...I wonder if they have Nuka Cola in Russia.
Metro 2033 established a cryptic, and occasionally frighting post apocalyptic world that was filled with a unique take on the post apocalyptic setting, and really pulled you into the dystopian setting. IT had plenty of faults, but there was certainly promise, and while Metro: Last Light hits many of the same issues as the original, it offers an overall better experience, and stands on it's own as a story of despair and hope, and the thin line between them in humanities darkest hour.
Like it's predecessor, Metro: Last Light is based off of the novels by Dmitry Glukhovsky, throwing you into a post apocalyptic Russia, where civilization has been forced underground into the winding tunnels of the Moscow Metro, while all manner of mutated monsters now lurk both above and below ground. The survivors have fractured into several factions who now fight over the few remaining resources, instead of banding together, putting humanity at risk of destroying itself. While Metro 2033 did have two possible endings, Last Light goes with the normal/bad ending as the backstory in which the main character, Artyom, destroyed a sentient race called the Dark Ones with a missile strike. Now, several factions are vying for control of the entire Metro System, and war seems increasingly likely. The story focuses on Artyom's journey to find a Dark One who somehow managed to survive the annihilation of it's race, and unravelling an insidious plot that threatens to destroy what is left of humanity as he struggles with guilt over the destruction of an entire race at his hands.The plot starts out very strong, and helps, alongside the atmosphere and world, to immerse you fully in the game. However, around the last third of the game, the story takes a really odd turn into the supernatural. It's not an awful story from that point on, but it feels like there was a huge missed opportunity to focus more on the dystopian Metro's survivors and a plot more grounded in reality. The finale is really kind of a dud as well, ending the game with a thud, instead of a bang, but overall the story is even better than the original, and does a good job of telling a tale of it's own instead of rehashing the original.
The characters are, for the most part, kind of dull. The Russian accents occasionally sound really forced and bad, though there are a few bright moments in the conversations between people and characters. It can sometimes seem as if the other characters hold your hand a little bit more than they need to, but there are large stretches of the game where you are alone and left to your own devices too, which keeps it from becoming a real issue. You can also discover hidden journal notes that, in a interesting twist, are written by Artyom himself, that offer great insight into his thoughts on whatever events are occurring, places he is visiting, or characters he is interacting with. It's an odd choice, considering Artyom himself is a silent protagonist outside of the loading screens where he runs down what is about to happen, but it's still an appreciated feature.
The atmosphere of Last Light is outstanding throughout the game. Exploring the metro tunnels is both creepy and thrilling, and the forays above into the ruin of Moscow are breathtaking and chilling. Some sections in the metro can feel a little too drab, but the variety found over the course of the game keep things interesting and fun. The game does a good job of mixing up action sequences, as well as slower moments that allow you to explore a bit and really take in the attention to detail. These slower moments are frequently some of the best, and there are plenty of hidden secrets and moments that are well worth the time to find.
The gameplay offers plenty of choice on how to approach situations, but the fights can be quite frustrating. While you can go in guns blazing, Last Light really rewards those who take the stealth route. In fact, often times it almost seems like Last Light is more of a stealth game than a shooter. Don't be surprised if your knife or fist feel like your primary means of eliminating human enemies. Monster encounters though don't offer a stealth option, which helps keep things fresh, though these fights range from simply okay to downright ridiculous. There are also a few boss battle style fights that feel uninspired and forced, and are more of a nuisance than a challenge. They can be quite discouraging, and can break the immersion a bit.
The enemy AI leaves a lot to be desired. Human enemies are predictable, and easily manipulated along with being just downright dumb. There are occasions where they won't even notice you taking out a friend a few meters away. The monster AI on the other hand is a little too difficult. Aside from being tough to take down in the first place, many bounce all over the screen, and attack you in numbers that can overwhelm you. They come at you very aggressively as well, and sometimes mistakes even on the normal or easy difficulty can be fatal. There's no real middle ground either really, fights are either just too easy, or too hard.
Also just as important to the gameplay are your gas mask and filters, which help you survive on the toxic surface, as well as some more dangerous parts of the Metro. Extra filters can be scavenged from supply crates and fallen enemies, and without them your gas mask is useless. You'll be warned when you need to replace the filter, but without one, you will suffocate and die. Gas masks can be damaged, but every once in a while you can find a replacement. Damaged masks don't function less efficiently than undamaged ones, but the cracked glass can interfere with your vision.
