I don't understand the "craving" some people have for an open world metro game... every game nowadays is open world, something more structured and focused is a breath of fresh air at this point. Good on them for not falling into the lazy temptation of just making "far cry in Russia".
STALKER is in a whole different league than something like FC.. I much rather have a very toned down story and instead a chose your own adventure type of game, it's really what games excels at and you can't get it anywhere else but in games.
My story fix i get from books and sometimes movies, way better mediums for that sort of thing.
I highly doubt anyone thinks of Ubisoft games when throwing the term OpenWorld into the ring when it comes to this Franchise.
Haha yeah, though that's a pretty damn big issue nowadays, the so-called (and almost irreversible) Ubisoftization process that has permanently tainted an entire genre and has changed the way we gamers generally perceive open world games.
No longer a genuine sandbox full of opportunities and countless atmospheric moments generated by dynamic events/routines (like our good ol' Stalkers), but a large game-y and coloured virtual 3D checklist to complete like a mechanical task till exhaustion, with the only "rewards" being achievements and the satisfaction of OCD needs.
Hopefully, if all will go well this new Metro indeed won't follow that (tedious) standardized way but will present things more naturally with the usual narrative-driven parts alternating hub-like settings to explore and then moving on to the story bits again. It would be a kamikaze move to apply the silly Ubinextgen open world approach here, and I don't think 4A have lost their mind (yet ), though in order to be 100% sure some proper gameplay videos are needed as per usual.
I don't understand the "craving" some people have for an open world metro game... every game nowadays is open world, something more structured and focused is a breath of fresh air at this point. Good on them for not falling into the lazy temptation of just making "far cry in Russia".
Because any well done (read not a moba or MMO structure) open world has to beat (if on the same level) a simple on rails experience.
Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.
I much prefer a semi-open world akin to The Witcher 1 & 2: the story moving from zone to zone where each zone is more or less fully accessibly. Same with STALKER. It's a system that has benefits of both sides.
I much prefer a semi-open world akin to The Witcher 1 & 2: the story moving from zone to zone where each zone is more or less fully accessibly. Same with STALKER. It's a system that has benefits of both sides.
Reading the @MetroVideoGame story in this month's Game Informer:
"Physics-based rendering, overhauled lighting, full facial capture for cinematics, dynamic weather system, full day/night cycles, atmospheric systems, sim AI biomes..."
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
Then again gotta look cool and all that, poison gas and radioactive fallout be damned.
(Flying ding-dong demons and hell-dogs too for that mattter. Those things could be a pain.)
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
1. Say Goodbye To The Metro
Both Metro 2033 and Last Light took place in and under the Moscow metro. As trailers suggest, this is no longer the case. After an introductory sequence in Metro, Exodus finds Artyom, his wife Anna, and the rest of the crew cutting through the Russian wilderness in search of hope. This means bigger spaces, dangerous new factions, and a new world of trouble for our survivors.
2. Exodus Is Bigger...But It's Not Open World.
During our studio visit, 4A Games pressed upon us repeatedly the importance of realizing that Exodus is not an open-world game. Instead, Exodus is comprised of several huge sandbox levels that funnel in and out of the linear path of story missions, as well as side activities for you to find. Once you finish an area, you move on to the next one, without any way to return to it. Still, the flythroughs of the sandbox regions were impressive and diverse. The largest area in Last Light, according to 4A, was 200x100 meters and Exodus' sandboxes stretch to two square kilometers.
3. The Ammo Economy Is Gone
In the previous Metro titles, you used military-grade ammunition to purchase weapons, upgrades for said weapons, and various tools like medkits. This made combat encounters tense and tactical, forcing you to decide if sacrificing bullets to mow down the guards in your way was worth it, or if you should instead take a longer route and bypass your foes with stealth. Since you're not in the metro anymore, the ammo economy is no longer a concern. Instead, that economy has been replaced by a scavenging system that seems more in line with recent Fallout entries, turning junk and valuables you find in the open world into two resources: chemicals and materials. These can then be used to craft tools and other valuable items.
