Metro 2033 ships to retail

Just finished it today. There's apparently a hidden karmic element to the game that is not even measurable or noticeable in any possible manner.

Search Youtube for the alternate endings to Metro 2033 after you've finished it. Personally, since I saw this game as a through and through railroaded shooter, I didn't even consider the possibility of karma. I just shot everyone, took everything, and rinse and repeat.
 
Dracon M'Alkir said:
Just finished it today. There's apparently a hidden karmic element to the game that is not even measurable or noticeable in any possible manner.

Search Youtube for the alternate endings to Metro 2033 after you've finished it. Personally, since I saw this game as a through and through railroaded shooter, I didn't even consider the possibility of karma. I just shot everyone, took everything, and rinse and repeat.

Ok, come on Dracon, I want spoils; I am very curious based on previous posts.
 
I hate games like this one, if only because I can see the tons of potential being wasted.

If I was a game critic, I'd have to say that this game is pretty good for a rail-shooter. I'd say how it takes inspiration from Half-Life and how it's all fine and great. But fortunately I'm not a critic, so I can point out that the game sucks as an RPG. But unlike in Half-Life, this game, the setting in particular, doesn't lend itself to a linear rail-shooter very well.

In half-life, you always had a great illusion of freedom. Although it was obviously a linear experience, in no or few points did the player feel constrained or confined. The player merely did what came naturally, making the linearity mostly a moot point, as most players would have followed that one particular path anyway. Here, on the other hand, the illusion is crude and uneffective. Railroading in a subway tunnell is something I expect, but when I see that traversing a city is just as linear as the tunnell, I feel something is definitely wrong. Especially as the plot itself calls for exploration of some sort and the mechanics themselves involve money and trading. I won't be kidding myself saying I'd expect a full RPG - that would be ludicrous, but a tasteful hybrid like Stalker? Definitely.

While we're on the topic of Stalker - being an eastern game and, in fact, developed by some of the same people who previously worked on Stalker, a comparison is inevitable, even though I'm sure that's something the devs of metro would try to avoid. Metro 2033 is stalker's younger brother - nicely groomed and dare I say even metrosexual in his next-gen appearance (forgive the pun), but ultimately with jelly for brains and little real ambitions beyond looking hot. It doesn't just borrow from classic FPS titles like half-life, it blatantly rips off the ideas and pacing to the point of being a remake, all while missing certain subtle yet crucial points that distinguish gunk from a masterpiece.

Metro 2033 has a lot of great ideas but is ultimately brought down by an incompetence in implementation, lack of ambition or jarring inconsistencies. For example, the very first SMG in the game has a box magazine that allows you to see how many bullets are remaining. Each time you shoot you see the shells come out and the magazine move, seeing just how many rounds you have. Really great thing. But once you put the gun down, even if empty, it lies on the ground with it's magazine obviously full regardless if in reality it has any bullets at all. Gas masks are required to protect you from the hazardous environment and can get damaged, but quite often upon swaping the filter only the animation plays, while the game state doesn't registger the change. And thanks to the linear nature of the game and lack of planning, you rarely know where you're going next, and thus don't plan for what's ahead. In a real survival game this would mean death, but here the developers prevented that by gratuitously littering the hostile world with essential air filters, so that even on the hardest difficulty I didn't have to worry even once about running out of that resource. There's no point in adding a gas mask feature if the developers then make triple sure you'll never be able to humanely run out of resources, short of standing in the middle of a deadly pool of bubbling vitriol, turning off the monitor and going out for the night. Metro 2033 likes to build hopes and then deliver disappointment.

In summary, I can't say I recommend the game. The atmosphere is really great, the individual ingredients seem tasty, but the overall dish is palpable at best. It suffers greatly from a visible lack of ambition and seeing just how much potential was wasted is far more depressing than the already bleak and hopeless world the game is set in.
 
archont said:
In half-life, you always had a great illusion of freedom. Although it was obviously a linear experience, in no or few points did the player feel constrained or confined. The player merely did what came naturally, making the linearity mostly a moot point, as most players would have followed that one particular path anyway. Here, on the other hand, the illusion is crude and uneffective. Railroading in a subway tunnell is something I expect, but when I see that traversing a city is just as linear as the tunnell, I feel something is definitely wrong. Especially as the plot itself calls for exploration of some sort and the mechanics themselves involve money and trading. I won't be kidding myself saying I'd expect a full RPG - that would be ludicrous, but a tasteful hybrid like Stalker? Definitely.

