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A strange, almost cerebral journey into the mind of what we see in all of us. A game that isn't about games, a story that has none, a narrator of himself.
Publisert 1. oktober 2015.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
22.9 timer totalt (22.8 timer da anmeldelsen ble skrevet)
The story of Metro 2033 continues, and our mostly-silent protagonist Artyom is thrust headfirst into a world of moral choices and consequences, finding men picking the scraps off a world already gutted by man's tendency for self-destruction.

I'll just start that I played through the game on Ranger Mode, and I highly recommend you do too. The added pressure of not having a HUD and the extra scarcity of ammo really drives home the feeling of desparation in this game, and makes the experience much more immersive.

The graphics, as you probably have heard, are top-notch, and while a game should never be judged by them, I think its worth mentioning that this game is absolutely gorgeous at max settings and really lends itself to the overall gloomy atmosphere of the refuge from the end of the world that is the Metro.

The first few hours of the game aren't too far from CoD and Battlefield; very linear and a forced stealth section, but after that the game truly opens its arms. Making your way through the Metro's tunnels and finding what evils lie within and dealing with them as you see fit is a great experience.

Almost all encounters in the Metro tunnels can be stealthed, and the game has some fairly decent stealth mechanics. While its no Metal Gear Solid, staying in the shadows and leaping at unsuspecting enemies is plenty of fun. Save for the first few instances, all fights can also be played loud. Human encounters are linear however, but with the absence of an AI companion and HUD markers holding your hand to the next set piece, combat feels a bit more open despite the claustrophobic nature of the Metro.

While weapons can be customized, it feels limited. Lack of ammunition and infrequent vendors means you will be switching to weapons found off the ground to make use of ammo for other weapons when your go-to guns are empty, especially in Ranger Mode where rounds are scarce and only 2 weapon slots are available. There is also less customization and decision-making involved, so the idea of tuning a weapon to fit your needs isn't in play as much as simply picking a shotgun up off the ground in exchange for your sniper.

Prehaps greater are the outside missions, where you are placed somewhere in above-ground Moscow and told to get to point B. There are no humans to fight, no stealth sections, but there are the mutated beasts of the post-nuclear world. Every animal you fight against seems to be truly alive, swarms dance and circle around you in panicked sequences where you find yourself fighting for your life as mutants surround you. Between fights, you can wander about and collect essential loot and diary entries while ensuring that you regularly replace your gas mask filters and keep your flashlight powered. In the outside sections of the game, the mood is almost like STALKER in some aspects, although it is obvious the game leans more towards combat than survival.

The game alternates between battle sections in which you have your weapon out and face opposition, and non-combat sections, in which you are in a friendly area and can listen in on conversations, buy and sell weapons and supplies and understand more about the Moscow Metro. Walking through the stations converted into underground cities and looking at the ramshackle construction using train cars as homes and fire extingushers as bells as well as listening in on the conversations people have gives the game a much better feeling of completeness, so to speak. It feels like you're actually fighting for something every time you exit the safety of the stations for the horrors of the tunnels and the surface. Unfortunately, there are no real interactions and while some may react to your presence, you cannot talk with anyone, so even then the game forces you to distance yourself from its characters. In addition, there are a few moments in battle sections where story is told through visions, flashbacks and diary entries.

Gameplay: Human encounters are tense, Mutant fights are frantic, survival is a game of keeping your head above water, all is well. 5/5
World: The game delivers on being grimdark and post-apocalyptic, but lack of interactivity sets it back. 4/5
Story: Antagonists sometimes feel irrelevant, and even Artyom's quest for redemption is overshadowed by the distance placed between you and everything else happening throughout the storyline. 2/5

Overall, I would give Metro: Last Light a 4/5 for its excellent survival combat, great world-building and immersion, but the sub-par story holds the game back from excellence.
Publisert 29. juni 2014.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
20.0 timer totalt (10.8 timer da anmeldelsen ble skrevet)
Stanley this, Stanley that. Stanley this, Stanley that. Stanley this, Stanley that.

When I set down to play this game, I didn't expect it to be the other way around. From the moment the reins of control, or the illusion of it, are handed to you, the masterpiece known as The Stanley Parable spins into motion. I've always tested video games, going back to where I started, finding a way out of maps, and generally screwing with whatever the devs have come up.

But The Stanley Parable stood ready to accept what I had coming for it. When I was able to take my first tentative steps into this game that I knew almost nothing about, my first choice in this game about choices was to stay put where I started, and the results impressed both me and the rest of my house at 2 AM as I found myself unable to breathe for the next 30 seconds.

Remember how I said that this game is about choice? Well it is, and isn't. There is no choice system like a Bethesda game, instead the choice system can be more or less described in the first evident fork in the road you encounter in this maze of a game. Two open doors in front of you, with a narrator expecting you to go through one of them. From there all hell can break loose, resulting in one of my favorite games of all time.

-Gameplay: Walking Simulator 2013 best Simulator. 5/5
-World: The omnipresent narrator is a delight to indulge and anger and having the game itself react and warp around you is an unparalleled experience. 5/5
-Story: What story? Ah, that story. The writing and subtle jokes and references may fly over most people, but for those who understand then The Stanley Parable will prove to have one of the greatest story-shaped holes in existance. 5/5

5/5 no really buy this game what is this game even about I am on fire please send help.
Publisert 3. mai 2014. Sist endret 29. juni 2014.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
Ingen har angitt at denne anmeldelsen er nyttig ennå
23.4 timer totalt (19.2 timer da anmeldelsen ble skrevet)
SHOOTY SHOOTY ROOTY BOOTY TOOTY CALL OF DOOTY AWWH YEAH
Publisert 11. februar 2014.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
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