Tuesday, July 23, 2013

METRO : LAST LIGHT : Review



Released in 2010, Metro 2033 had managed to get a place in the crowded world of FPS with a narrative as beautiful as poorly optimized engine and an original and compelling post-apocalyptic world. A game in hand, which relied strongly on player immersion with some effectiveness, making some forget the shortcomings of gameplay yet very present.

Three years and the fall of THQ later Ukrainians 4A Games rely cover with Metro Last Light led by Deep Silver for another snorkeling in the bowels of the Moscow metro.

THE GENERAL LINE

The game now takes place in 2034 in Moscow and still in the subway but does not mean the adaptation of the book Metro 2034 Dmitry Gloukhovski. In fact, Metro Last Light develops an original story that takes the direct sequel to the first game and in which there are Artyom in pursuit of the last dark, humanoid creature with psychic powers, having escaped the destruction of the nest in 2033. Dark corridors, stations crowded dormitories or dive into the nuclear winter surface Artyom will again see a lot of countries throughout his adventure. A journey that will still mostly underground but not redundant, however. Every place has a meticulous care and has a special atmosphere and its own, some designs are so breathtaking. It welcomes back the heavy and dirty atmosphere that gave the game its first interest.

The feeling of being isolated in a hostile environment, or conversely prey, being smothered by the overcrowding of the last bastions of humanity is fully restored by staging effective and graphics rendering particularly flattering on PC. If some details are a little spot (rare vegetation for example, or certain textures), the title is based on the effects of light and superb art direction mastered, rough as the climate of the Urals. Despair literally oozes through the screen, but also in every little detail of background. NPC dialogues between micro individual tragedies through the many allusions to the historical context of Russia (Stalinist Communism, thrust of fascism, corruption), each element of Metro Last Light seems to naturally articulate with each other to give us a especially rich and coherent universe. The power of immersion as is undeniable, especially when moving the dialogue in Russian, and can live a real trip full-fledged company Artyom.


GOOD FROM RUSSIA WITH LOVE



All this takes the form of a particularly interventionist and contemplative game with sometimes startling times (like splitting a crowd of fanatics in a neo-Nazi rally) but, unfortunately, some less inspired. Blame it on a somewhat disjointed scenario that it is difficult to identify the issues and that the succession of "capture / escape" (sometimes cleverly replaced by "left for dead / escape") for inspiration. Fault as a particularly violent cutting levels with a lot of very narrow maps, some loadings will be separated by 10 minutes of chitchat and some walking in a corridor. Loads between each map are fortunately very fast PC, but hard not to be frustrated by this aspect of the ground running.

Gameplay side, the title remains close to its origins with tense confrontations against fierce monsters, the increase in tension in dark areas and crossing enemy lines. This latter aspect can be done in two ways: either the old bourrinant or by sneaking in and getting rid discreetly permanently or showing mercy, sentinel. The human enemies are rather violent and our character is a bit clumsy, contemplative will require the direct approach is not particularly recommended. It is even less than the game retains the principle of alignment points masked and kill too many people instead of saving prevents us from having access to the "good" ending.

It will therefore be inclined to favor the stealthy approach. Infiltration levels offer a number of ways to move forward, Artyom can start small knives for silent assassinations and the ability to debunk all the lights to cover us is a real plus. Indeed, the villains are mainly for our presence in the light, a small light on our shows telling us about our situation is good and black, blue you can see us. A simple system that urges us to really use infiltration.


CRIME AND PUNISHMENT



Unfortunately, this is in these situations that artificial intelligence shows most limitations. You can literally get close to 10 cm from the front, a target to knock him quietly, and without it we can see without his friend, yet looking in our direction, noticing. You can also get several meters high next to a guard without it no one is interested or explode some lamps silent without it many people do not care, even if that light is in their field vision. Small bugs or real programming defects, hard to tell but the examples are too frequent to be harmless. Catastrophic IA literally ruin passages infiltration.

On paper, the system was expanded and seems full of promise, but these mistakes lead to absurd situations completions, which often ruin the immersion. In combat, it is not much better since opponents will be bypassed without worry or anticipate them. And they are generous trigger when it is in their line of sight, but as soon as we lost the initiative to get around and wait as the slaughterhouse. We now understand that the clashes in narrow hallways trying to hide the really annoying problems.

Nevertheless, the gunfights are pleasant cobbled look through weapons (that we can improve in-store) and nice sound work even if the whole is a little too static. Confront the monsters is not very subtle, but proves quite stressful so gratifying. They attack in packs and are resistant to bullets, which sometimes will result in frantic races in Moscow rubble to find a way to recharge or run. In the open air, although radiating from the destruction of our gas masks in combat there is still a good source of panic when we will start searching every nook and cranny looking for a new mask. These semi-open outer passages are really successful and help break pleasantly succession corridors-cutscenes. Certainly aware of the rigidity of the progression, the developers have managed to vary enough situations to avoid the monotony to settle permanently.


WAR AND PEACE

Metro Last Light is all about the immersion, its ability to make credible path cross Artyom in a chilling post-apocalyptic world. We are surprised to find themselves suddenly faced with a game too easy: the bullets found in large numbers, like for other explosives and Molotov, filters for the gas mask and never miss Artyom seems to have a titanium skin . Normal is only 8 hours to finish the game with a few people and even fewer difficulties fashion - at most a few concerns readability goals. The game features a system medikit for critical situations, but they will almost never be useful, especially with generous checkpoints. Hard Mode will force us to be more cautious, but that does not ultimately change much. Most players then take the direction of Ranger mode.

Everything is more rare, the HUD disappears and the balls are much worse. It does not solve the problems I. A. or gameplay, but it makes the most dynamic shooting (any stray bullet that can be fatal) while enhancing the appearance pleasantly survival sticks so well to the world of the game Unfortunately, PC, the famous Ranger mode a preorder bonus and will be accessible to others by passing again to the body via a paid DLC. While the console versions feature classic online pass and have access to the full game, PC gamers who bought their full pot game will not have access to this mode gives access yet to experience the most authentic Thurs A simply unacceptable and unjustifiable practice.


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