Impression: Metro: Exodus
Despite the country being on lockdown and me working from home, my time has actually decreased from before. Figure that one out. Hint: baby.
What I have been doing in extremely limited bursts though, is playing though Metro: Exodus. My overall impression is… better than expected.
The Metro series has been an interesting experience. I reviewed the first game way back in 2012, and the key takeaway was that it was one of the best “authentic” gaming simulations at the time. Features that might otherwise be annoying actually felt right, such as having to pump up your flashlight battery as you explore subway tunnels. The second title was similar, although I seem to recall a truly ridiculous number of “knock you unconscious so we can show exposition” sections. Like, serious traumatic brain injury levels of blackouts.
Exodus starts out in the tunnels and I was not really feeling it. You kinda have to be in a mood to enjoy jump scares and such, right? When the game opened up into an almost Far Cry 3+ way though, it almost felt like too much. You have a map (Far Cry 2-style) and markers, but was it really a Metro experience to just… walk around wherever?
It is, and I like it. Or maybe I’m just getting Fallout vibes and liking that.
Indeed, in addition to pumping up the flashlight, you now have to scavenge for materials to create bullets and repair your gear. There is some minimum level of crafting you can do anywhere, and there are workbenches scattered about to complete bigger tasks like making grenades. Some human enemies drop weapon mods you can otherwise permanently learn, with others being tucked away in remote areas of the world.
There is definitely a tension with exploring though. As usual for the series, the mutants you kill drop nothing. Which itself is a surprisingly uncommon game design mechanism, if you think about it. The result is that sneaking and avoiding enemies is encouraged, which heightens the tension considering how much simpler it’d be to stealth kill them instead. The difficulty I’m on (Normal) doesn’t make avoiding fights necessary, but I do find myself tackling most missions during the daytime, which increases the amount of human enemies, who do drop gear and are easier to take out anyway. Aside from that, the other tension is the lack of fast travel. Exploring is fun and all, until you get to a point where you have to traverse the map in the opposite direction a few times.
I’m not sure how far along in the game I am, but it’s going well. We shall see if Metro: Exodus loses steam or pushes through to the end.
Posted on April 10, 2020, in Impressions and tagged FPS, Metro 2033, Metro Exodus, Simulation, Xbox Game Pass. Bookmark the permalink. Comments Off on Impression: Metro: Exodus.