Metro Series Megathread - "The Dark Ones will kill us all."
525 replies, posted
[QUOTE=PotatoArmada;52362319]There are no mods. IIRC, they planned to release tools for Last Light, but that never happened.
[/QUOTE]
Hopefully they will make the game a bit more mod-friendly this time. The complete lack of mod support was a major contributor to the first two games' quick decline in popularity.
I do hope the moving train sections are a little less janky this go around. I don't remember them being that bad in 2033, but in Last Light they were pretty jank. Still fun though. Fighting my way up the circus train was cool.
Regardless, it'll be a no-hesitation purchase from me.
[QUOTE=PotatoArmada;52362319]There are no mods. IIRC, they planned to release tools for Last Light, but that never happened.
Ranger hardcore is the best way to play since you really have to manage how much ammo you use and think about how to engage enemies. The only downside is that the difficulty isn't smart about showing you hud elements, like when you need to mash E for a qte or choosing throwable items.[/QUOTE]
There was a few minor mods for Metro 2033 (that I am trying to hunt down again).
One changed the way Artyom's model looked in default armor to match his first person hands and changed the saving disk to a floppy and the AK74 sound.
Edit: [url=https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.playground.ru%2Ffiles%2Fmetro_2033_mini_mod_dlya_m2033_ot_xtreme1993_v4_0-47082%2F&edit-text=&act=url]Found it[/url]
Looks like there are a couple other Metro 2033 mods too.
I'm surprised there's not one for Artyom's old hands and voice.
[QUOTE=Mr. Someguy;52364268]I'm surprised there's not one for Artyom's old hands and voice.[/QUOTE]
I don't know of any mods for redux, that's for original 2033.
Idk what it is about Last Light but the levels are designed so much more worse than 2033.
Like Stealth is worse than vanilla 2033 AND redux and everything is too cramped (ironically) and there's not enough dead spots to navigate around.
[t]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage/Metro1610.jpg[/t][t]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage/Metro3610.jpg[/t]
[url]http://www.gameinformer.com/b/features/archive/2018/02/07/10-bold-changes-exodus-is-making-to-metro.aspx[/url]
[QUOTE]Though familiar (mask-obscured) faces return from prior games, Exodus is bringing sweeping changes to Metro's claustrophobic brand of action-horror. We recently went to 4A Games' studio in Malta and took a sneak peek at the latest entry. We came away with a sense of great ambition and boldness on behalf of 4A's attempt to make the best Metro game. The team is completely redefining certain features long-time fans consider tenets of the series.
These are the 10 biggest changes we saw.
[B]1. Say Goodbye To The Metro
[/B]Both Metro 2033 and Last Light took place in and under the Moscow metro. As trailers suggest, this is no longer the case. After an introductory sequence in Metro, Exodus finds Artyom, his wife Anna, and the rest of the crew cutting through the Russian wilderness in search of hope. This means bigger spaces, dangerous new factions, and a new world of trouble for our survivors.
[B]2. Exodus Is Bigger...But It's Not Open World.
[/B]During our studio visit, 4A Games pressed upon us repeatedly the importance of realizing that Exodus is not an open-world game. Instead, Exodus is comprised of several huge sandbox levels that funnel in and out of the linear path of story missions, as well as side activities for you to find. Once you finish an area, you move on to the next one, without any way to return to it. Still, the flythroughs of the sandbox regions were impressive and diverse. The largest area in Last Light, according to 4A, was 200x100 meters and Exodus' sandboxes stretch to two square kilometers.
[B]3. The Ammo Economy Is Gone
[/B]In the previous Metro titles, you used military-grade ammunition to purchase weapons, upgrades for said weapons, and various tools like medkits. This made combat encounters tense and tactical, forcing you to decide if sacrificing bullets to mow down the guards in your way was worth it, or if you should instead take a longer route and bypass your foes with stealth. Since you're not in the metro anymore, the ammo economy is no longer a concern. Instead, that economy has been replaced by a scavenging system that seems more in line with recent Fallout entries, turning junk and valuables you find in the open world into two resources: chemicals and materials. These can then be used to craft tools and other valuable items.
Prepare to seek out workstations littered around each map to craft precious ammo, though.
[B]4. Combat Has Been Enhanced
[/B]With Metro increasing its size, it makes sense for the game to expand its combat and stealth gameplay as well. While the classic flexible gameplay of Metro remains steadfast, letting players choose between stealth and guns-blazing action, 4A has complicated things in pleasing ways. You now have the option between lethal and non-lethal takedowns for foes, giving you a happy pacifistic medium between violent killing and completely bypassing enemies. The takedown animations are also now varied, with each animation depending on what weapon you're using, the speed of your approach, and where you are adjacent to the enemy.