Prepare to seek out workstations littered around each map to craft precious ammo, though.
4. Combat Has Been Enhanced
With Metro increasing its size, it makes sense for the game to expand its combat and stealth gameplay as well. While the classic flexible gameplay of Metro remains steadfast, letting players choose between stealth and guns-blazing action, 4A has complicated things in pleasing ways. You now have the option between lethal and non-lethal takedowns for foes, giving you a happy pacifistic medium between violent killing and completely bypassing enemies. The takedown animations are also now varied, with each animation depending on what weapon you're using, the speed of your approach, and where you are adjacent to the enemy.
Beyond this expansion, the game also keeps tabs on your actions. Mowing down members of one faction can result in them meeting you with open hostility should you run into them down the road. However, treating them with relative gentleness could make for friendlier run-ins.
5. Your Hub World Is On The Move
With the Metro gone, so are the various stations that would act as your hub worlds, letting you restock ammo and talk to inhabitants for bits of story building. This time they've been replaced with a train called The Aurora. While we weren't told too much about the specifics of the locomotive, creative director Andriy Prokhorov did say, "the Aurora will be constantly changing along the journey with more cars, different types of cars, and people that join you."
6. You Use Vehicles
4A Games told us there would be vehicles for the player to commandeer during their journey, through the studio was tight-lipped when it came to saying what kind of vehicles. Outside of The Aurora, we saw Artyom row a boat across a lake, but that was the only player-controlled vehicle we witnessed during the gameplay demonstration.
7. The Game Takes Place Over A Year
2033 and Last Light took place over the course of a few days. Exodus's journey instead occurs over the course of a year, with each sandbox encompassing a season. The "fall level" takes place in a gorgeous mountain setting filled with mutant bears while summer takes place in a deserty environment with burning oil platforms on the coast that gives off a bit of a Mad Max vibe.
8. Weapon Upgrades Are Different Now
Whereas previous games had you buying upgrades or discovering weapons in the field with unremovable attachments, Exodus makes things a little more relaxed and stressful at the same time. If you come across a weapon in the world that has a scope or clip extender you want but you don't want the weapon it's attached to, good news, you can remove it and use it with a compatible gun in your inventory. A lot of attachments are available for your guns: scopes, barrels, stocks, magazines, and attachments.
However, weapon upkeep is now something to be concerned about. If you don't visit your workstation enough to perform maintenance on your gun, it can become unclean. They never stop working completely, but when guns get dirty, they eject literal dirt from the barrel and suffer a stats hit to damage and accuracy.
9. There Are Side Excursions
While lacking the typical quest-giver interaction that defines "sidequests," 4A says it's creating a wealth of activities for each area for players to find as they explore. Players can learn about these quests by reading notes found in the world, talking to characters, or overhearing conversations. Going off the beaten path could lead to a firefight with bandits in a farm, or a house filled with supplies, as well as some corpses that appear to have betrayed one another shortly before they drew their last breaths.
10. The Factions Are More Self-Contained
Whereas the factions in 2033 and Last Light formed a tightly interconnected (and often hostile) community, Exodus has factions that live in isolation from one another that you encounter. During our gameplay demo, we ran into a group of religious fanatics that worshiped a massive fish living in a nearby lake. Artyom's actions toward each faction, namely whether he responds with violence or pacifism in their initial meeting, will define his relationship to each.
(Spoiler tags just in case, some interesting details but some might consider it to spoil a few things about the game also thus tagged as such.)
1. Say Goodbye To The Metro
Both Metro 2033 and Last Light took place in and under the Moscow metro. As trailers suggest, this is no longer the case. After an introductory sequence in Metro, Exodus finds Artyom, his wife Anna, and the rest of the crew cutting through the Russian wilderness in search of hope. This means bigger spaces, dangerous new factions, and a new world of trouble for our survivors.