Personally, while i think a Stalker style game in that setting would be fantastic i really have no problems with how its been implemented. Its marked as Linear and i went into it expecting that. I really do think you can't compare Stalker to Metro nor seriously fault it for not following in Stalkers footsteps.

archont said:
For example, the very first SMG in the game has a box magazine that allows you to see how many bullets are remaining. Each time you shoot you see the shells come out and the magazine move, seeing just how many rounds you have. Really great thing. But once you put the gun down, even if empty, it lies on the ground with it's magazine obviously full regardless if in reality it has any bullets at all.

If that's something your faulting within a game i really think the game must be quite good. Really, that's a pretty petty complaint. Especially since that calls for 41 different gun models for the Bastard gun alone, that's a lot of work for the artists and whatnot for a very minor gameplay addition.

archont said:
Gas masks are required to protect you from the hazardous environment and can get damaged, but quite often upon swaping the filter only the animation plays, while the game state doesn't registger the change.

Thats a bug. Im all for good programming and whatnot, but you can't fault the game for that.

archont said:
And thanks to the linear nature of the game and lack of planning, you rarely know where you're going next, and thus don't plan for what's ahead. In a real survival game this would mean death, but here the developers prevented that by gratuitously littering the hostile world with essential air filters, so that even on the hardest difficulty I didn't have to worry even once about running out of that resource. There's no point in adding a gas mask feature if the developers then make triple sure you'll never be able to humanely run out of resources, short of standing in the middle of a deadly pool of bubbling vitriol, turning off the monitor and going out for the night. Metro 2033 likes to build hopes and then deliver disappointment.

Now, this is something i do agree with you on. Ammunition and supply's are abundant. The biggest letdown for the game atmosphere for me was despite being underground for 20 years, the amount of ammunition and working filters lying around is insane. Some aren't even that difficult to get. Finding a filter in a gasmask that's on a skeleton 30 seconds from a station that hadn't been nicked yet? Last time a i checked, the human body takes a long time to decompose to that state, so the odds of noone else grabbing it in a few years are pretty slim. There's not as much survival as i had been hoping for, as ammunition and other gear is very easy to find and very rarely did i get a feeling of desperation.

archont said:
In summary, I can't say I recommend the game. The atmosphere is really great, the individual ingredients seem tasty, but the overall dish is palpable at best. It suffers greatly from a visible lack of ambition and seeing just how much potential was wasted is far more depressing than the already bleak and hopeless world the game is set in.

Nah, i disagree with you again. If we follow your food analogy i'd liken it more to a fantastic dinner, but you weren't sure on some of the after tastes and presentation. For me, it was pretty good and its strengths greatly outweigh the flaws, but its not going to be a classic. Fondly remembered perhaps, but not something you wake up holding the game box.

Edit:

archont said:
If I was a game critic, I'd have to say that this game is pretty good for a rail-shooter. I'd say how it takes inspiration from Half-Life and how it's all fine and great. But fortunately I'm not a critic, so I can point out that the game sucks as an RPG. But unlike in Half-Life, this game, the setting in particular, doesn't lend itself to a linear rail-shooter very well.

Sorry, i just noticed this. I might be the beer im drinking, but that sounds like your saying Half life is a RPG and Metro is a Fallout3esque ripoff of said Half Life. Neither games are RPG's, nor are they marked as that. Sure, it sucks as an RPG, but it never tried to be one. :?
 
Sorry, i just noticed this. I might be the beer im drinking, but that sounds like your saying Half life is a RPG and Metro is a Fallout3esque ripoff of said Half Life. Neither games are RPG's, nor are they marked as that. Sure, it sucks as an RPG, but it never tried to be one. Confused

What I'm saying is that Half-Life lended itself and build wonderfully around linearity. In Half-Life, you didn't notice the strings. Thanks to the great narrative. In metro, you can see the ropes and hear them creak whenever you run into a sloppy invisible don'tgothere wall.

Quake or Doom on the other hand didn't even attempt to create a "free" game, but even those were less linear in level design than metro.

Metro on the other hand is extremely linear. Polis, I think, is a good example. In theory it's a gigantic city, the biggest in the metro. But your PC makes a total of 40 steps or so in and out of it, along a path that goes from the train cart, immediately through traders and into a plot advancement point. There's absolutely no exploration, no dialogue, no hidden interesting aspects whatsoever. And this kind of linearity is obvious. You even have freakin' giant arrows duct-taped onto shacks should you get lost on a one-way lane.

I'm saying it's like playing a Mario Kart clone in the Planescape: Torment setting.
 
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