Beyond this expansion, the game also keeps tabs on your actions. Mowing down members of one faction can result in them meeting you with open hostility should you run into them down the road. However, treating them with relative gentleness could make for friendlier run-ins.
[B]5. Your Hub World Is On The Move
[/B]With the Metro gone, so are the various stations that would act as your hub worlds, letting you restock ammo and talk to inhabitants for bits of story building. This time they've been replaced with a train called The Aurora. While we weren't told too much about the specifics of the locomotive, creative director Andriy Prokhorov did say, "the Aurora will be constantly changing along the journey with more cars, different types of cars, and people that join you."
[B]6. You Use Vehicles[/B]
4A Games told us there would be vehicles for the player to commandeer during their journey, through the studio was tight-lipped when it came to saying what kind of vehicles. Outside of The Aurora, we saw Artyom row a boat across a lake, but that was the only player-controlled vehicle we witnessed during the gameplay demonstration.
[B]7. The Game Takes Place Over A Year
[/B]2033 and Last Light took place over the course of a few days. Exodus's journey instead occurs over the course of a year, with each sandbox encompassing a season. The "fall level" takes place in a gorgeous mountain setting filled with mutant bears while summer takes place in a deserty environment with burning oil platforms on the coast that gives off a bit of a Mad Max vibe.
[B]8. Weapon Upgrades Are Different Now
[/B]Whereas previous games had you buying upgrades or discovering weapons in the field with unremovable attachments, Exodus makes things a little more relaxed and stressful at the same time. If you come across a weapon in the world that has a scope or clip extender you want but you don't want the weapon it's attached to, good news, you can remove it and use it with a compatible gun in your inventory. A lot of attachments are available for your guns: scopes, barrels, stocks, magazines, and attachments.
However, weapon upkeep is now something to be concerned about. If you don't visit your workstation enough to perform maintenance on your gun, it can become unclean. They never stop working completely, but when guns get dirty, they eject literal dirt from the barrel and suffer a stats hit to damage and accuracy.
[B]9. There Are Side Excursions
[/B]While lacking the typical quest-giver interaction that defines "sidequests," 4A says it's creating a wealth of activities for each area for players to find as they explore. Players can learn about these quests by reading notes found in the world, talking to characters, or overhearing conversations. Going off the beaten path could lead to a firefight with bandits in a farm, or a house filled with supplies, as well as some corpses that appear to have betrayed one another shortly before they drew their last breaths.
[B]10. The Factions Are More Self-Contained
[/B]Whereas the factions in 2033 and Last Light formed a tightly interconnected (and often hostile) community, Exodus has factions that live in isolation from one another that you encounter. During our gameplay demo, we ran into a group of religious fanatics that worshiped a massive fish living in a nearby lake. Artyom's actions toward each faction, namely whether he responds with violence or pacifism in their initial meeting, will define his relationship to each.[/QUOTE]
[url]http://www.gameinformer.com/p/metroexodus.aspx[/url]
Gaminformer is doing a month of content about the game.
[t]https://i.imgur.com/kgxLuB2.jpg[/t]
Man, I really hope this Metro will add some promo material for TF2.
[url]http://www.gameinformer.com/b/podcasts/archive/2018/02/08/gi-show-metro-exodus-yakuza-6-god-of-war-text-adventure.aspx[/url]
20 minute podcast talking about Metro, haven't given it a listen yet.
Exodus is sounding like it's going to be more STALKER than Metro and I am perfectly okay with that.
[QUOTE=Yummy Pie;53118728]Exodus is sounding like it's going to be more STALKER than Metro and I am perfectly okay with that.[/QUOTE]
It seems like it's going to be very similar to the Library DLC from Last Light but on a huger scale.
Really liking the sound of things so far. It's not STALKER 2 but from the sound of things, it feels like a good balance between linear and openness. A sandbox that's tighter and more focused feels like a breath of fresh air from other recent open-world games where sidequests and content feels like a checklist rather than an organic experience.
On one of the articles it said there's going to be vehicles and so forth which sounds really neat. I'm sure it's not going to be like Regina from LL but it mentioned a dinky boat you could travel around on which sounds really cute and terrifying at the same time.
I like how replay-able the entire thing sounds too. It's like a series of mini RPGs on each level.
[IMG]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro-exodus/Map610.jpg[/IMG]
[url]http://www.gameinformer.com/b/features/archive/2018/02/09/how-open-world-is-metro-exodus.aspx[/url]
Talks about how open M:E is, mentions it's an entire journey across Russia as well as how it works. It's a literal hybrid of Metro and STALKER. There's also a shot of one of the level and [I]holy shit[/I] it's fucking HUGE. The Alpha version of the game took roughly 25 hours, biased coming from the director of course but still a nice indicator. He also said he was entertained the entire time so...
