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zmed
Posts: 9234
Location: Orbanistan
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Mon, 12th Jun 2017 21:40 Post subject: |
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h0rnyfavn wrote: | The trailer looks great but the video quality sucks...  |
You can find the uncompressed version here, definitely better 
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Posted: Tue, 13th Jun 2017 15:55 Post subject: |
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eye candy trailer
looks promising.
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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Wed, 14th Jun 2017 01:21 Post subject: |
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MEGA-FAP-FAP-FAP 
Epsilon wrote: | Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking. |
EyePatchLives wrote: | Press X to tame beasts. YOU ARE DA BEASTMASTER!!! |
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thudo
Posts: 6309
Location: Mellonville North, Canada
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Posted: Wed, 14th Jun 2017 02:17 Post subject: |
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Hot damn! Now THAT is the could-have-been Stalker 2 I wanted... fabulous trailer mein!!
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Posted: Wed, 14th Jun 2017 13:24 Post subject: |
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I think they specified, after the trailer was released, that the game is not "open world". It just has more non-linear and bigger levels, but it still has "levels" and a strong narrative focus.
I'm quite hyped for this, I must say. The first two were absolute masterpieces.
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Posted: Wed, 14th Jun 2017 13:28 Post subject: |
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The_Leaf wrote: | I think they specified, after the trailer was released, that the game is not "open world". It just has more non-linear and bigger levels, but it still has "levels" and a strong narrative focus.
I'm quite hyped for this, I must say. The first two were absolute masterpieces. |
yeah they were great and this is exactly what I wanted out of Metro: more upworld stuff with more open levels. It gives me a bit of a STALKER vibe which I love. Desolated areas with monsters combined with exploration is something I won't get tired off that easily.
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Posted: Wed, 14th Jun 2017 17:56 Post subject: |
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Metro Exodus isn't an open-world game
Quote: | When Metro Exodus was unveiled at E3, it looked very much like a mix of the previous Metro games and Stalker, particularly when we got a look at Artyom’s large map. It suggested an open-world affair. That’s not quite what it is, however.
“First and foremost we’re not moving away from the classic linear Metro gameplay,” executive producer Jon Bloch told PCGamesN. “We still have that, but what what we’re doing with this new gameplay is more like sandbox survival.”
So, like Stalker, there are still these large areas to explore, but it’s less aimless.
“There’s large levels that offer a lot more freedom, they’re non-linear, but we will have a story wrapped into them,” Bloch explained. “So the story will carry through across the non-linear and linear levels.”
I’m glad they’re not doing away with what was one of Metro’s greatest strengths. The linearity allowed the developers to create a lot more tension and terrifying encounters, and the chaos of a completely open world where you can go anywhere and do anything whenever you want doesn’t really fit with that comfortably. |
http://www.pcgamer.com/metro-exodus-isnt-an-open-world-game/
Too bad, but i don't care really.
As the first two games were awesome, while still being relatively linear.
It can just get even better now.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Wed, 14th Jun 2017 18:44 Post subject: |
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I really don't mind to be honest as long as they nail the athmosphere and everything else again (less QTEs please!).
But they are certainly building upon what they had with 2033, piece by piece. Maybe one day (maybe even with the next installment after this one), we'll get a full on Stalker'ish Metro game.
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tonizito
VIP Member
Posts: 51421
Location: Portugal, the shithole of Europe.
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Posted: Wed, 14th Jun 2017 18:47 Post subject: |
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Actually it's good they're not going full open world. They're probably going after something like that level on 2034 when you first fight the gigaprawn and I think that will work just fine.
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Wed, 14th Jun 2017 18:57 Post subject: |
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tonizito wrote: | Actually it's good they're not going full open world. They're probably going after something like that level on 2034 when you first fight the gigaprawn and I think that will work just fine. |
I expect this to revolve around the train and be kinda semi-open world. You drive that thing from map to map, varying in size, with main plot stuff to do and lots of side-missions/exploration on each one and then you move on. And I'd be totally happy with that.
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Posted: Wed, 14th Jun 2017 21:19 Post subject: |
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Not being open world is actually a good news.