The weapons, while not numerous, are very diverse and offer plenty of choices for everyone, and each weapon can be modified with several attachments, which helps you really outfit your arsenal to your style. There are also throwable knives, claymores, and grenades. The economy system is, like the original, interesting, if not well executed. In the Metro universe military grade ammunition is the currency of choice, and it's rarity makes it extremely valuable. This ammunition can be used in weapons increase the damage and gives an advantage over enemies, but every shot you take is one less you have to use buying weapons, lesser ammo, and other goods. You could easily go through the game without ever visiting a store though, and I often forgot I could even use the military grade ammo in my weaponry, though on the high difficulty you can occasionally be forced into using it if you get too trigger happy.
There are some technical issues that can derail the experience on occasion. Texture loading in issues happen a somewhat often, and on the 360 the game crashes on occasion for no real reason. The PS3 version reportedly has some even more glaring issues including constant auto saving, frame rate dips, and even a glitch that allows you to go through chapters with all enemies frozen in place, though having not played the PS3 version I can't speak of how frequent or glaring these problems are.
SUMMARY
Metro: Last Light is not the kind of experience you usually get with shooters. The game world and environments are extremely detailed, offering a visually stunning and immersive experience, while the plot does an excellent job of giving you a reason to really enjoy wandering the Metro and the ruins of Moscow. It's not as strong a single player shooter as it could be, but it's still a fun and unique experience if you can forgive the terrible enemy AI and technical issues.
Pretty Fluffy
Where Metro: Last Light Succeeds
+ One of the most unique and well designed game worlds.
+ Great attention to detail.
+ Plenty of reason to explore, even in the confines of the linear gameplay style.
Where Metro: Last Light Fails
- Gameplay is uneven
- AI is either too hard or too easy, never just right.
- Technical issues can jar the experience on occasion.
Information
Metro: Last Light
Developer: A4 Games
Publisher: THQ
Genre: First Person Shooter
Rating: M
Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts
Thursday, May 16, 2013
Tuesday, October 11, 2011
Mass Effect 3 - Why Multiplayer Is and Is Not a Big Deal
...Once you co-op.
While the news seemed unsure at first, Casey Hudson put the doubts to rest once and for all with a simple tweet:
And it is nowhere near as big a deal as we think it is.
Don't get me wrong now, as Mass Effect and Bioware diehard, I'm a bit concerned about what this co-op will be like exactly, but I'm not nearly as concerned as some are. Maybe it's because I trust Bioware to do the series justice, just as they usually do. Reguardless of what EA may say or have in store for Bioware's development plans, Bioware has almost never stumbled, and is always listening to fans reactions and opinions.But there's more to it than that.
When the initial rumors of multiplayer started spawning a few months back a lot of people thought immediately that we were dealing with something along the lines of Call of Duty or Gears or something similar to that. Very few people thought the rumors might mean co-op. It's important to not the difference because this means that, while it will take plenty of work to do right, it won't take nearly as much as a full on multiplayer mode. In fact, depending on how they do it (it won't take anything away from singleplayer we've been told) , it could open up new stories or moments. At the very least, we can see it as just another feature, and instead of taking something away from the game, it instead adds to an already incredible experience.
However, as I said, I have my concerns.
The biggest one with me is why they're introducing something like this in the final game of the Mass Effect trilogy. Bioware has said before they plan for Mass Effect to continue long after ME3's final credits role. So why add this in now? Why not wait until the next game to do something like this? In a series that has been all singleplayer, all the time up to this point it seems a somewhat fairly sized risk to me. It might even lend evidence to the rumors that EA has started demanding there to be some kind of multiplayer mode in all it's games.These are all questions that will be answered as we move along I'm sure but I almost feel like I was lied to by Bioware in a way. They said time and time again that Mass Effect 3 would not deviate very far from Mass Effect 2. This co-op mode seems like a pretty big step away from what Mass Effect 2 was.