2. Exodus Is Bigger...But It's Not Open World.
During our studio visit, 4A Games pressed upon us repeatedly the importance of realizing that Exodus is not an open-world game. Instead, Exodus is comprised of several huge sandbox levels that funnel in and out of the linear path of story missions, as well as side activities for you to find. Once you finish an area, you move on to the next one, without any way to return to it. Still, the flythroughs of the sandbox regions were impressive and diverse. The largest area in Last Light, according to 4A, was 200x100 meters and Exodus' sandboxes stretch to two square kilometers.
3. The Ammo Economy Is Gone
In the previous Metro titles, you used military-grade ammunition to purchase weapons, upgrades for said weapons, and various tools like medkits. This made combat encounters tense and tactical, forcing you to decide if sacrificing bullets to mow down the guards in your way was worth it, or if you should instead take a longer route and bypass your foes with stealth. Since you're not in the metro anymore, the ammo economy is no longer a concern. Instead, that economy has been replaced by a scavenging system that seems more in line with recent Fallout entries, turning junk and valuables you find in the open world into two resources: chemicals and materials. These can then be used to craft tools and other valuable items.
Prepare to seek out workstations littered around each map to craft precious ammo, though.
4. Combat Has Been Enhanced
With Metro increasing its size, it makes sense for the game to expand its combat and stealth gameplay as well. While the classic flexible gameplay of Metro remains steadfast, letting players choose between stealth and guns-blazing action, 4A has complicated things in pleasing ways. You now have the option between lethal and non-lethal takedowns for foes, giving you a happy pacifistic medium between violent killing and completely bypassing enemies. The takedown animations are also now varied, with each animation depending on what weapon you're using, the speed of your approach, and where you are adjacent to the enemy.
Beyond this expansion, the game also keeps tabs on your actions. Mowing down members of one faction can result in them meeting you with open hostility should you run into them down the road. However, treating them with relative gentleness could make for friendlier run-ins.
5. Your Hub World Is On The Move
With the Metro gone, so are the various stations that would act as your hub worlds, letting you restock ammo and talk to inhabitants for bits of story building. This time they've been replaced with a train called The Aurora. While we weren't told too much about the specifics of the locomotive, creative director Andriy Prokhorov did say, "the Aurora will be constantly changing along the journey with more cars, different types of cars, and people that join you."
6. You Use Vehicles
4A Games told us there would be vehicles for the player to commandeer during their journey, through the studio was tight-lipped when it came to saying what kind of vehicles. Outside of The Aurora, we saw Artyom row a boat across a lake, but that was the only player-controlled vehicle we witnessed during the gameplay demonstration.
7. The Game Takes Place Over A Year
2033 and Last Light took place over the course of a few days. Exodus's journey instead occurs over the course of a year, with each sandbox encompassing a season. The "fall level" takes place in a gorgeous mountain setting filled with mutant bears while summer takes place in a deserty environment with burning oil platforms on the coast that gives off a bit of a Mad Max vibe.
8. Weapon Upgrades Are Different Now
Whereas previous games had you buying upgrades or discovering weapons in the field with unremovable attachments, Exodus makes things a little more relaxed and stressful at the same time. If you come across a weapon in the world that has a scope or clip extender you want but you don't want the weapon it's attached to, good news, you can remove it and use it with a compatible gun in your inventory. A lot of attachments are available for your guns: scopes, barrels, stocks, magazines, and attachments.
However, weapon upkeep is now something to be concerned about. If you don't visit your workstation enough to perform maintenance on your gun, it can become unclean. They never stop working completely, but when guns get dirty, they eject literal dirt from the barrel and suffer a stats hit to damage and accuracy.