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vurt
Posts: 13843
Location: Sweden
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Posted: Wed, 14th Jun 2017 21:47 Post subject: |
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Meh.. The first one was OK'ish, but nothing i finished.. Bought the second one as well and played for 1h, seems decent enough, very atmospheric. Would have loved to see this in an actual open world game similar to STALKER, those games always hook me tons more than linear games or heavily story based games.
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Posted: Wed, 14th Jun 2017 22:37 Post subject: |
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Lets be honest here lets be FUCKING honest it looks fantastic absolutely fucking dickblowing great. BUT this is what we have seen over and over again for fucking years and years again and again it WONT look like that no matter how big your dick or how strong your hardware is. The consoles WONT allow it.
Especially not the Xbox Scorpio or Ps4 pro bitchbins cause they want and NEED to show the shit in 4k which means LOTS of downgrades from top to fucking bottom especially regarding texture quality and overall details. No fucking chance so lets wait for many more gameplay videos and then we can fuck each other properly!
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vurt
Posts: 13843
Location: Sweden
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Posted: Wed, 14th Jun 2017 22:44 Post subject: |
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Since it's not open world they can probably do that kind of graphics without any bigger problems.. Cramped spaces in any game can usually give you a tremendous amount of FPS. That outside scenario looked very good, but again, it's just really a rather cramped area with lots of 2D LOD's and whatnot in the backdrop.
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Posted: Thu, 15th Jun 2017 02:22 Post subject: |
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vurt wrote: | Meh.. The first one was OK'ish, but nothing i finished.. Bought the second one as well and played for 1h, seems decent enough, very atmospheric. Would have loved to see this in an actual open world game similar to STALKER, those games always hook me tons more than linear games or heavily story based games. |
The main problem of the first one is the way the enemoes don'treally react to being hit, it makes the gunplay feel weak. Still good for a playthrough. The sequel is improved across the board, though.
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Posted: Thu, 15th Jun 2017 03:01 Post subject: |
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I find this series while graphics and atmosphere are top notch suffers from hours of control stealing QTE's of awesomeness, explosion and laser derp. I really genuinely want less movie / cinematic experience in a shooter which is why that trailer does nothing for me.
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ixigia
[Moderator] Consigliere
Posts: 65085
Location: Italy
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Posted: Thu, 15th Jun 2017 04:13 Post subject: |
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VGAdeadcafe wrote: | vurt wrote: | Meh.. The first one was OK'ish, but nothing i finished.. Bought the second one as well and played for 1h, seems decent enough, very atmospheric. Would have loved to see this in an actual open world game similar to STALKER, those games always hook me tons more than linear games or heavily story based games. |
The main problem of the first one is the way the enemoes don'treally react to being hit, it makes the gunplay feel weak. Still good for a playthrough. The sequel is improved across the board, though. |
Have you tried the Redux version of Metro 2033? It's the original game, only ported to the much better engine of the sequel (including the new shooting, improved stealth, better visuals/more optimized), it's pretty damn good and feels more polished overall which is always welcome^^
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Posted: Sat, 17th Jun 2017 09:29 Post subject: |
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Metro Exodus takes the series above-ground for a year-long journey through post-apocalypse Russia
4A Games talks weapon customisation, enemy AI and taking the series to the overworld
Quote: | I think one thing there's a little bit of ambiguity about is whether it's an open world game or not. Can you clear that up for me?
Jon: It's a combination of the classic Metro gameplay that everyone is used to from previous games where it's that linear style of gameplay. The level that we show in the trailer is later in the game and is one of our non-linear levels.
We're doing this mix of classic gameplay and this new non-linear style and we wanted to maintain what our fans expect, what they've known, and what they're used to and love, while also introducing something new that is blending of what we've done over the past two games and plus something that the core team at 4A Games has done in the past with the Stalker games.
We're not entirely open-world, then, it's more sandbox survival and everything is tied together with an overarching storyline that still carries the player through. They're still feel like they're playing a Metro game. |
Quote: | You say sandbox survival—is there anything else that'll reflect the open world, other elements that reflect the change in setting? Do you have survival mechanics or anything like that?
Jon: There are a lot of features that we're not talking about yet in detail but we have revamped certain systems. The weapons system, for example, you'll have a lot more freedom in customisation with your weapons. You saw in the trailer where Artyom crafts a magazine and swapped it out for the revolver mechanism for his shotgun—things like that are where we're giving the player a lot more customisation options.