Neat.
I guess I can see why they ditched the ammo as money thing, I don't think I ever actually used the military rounds as ammo unless I did it by accident or was really low on ammo anyway for some reason. Hopefully there's still a decent amount of Metro tunnel stuff, I didn't really like how bright and airy the surface was in Last Light, it looked cooler in 2033.
Yeah, I much preferred the winter aesthetic to the spring.
I can't really feel excited for Exodus storywise though, I much, much preferred the tunnels and the creepy legends the metro societies had formed over the years. The 2035 novel completely fucked over the whole universe too and while I'm sure 4A will do their best to write around it I don't think Exodus really has to offer what I'm looking for in a Metro game.
At least I can endlessly replay the superior original version of 2033.
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[url]http://www.gameinformer.com/b/features/archive/2018/02/19/take-a-closer-look-at-metro-exodus-landscapes-and-seasons-with-exclusive-concept-art.aspx?utm_content=bufferfda7b&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer[/url]
we desert now boys
[IMG]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage/Metro4610.jpg[/IMG]
A system nobody really cared about is making its way back in. Hopefully the moral choices make sense instead of "u looked in a corner, have you considered you're a bad person for that?"
[url]http://www.gameinformer.com/b/features/archive/2018/02/20/everything-we-know-about-metro-exodus-morality-system.aspx[/url]
Y'all are fuckin weak. :defib:
[IMG]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro-exodus-hardcore/OutsideHardocre610.jpg[/IMG]
[url]http://www.gameinformer.com/b/features/archive/2018/02/23/how-hardcore-is-metro-exodus.aspx[/url]
He talks about who the target is for Exodus, and it will be, and all was has been - Metro players. STALKER players in theory should find it interesting too.
I love the directors response
"That's polite response but we don't care who plays this game, if we enjoy it - we hope somebody else will"
[editline]24th February 2018[/editline]
They said they're more interested in appealing to Metro 2033's hardcore aspects, instead of Last Light's more action focused environments.
[QUOTE=ZombieDawgs;53154747]
They said they're more interested in appealing to Metro 2033's hardcore aspects, instead of Last Light's more action focused environments.[/QUOTE]
this is honestly the best decision they could ever make.
[quote][t]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage-gallery-art-watermarked/game_5F00_informer_5F00_concept_5F00_art_5F002D005F00_autumn_5F00_season.jpg[/t][/quote]
chernarus vibes
this is shaping up to be one of my favorite games ever, I loved the tunnels but I'd love an outdoor world with the same foreboding, mysterious aura even more. and I'm confident they can pull it off.
[quote] They said they're more interested in appealing to Metro 2033's hardcore aspects, instead of Last Light's more action focused environments. [/quote]
really hoping it's true. LL isn't a bad game but original 2033 is just much more interesting to play.
[IMG]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage/Metro3610.jpg[/IMG]
[url]http://www.gameinformer.com/b/features/archive/2018/02/28/heres-why-metro-exodus-doesnt-have-multiplayer.aspx[/url]
[B]NO MULTIPLAYER[/B]
I think post launch multiplayer would be really cool as (free) DLC. It'd be a good way to send off the series (if they're planning on ending it here idk)
[QUOTE=ZombieDawgs;53149644][IMG]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-deepsilver-metro_2D00_redux-coverage/Metro4610.jpg[/IMG]
A system nobody really cared about is making its way back in. Hopefully the moral choices make sense instead of "u looked in a corner, have you considered you're a bad person for that?"
[url]http://www.gameinformer.com/b/features/archive/2018/02/20/everything-we-know-about-metro-exodus-morality-system.aspx[/url][/QUOTE]
What do you mean "making its way back in?" The morality system was in both games
I didn't mean it as though it had left, I just phrased it incorrectly.
I don't remember ever losing morality points for exploring.
Pretty sure it was the opposite. You got good moral points for exploring. You could clearly tell if you're gaining or losing points by the screen effect and the sound it made
[editline]7th March 2018[/editline]
[QUOTE=ZombieDawgs;53185342]
[url]http://www.gameinformer.com/b/features/archive/2018/02/28/heres-why-metro-exodus-doesnt-have-multiplayer.aspx[/url]
[B]NO MULTIPLAYER[/B]
I think post launch multiplayer would be really cool as (free) DLC. It'd be a good way to send off the series (if they're planning on ending it here idk)[/QUOTE]
I remember how multiplayer was originally planned for last light, wasn't it?
Didn't expect to be taken so seriously. I was poking fun at the fact the morality system was seemingly arbitrary in places.
[QUOTE=ZombieDawgs;53185464]Didn't expect to be taken so seriously. I was poking fun at the fact the morality system was seemingly arbitrary in places.[/QUOTE]
There is no joking in the Metro
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