Review: Metro Exodus

Going out into the fresh air and playing in an open world did a good job for this post-apocalyptic game. The diving into the world of Metro Exodus was made possible by Adley United who provided us with the copy of the game, thank you! From the early moments of Metro Exodus it is difficult to understand the magnitude of the changes this game is making. After all, the first part of the game dumps you on a mission in a cave in front of loads of mutants when you try to evade the skin of your teeth, with all the pressure and claustrophobia that come with Metro Games. But once the first parts of the game are over and the real journey begins, you realize that while Metro Exodus contains the name “Metro”, we will not find ourselves underground in large parts of the game. So, as someone who played on Metro 2033 and Last Light: Is the new game that takes us out of Moscow’s subways to improve the game and its world, or is it a serious sabotage for a brand that would not have happened at all? Fresh air The game continues the story from where Metro: Last Light finished it: Artyum, our horribly silent hero, is still trying to find life outside the Muxaba and really unexpected , he also finds them. I am not going to destroy this part of the story because I think it was built beautifully, but after talking to his wife, Anna, they decide to leave Moscow together with Anna’s father, Commander Miller and their friends with the Aurora train and drive east in the hope of finding a better life. The story of the game is what makes this exit from the dark corridors of the metro to the great world of Russia, and is usually a welcome change. The world is much less stressful and scary than the underground corridors of the metro and while you will often be alone at any stage, the atmosphere is much less heavy when there is such an impressive view around – This is the most beautiful game in the series, with stunning stages and stunning graphics . But even if the game is not as stressful as it used to be, it does not mean that the game has lost the magic it had: Artium’s team and the various characters who join the game are simply full of personality and feel like real people rather than tools for promoting the story, or just people falling into certain categories. Each stage of the game introduces us to new and interesting characters in addition to a considerable amount of side missions that can be done in addition to your main task, when these tasks feel very generic.

What’s more, these tasks do not really exist: all the additional things you can do in each step are presented by your team’s requests, some of which are marked on the map and some are not. Your choice is whether to make them or not.. These “tasks” really help build the world of the game and the player feels part of it. The only problem I had with the game is that some of the stages reached an indefinite end in terms of their story: I would be very happy to see the different stages come to a more tight conclusion, as many of the stages contain very interesting stories within them: In the first part of the game, A technology that adheres to a huge mutant fish that we even encounter, and apart from this specific encounter, we hardly fight them or even see what happens to them after meeting our group of fighters. The problem is that it happens in many different parts of the game and that’s a shame in my opinion. Who needs pills at all? In terms of gameplay, as befits an open world game , the mechanism of using quality balls to buy different things that will help you survive in the world of Metro has replaced another very familiar mechanism for this type of games:. During your wanderings, Artium will find two different types of resources to use: metal parts and chemicals. With these two parts Artium can create ammunition for some of its weapons, renew its supply of oxygen filters , create first aid kits for its own use, and more. In some protected areas you can even find a work desk where you can also create more diverse ammunition for other weapons, fix your mask and clean your weapons . As I mentioned, this mechanism is very familiar but it is also very simple in this game. Because of the relatively large amount of resources that can be found everywhere , a situation occurred that, for the first part of the game, I hardly found myself with a lack of first aid kits, oxygen or even ammunition.

What’s more, the addition of the need to clean up the weapon, while it brought me back to the “beautiful” days of basic training in the army, really contributes to the fairly realistic atmosphere of the game . Weapons do get stuck if they are not properly maintained, and I find myself using almost all of my remaining resources to make sure that the weapons I use the most will be clean and not a brake fraternity while four mutants run on me at the same time. But even with enough resources to avoid unnecessary troubles, the most effective way to play is by stealthily eliminating opponents. The game returns the gameplay mechanism that adds to the wrist of the player the bulb that shows us whether we are exposed or not. Stealth in the game also works great with the mechanism of night and day, which unlike the previous game, most of the areas where they use it in a wonderful way. Stealth missions work much better at night, probably, when today is a good time to go around the map and understand the different areas and reach distant places. The game uses these mechanisms in an excellent and tight way and provides a very good open world game altogether. The bottom line So while the original atmosphere of the Metro games that was so identified with the games was damaged, we gained a lot more out of the open air. The characters in the game are still well written and feel more like people than just soldiers, the stages themselves are fun with lots to do and the story is very well written and runs at a great pace.

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