There's a lot more exploration, there's a lot more open freedom in the sandbox areas to explore, to go in the direction you want, to do the things that you want. There's still story within those levels that will guide you through the places you should go but it supports being able to go where you want and do what you want. |
Quote: | Speaking to the variety of environments, does that mean that enemy types will vary across the seasons?
Jon: Yeah, mainly because you're travelling to different areas. It's a long journey so when you get to a new place it'll be a new season in that new place. So you get both a new environment plus a new season and you're meeting new people. There might be new wildlife that lives there, there's going to be different societies, different ideologies, all these different experiences each time you step off the train.
Prof: We never use copy and paste development, so we always try to do something new, something to do with each step of the way. Here, it's moving between continents. Each time it's a new society, new landscapes, new monsters. It's a really ambitious project. We've worked really hard on it. |
Quote: | Assuming the AI behave differently, you're in these open environments, the weapons you have to combat this have changed as well—can you talk a bit more about the weapons of the game and the tools you use against what you face?
Jon: There's going to be a wide selection. There will be a lot of familiar weapons from the series, but they will in some cases look newer. This is because the weapons system has been completely overhauled and we've added a lot of customisation options.
There's different ways that you can construct these weapons and while we're not getting too much into how and what those differences are yet—but that whole system has been overhauled. It'll provide the players with a lot more variety as to how they want to encounter a scenario.
Prof: On the previous projects, our weapons worked in a theoretical spectrum. That's been removed here, our weapons are now mechanically sound.
Jon: Yeah, in the trailer, we wanted the explosive arrow to be understandable so that people could see it's an explosive arrow—it should be bigger and red, so that you know it's going to explode. |
Quote: | I guess the seasonal approach lets you develop people and how they change over time.
Jon: Yeah, you get to see how they change along with you—the things they go through, the things you go through and how everything affects the group in general. |
Quote: | If I can ask about the more technical side of things—the Metro games have always been way ahead of the curve with it comes to visuals on PC. Can you talk about that side of things?
Jon: It's always been a priority for us to be up there and, as you say, ahead of the curve. Our engine is a proprietary, called 4A Engine which we've been developing since the studio opened in 2005, and we upgrade it for every game. We use it for all of our games as well and it's built from the ground up and is built so that we can take full advantage of every platform that we release on.
The platforms that we support, we target the strengths of each platform and utilize them to the max and so the case of PC is that we try to make sure that if you have a lower end card that's within our specification, it'll still work and will stay play and look great. If you have that high end max, ridiculous video card—we'll blow it up. We'll still push it to its limits. That's always a priority for us.
Prof: Be sure it is. I'm always pushing render programmers: more, more more! In 4K we're using extreme quality. |
http://www.pcgamer.com/metro-exodus-takes-the-series-above-ground-for-a-year-long-journey-through-post-apocalypse-russia/

Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Sat, 17th Jun 2017 10:11 Post subject: |
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I guess those open levels are more like Farcry 1 or Crysis 1.
Right?
If so... good!
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Posted: Sat, 17th Jun 2017 11:18 Post subject: |
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They already hinted at such semi-open world direction since Metro Last Light: the swamp level.
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Posted: Sat, 17th Jun 2017 17:42 Post subject: |
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blackeyedboy wrote: | They already hinted at such semi-open world direction since Metro Last Light: the swamp level. |
Actually, there is two of those. Kshatriya from one of the DLCs. Was basicly a bigger map, revolving around the Library level from the first game, with a hub where you had to go on several missions to retrieve "artifacts", very Stalker-esque (badly executed though imho). This is what I expect to be the case in Exodus for many of the maps.
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
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Posted: Sat, 17th Jun 2017 18:30 Post subject: |
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Hm, have not played that. Is it worth reinstalling the game for it?
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Posted: Sat, 17th Jun 2017 18:48 Post subject: |
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blackeyedboy wrote: | Hm, have not played that. Is it worth reinstalling the game for it? |
Well, that's something you have to decide for yourself. I felt it was very mediocre. Maybe just watch a bit of a Let'sPlay or something and then decide.
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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