interest. This highlights 4A Games' delicate balance between artistic and mainstream appeal. These spaces are used to strengthen Russia's post-nuclear futility.

Metro 2033, Metro Last Light offered glimpses into a world that is full of melancholy. Some of these moments felt restricted by a linear design. It felt strangely unnatural to find pockets of underground civilization, and it felt like a restriction to make short trips to the surface. Players can see wildlife and factions moving around in the levels, giving them a more convincing sense of reality than their predecessors. This open environment allows for a more natural form of world-building.

The old design philosophy was that all players would see the same things, even if they didn't actively seek them. The shackles have been removed and players can invest in the world based on their desire to explore. This creates a path that allows for exploration to increase by more than twice the amount of playtime. While these experiences are vastly different, Metro Exodus still finds its calling in this diversity--player choice.

Because of the tighter pace, narrative driven experiences tend to flow more easily in a linear setting. 4A Games was not known for their storytelling skills. Metro Exodus' plot is a continuation of the previous two games but it's not important to remember those events. The Metro experience can be defined by the atmosphere it creates and its gameplay. Moments like smoking a cigarette on top of a demolished church looking out over lush scenery or creeping through decaying buildings are just as important. Metro Exodus is a great example of post-nuclear society. The individual locations are not always interesting, but they can evoke many moods.

Metro Exodus' Gameplay

Its mechanics act as an extension of this mood-setting, so it permeates the entire experience. Metro Exodus, while there are simpler settings that can reduce resource management, is a tough endurance test. Weapons are vulnerable to failure in the face of fire and enemies can hit hard. Artyom scours through mud and contaminated water, causing weapons to become more unstable. The more often a gun jams, the dirtier it is. This can't be done on the fly, since guns cannot be cleaned at workbenches. This takes up valuable resources.

Metro Exodus_ weapon handling is another issue. Moving with each gun and aiming it requires more deliberate movements. Many systems are interconnected to make anyone outsider feel dangerous. Because being caught in the crossfire can be terrifying, you're forced to use stealth.

Semi-open environments allow for more flexibility in how you approach engagements. It's both empowering and nerve-wracking to get the drop on a squad at a random spot on the map. You can choose the approach you want, but it can be scary because you are so vulnerable. The added layer of the day-night cycle is an additional element to the proceedings. By sleeping in rest stops, players can choose between nighttime and morning.

There are fewer people who patrol night areas. There are however more creatures that stalk the surface. Nightfall in the Volga level can also bring dangerous electrical anomalies. The world-building process of the day-night cycle allows users to choose when and where they want to live. This placement of organic life feels natural, unlike previous entries that decided where and when mutants would be placed. This makes it easier to feel the dynamic between Artyom and opposing humans as well as mutants. Through this cycle, 4A Games creates meaningful connections between players and the rest of the world. You might lose track of the time and find yourself in a difficult spot to return to a rest area. You can feel more alive when you adapt to changing environments.

However, despite its many successes, AI starts to show signs of wear. Artificial intelligence, like all games, can fail under certain circumstances. One instance was when guards became semi-alert due to the discovery of a body. I was locked in a room that had only one exit, which was accessible via a nearby staircase. I was able to take out 12 enemies who were climbing up the stairway, even though everyone else in the area went on high alert. It also does not gracefully handle scripted sequences. AI will despawn after certain points are activated, allowing for further progress. These inconsistencies can be a major problem for an experience that relies heavily on immersion through many systems and design choices.

Metro Exodus is known for its hardcore tendencies but doesn't go too far in unforgiving territory. There are only two resources available for all tasks, which includes cleaning guns and repairing masks. Micromanagement, which is de-emphasized, is key. Several systems must be considered. These include recharging flashlights and night vision goggles as well as fixing gas mask holes. Players will not feel overwhelmed by the survival underpinnings of this game if they address these survival systems. It is easy to patch up gas masks that have been damaged by a bullet.

However, Metro Exodus could push further in certain areas. Instead of a portable bank that could recharge the flashlight or night vision indefinitely, they could have been powered by consumable batteries. Also, the bandages that were used temporarily to seal gas mask holes might have been limited in their use. 4A Games knows how much is too much. It provides enough to make novice and casual gamers feel vulnerable, without being tedious or overwhelming.

The Ranger Hardcore setting is a great place to find comfort for the committed. This setting reduces the already low HUD, making it more difficult for players to pay attention. Weapons are less durable and require more workbench space. Ranger Hardcore also eliminates the quick-save function, forcing players to accept every consequence. All this is on top of the expected resource shortage and sensitive AI sightlines. Metro's masochistic vulnerability is at its greatest when no AAA or AAA-like releases are available.

Studio understands their target audience and doesn't alienate the casual players that have allowed them to push technology. This is evident in Metro Exodus enhanced edition's decision to make ray-tracing lighting a standard for all future projects. 4A Games is excluding a large portion of the PC market by making ray-tracing compatible GPU's a requirement. This must be avoided by extending the reach of the company, which they have succeeded in doing.

Finding Solace in Silence

Players of Aurora travel from level to level. This level serves as an intermission level. Players are allowed to explore the Aurora and talk to other people. These missions are not just about character-building and world-building, but they also provide a break from the intensity of the previous mission.

Artyom can be either a one-man army, or an assassin, depending on how players approach combat. Artyom is constantly faced with roadblocks, but he always finds a way around them. He can fight against densely populated bandit camps, hoards of mutated, and even wade through radioactive areas. Combat and survival tactics are used to contextualize this constant opposition. The Aurora provides Artyom with the respite that he needs. Artyom and the players face the same exhausting tasks, but it is equally difficult to wind down at the Aurora.

This is a rare example of mood setting in the AAA space. It's a shame about the lackluster characters and overly drawn dialogue. But it works. These sections range from tedious to enjoyable. Playing guitar with friends or in your own cabin with Artyom's spouse, these moments won't make you feel attached to the characters. They will feel more attached to the Metro Exodus experience. The Aurora is not a chance to meet these characters. It's more than suspension of disbelief. Artyom is a quiet protagonist, but that's not his main point. While he doesn't speak in gameplay, loading screens give him personality. He voices diary entries that summarize the events between levels. This suspension of disbelief has been a hallmark of 4A Games since its inception. It is especially evident in Metro Exodus. Each Aurora intermission has a surprising amount dialogue. It is hard to believe Artyom's unbreakable bond with Anna, when Anna does all of the talking and Artyom just shows up to provide ears and sex.

The Aurora sections would have been even more effective if Artyom had a voice during gameplay. It's an effective respite from the chaos that doesn't meaningfully engage with its cast.

The Metro Exodus Verdict

Metro Exodus makes a fine entry in Artyom’s journey. The immersion is a little slowed down by the inconsistent AI and the oddly-silent protagonist who has a distinct personality during loading screens. These are minor bumps in Artyom’s exciting and emotional journey. Metro Exodus' dramatic encounters and diegetic design will make an impact that lasts beyond the credits.

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    BRWritten by Benito Ramirez

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