Metro 2033 (2010 Video Game)
8/10
Not like S.T.A.L.K.E.R., but fun, with great atmosphere . . .
10 August 2010
The team behind Metro 2033, Ukraine studio 4A Games - formed by ex GSC Game World programmers who had previously worked on S.T.A.L.K.E.R before leaving in 2004 to pursue the project in question.

In terms of Metro's literary effort, the writers did a fairly admirable job. The story core concept loosely adapted from the novel of the same name is definitely intriguing and interesting - nuclear war decimates the world, strange mutants emerged in the aftermath, in Moscow surviving human inhabitants forced to the underground tunnels due to the radioactive conditions above.

The story exposition segments in Metro 2033 are done during the loading screens, where Artyom (the protagonist) tells of events unfolding, and his feelings thereof - but also he meets key characters along the way where more is revealed through in-game conversations. Yeah, the voice acting is good - it was wise to use actual Russian speakers rather than some Bollywood bozos . . . it really goes a long way with keeping you tuned in to the highly distinctive and unique atmosphere. That last word of the previous sentence is probably Metro's primary strength - the foreboding tunnels, dark, mysterious . . . you're not quite sure what lurks around the next corner.

The meat action presented in Metro 2033 is undeniably fun, and in ways retroactively akin to Stalker as you are pitted against familiar foes in mutants and bandits. The AI scripts are quite honest, when facing the human opponents it is darn near as exhilarating as Monolith's horror opus F.E.A.R. The enemies show some similar belief of life preservation as you, by means of hanging back in the shadows, often shooting from cover, forcing you into making the first move. Again, much like the Stalker games the bandits taunt you with comical 'colourful' phrases, but amicably it does get a little repetitive over time. As for the mutants, they weren't as cunning as I was expecting. Much like Dead Space they suddenly (yet sneakily) emerge from all over the shop, but unlike the kind of calculated deliberation of offensive attacks needed to survive in the aforesaid game, in Metro 2033 the only genuine prerequisite to success is not to stand still. I guess some minor gripes concerning the AI scripts are the enemies awareness of your presence can be noticeably questionable at times. The mutants killer instincts here seemed to have needed to be tightened up.

The weapons you get to play around with are a bit on the orthodox side. We have a few pistols, machine guns, shotguns (Cool Bayonet!) And sticks of dynamite. Oh, I almost forgot, there is a pneumatic gun you have to pump for increased damage & accuracy - Very Cool! Metro 2033 eludes a little to stealth, here with silencers, throwing knives, night-vision goggles etc. but honestly, by & large this is a served-straight- up shooter.

In terms of some game mechanics, It is interesting to note for all you 'old timers' the game-play inspiration roots conceivably go all the way back to the original Doom if you think about it - Remember the radioactive pools which demanded the use of radiation protection suits that would only hold out for a limited time before the mad dash to find the next one? Same deal in Metro. But instead here you collect Gas masks and oxygen filters from dead people in order to safely negotiate such toxic zones. One cool touch in particular is your Gas mask can get cracked open by mutant claws for instance, necessitating the need to seek out a new one. Admittedly, the frantic scurry to find oxygen filters in the wild frozen landscape topside provide some of the most exciting and memorable parts of the whole game.

I really enjoyed the strong focus on exploration in Metro - seeking out the illustrious shiny golden military-grade bullets gives you something else to think about while gazing about the tunnels by the illuminating hue of your torch light. Keeping your weapons stocked isn't too much of a daunting task - you can spend a great deal of time meticulously looting all the corpses dotted around, whereby you take ammo and equipment directly off the unfortunate fellow's person - this kind of realistic detail is welcome.

The chief purpose of collecting the golden bullets is they can be used as legitimate tender at the checkpoint stations and markets you will inevitably pass through. For example, you can exchange these rare bullets for more standard ammo, or even trade them in for special weapons and other useful equipment. On a side note, It is interesting listening to civilian conversations at the checkpoints, where peoples stories of topside outings goes to lengths in giving the world you are in some genuine sense of reality.

From a visual standpoint, Metro is impressive. The perpetual dark tunnel's shows off the great light sourcing effects complete with sparkling dust drifting through the air, and you will see many a headlamp swaying aglow in the dark. The character models look quite similar to the ones in Stalker not surprisingly, sporting the traditional heavy Specnaz armour and helmets - sometimes it is hard to believe there aren't some legacy materials at work from the old Stalker betas though. The mutants themselves look suitably creepy, gnarled and interesting. All in all the game engine technology pulls everything off quite admirably, even if your rig isn't at the bleeding edge of tech. The optimization was definitely better than I was expecting.

In sum, Metro 2033 is a very accomplished and atmospheric story-driven shooter, though was a little disappointing for me since I was hoping on a bigger world with some greater opportunities for the player-authored experience 'ala Stalker. As it stands though, it is a well-thought out game with the presentation being very polished. So I think you would be doing yourself great disservice not to explore the gloomy depths of this post apocalyptic Moscow.
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