9. There Are Side Excursions
While lacking the typical quest-giver interaction that defines "sidequests," 4A says it's creating a wealth of activities for each area for players to find as they explore. Players can learn about these quests by reading notes found in the world, talking to characters, or overhearing conversations. Going off the beaten path could lead to a firefight with bandits in a farm, or a house filled with supplies, as well as some corpses that appear to have betrayed one another shortly before they drew their last breaths.
10. The Factions Are More Self-Contained
Whereas the factions in 2033 and Last Light formed a tightly interconnected (and often hostile) community, Exodus has factions that live in isolation from one another that you encounter. During our gameplay demo, we ran into a group of religious fanatics that worshiped a massive fish living in a nearby lake. Artyom's actions toward each faction, namely whether he responds with violence or pacifism in their initial meeting, will define his relationship to each.
(Spoiler tags just in case, some interesting details but some might consider it to spoil a few things about the game also thus tagged as such.)
[heavy breathing]
After reading all that, the hype-o-meter's gauge is dangerously spinning out of control
It definitely sounds like the closest thing to Stalker that we can achieve in this multiplatform-y/streamlined day and age. 4A you're our only hope!
Metro Exodus is bigger than 2033 and Last Light combined
Quote:
4A Games has said previously that Metro Exodus will be more open than the previous games in the Metro series, but it won't be a completely open world like that of Stalker. In a new interview with Game Informer, creative director Andiry Prokhorov and executive producer Jon Bloch offered more insight into how the two will compare, and it sounds like Exodus might actually be more Stalker-like than expected.
For one thing, individual levels in Exodus will be much larger than anything seen in the previous games. The biggest outdoor level in Last Light was roughly "200 meters to 100 meters," Prokhorov said,. but in Exodus the average size of "big locations" is about two square kilometers. And while you won't be able to move back and forth between them, each individual section will be completely open.
"In each of these big areas, there's hours of gameplay, above ground, below ground. In general the game itself is larger than anything we've ever made before. Larger than the past two games—together," Bloch said.
"You can enter one of these environments and you can go off and do whatever you want. There's definitely a story that you follow, and if you follow that story, and you only follow that story, you will miss out on other content in those environments." That means everything from weapons, attachments, and other loot, to "frozen stories" that reveal more about the game world and its history.
Prokhorov said it was difficult to strike a good balance between an open-world game, which "completely lost the feeling of Metro," and a straight-ahead linear experience but on a larger scale. "I think we succeeded, and we like how we made both of them—Metro and Stalker—friendly [with] each other. But it's still Metro," he said. "Players ask us a lot, give us more freedom, give us more freedom—take it!"
It looks good, a comparison could help but from what we know of the effect it would enhance shadows, ambient occlusion and reflections although for reflections I can't quite tell if it's everything or just the water stream though reflections on surfaces such as wood is often very subtle.
Shadows are flickery flick shadow maps. This is most likely a tack-on job by Nvidia, like most of their "Gameworks". The name "Gameworks" likely comes from their engineers, who are doing "works" on other people's "games".
i dunno , some stalker mods did some really fancy shit with lighting already like 5 years ago, im not very impressed ... feels like fallout4 engine with stalker touch, but pretty meh
the consolitis continues and it will for another 5 years minimum
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
In Metro Exodus, you'll explore vast open levels as you journey across post-apocalyptic Russia.
All footage in this trailer was captured in-game from a single level. Welcome... to the Volga!
---
Metro Exodus is an epic, story-driven first person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror in one of the most immersive game worlds ever created. Flee the shattered ruins of dead Moscow and embark on an epic, continent-spanning journey across post-apocalyptic Russia in the greatest Metro adventure yet.
Explore the Russian wilderness in vast, non-linear levels and follow a thrilling story-line inspired by the novels of Dmitry Glukhovsky that spans an entire year through spring, summer and autumn to the depths of nuclear winter.
Metro Exodus will be departing 22 February 2019 on Xbox One, PlayStation 4, and PC!
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