Yet, the one reassuring thing for me, that allows me to remain cautiously optomistic about the co-op mode, is how the changes from Mass Effect to Mass Effect 2 went. Story wise, there were some slight steps backwards, but gameplay wise I felt the game was much smoother and much more fun. Every moment of the combat felt active and tension mounted several times for me during key firefights, whereas in Mass Effect some fights felt kind of dull and uninspired in retrospect. Bioware boldly made changes to the Mass Effect formula, knowing that they could have played it safe instead, and while not everything went over so smooth (I.E. fewer RPG elements), the game as a whole felt much stronger than the first title.
As long as Bioware keeps their word that the co-op and singleplayer won't mix, I see no reason why we can't wait and see on how this turns out. Who knows? Maybe it will be even more of the awesomeness that is Mass Effect.
One side note here:
Extra Life is almost here! I have managed to raise some money, but time is nearly up and I could still use help. I'd really love to see a lot of last minute donations from you people out there, even if it's small amounts. I'm super excited for this, and I can't wait to get to work!
One last thing! Marshmallow Fluff! has a facebook page now, so go like it, and you can get direct links to this blog, as well as links to interesting stories, info, and pictures about all things gaming.
Marshamllow Fluff! Facebook Page
And with that, I will bow out until next time...
While the news seemed unsure at first, Casey Hudson put the doubts to rest once and for all with a simple tweet:
Yes, co-op MP missions forSo, now we know the truth. The very thing some of us were dreading has become reality.#ME3: they're real, and they're spectacular. Rest assured it's nothing of what you've feared. More soon...
And it is nowhere near as big a deal as we think it is.
Don't get me wrong now, as Mass Effect and Bioware diehard, I'm a bit concerned about what this co-op will be like exactly, but I'm not nearly as concerned as some are. Maybe it's because I trust Bioware to do the series justice, just as they usually do. Reguardless of what EA may say or have in store for Bioware's development plans, Bioware has almost never stumbled, and is always listening to fans reactions and opinions.But there's more to it than that.
When the initial rumors of multiplayer started spawning a few months back a lot of people thought immediately that we were dealing with something along the lines of Call of Duty or Gears or something similar to that. Very few people thought the rumors might mean co-op. It's important to not the difference because this means that, while it will take plenty of work to do right, it won't take nearly as much as a full on multiplayer mode. In fact, depending on how they do it (it won't take anything away from singleplayer we've been told) , it could open up new stories or moments. At the very least, we can see it as just another feature, and instead of taking something away from the game, it instead adds to an already incredible experience.
However, as I said, I have my concerns.
The biggest one with me is why they're introducing something like this in the final game of the Mass Effect trilogy. Bioware has said before they plan for Mass Effect to continue long after ME3's final credits role. So why add this in now? Why not wait until the next game to do something like this? In a series that has been all singleplayer, all the time up to this point it seems a somewhat fairly sized risk to me. It might even lend evidence to the rumors that EA has started demanding there to be some kind of multiplayer mode in all it's games.These are all questions that will be answered as we move along I'm sure but I almost feel like I was lied to by Bioware in a way. They said time and time again that Mass Effect 3 would not deviate very far from Mass Effect 2. This co-op mode seems like a pretty big step away from what Mass Effect 2 was.
Yet, the one reassuring thing for me, that allows me to remain cautiously optomistic about the co-op mode, is how the changes from Mass Effect to Mass Effect 2 went. Story wise, there were some slight steps backwards, but gameplay wise I felt the game was much smoother and much more fun. Every moment of the combat felt active and tension mounted several times for me during key firefights, whereas in Mass Effect some fights felt kind of dull and uninspired in retrospect. Bioware boldly made changes to the Mass Effect formula, knowing that they could have played it safe instead, and while not everything went over so smooth (I.E. fewer RPG elements), the game as a whole felt much stronger than the first title.
As long as Bioware keeps their word that the co-op and singleplayer won't mix, I see no reason why we can't wait and see on how this turns out. Who knows? Maybe it will be even more of the awesomeness that is Mass Effect.
One side note here:
Extra Life is almost here! I have managed to raise some money, but time is nearly up and I could still use help. I'd really love to see a lot of last minute donations from you people out there, even if it's small amounts. I'm super excited for this, and I can't wait to get to work!
One last thing! Marshmallow Fluff! has a facebook page now, so go like it, and you can get direct links to this blog, as well as links to interesting stories, info, and pictures about all things gaming.
Marshamllow Fluff! Facebook Page
And with that, I will bow out until next time...
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