Working from an established, non-game IP is usually a risky move for a game developer. If you’re working on a game that’s based directly off a movie chances are that you’ll barely get a look in with most gamers and your development time will be constrained by the movie’s release date which usually ends up with a lackluster product. Things like comics and novels are a little safer (and have produced far more hits than movie tie ins) however you still run the risk of alienating fans of the original material. Metro: Last Light is the sequel to Metro 2033 which was based on a novel of the same name. However this title apparently bears little resemblance to the story of Metro 2034 and instead continues the story of Artyom, the main character from the previous game.
Metro: Last Light is set 20 years into the future after Moscow had been turned into a radioactive wasteland by an undisclosed enemy. Those who survived were driven underground by the radiation, finding shelter in the city’s vast metro system and, over time, making it their new home. Several factions have arisen to claim parts of the Metro for their own purposes and have been locked in conflict ever since. You play as Artyom, one of the Rangers who have sworn to protect all life in the Metro and the one who was responsible for destroying the Dark Ones, a strange humanoid race that appeared not long after the bombings ended. However one of them still remains and you’ve been sent to reclaim him by any means possible.
Visually Metro: Last Light can be quite impressive when it wants to be (as the below screenshot will attest) but unfortunately you’ll spend the majority of your time in the many assorted tunnels of the metro. I can’t fault the game for this, since that’s what it’s all about, but it does mean that much of the visual aspect of the game is lost to the small environments. Cranking everything up to max brought my PC to its knees but it was extremely playable after minor tweaks to a few settings as the auto-detection system seems to get most things bang on.
The game play of Metro: Last Light is a curious blend of stealth and first person shooter with both options being equally viable. The stealth parts are quite Thief like in nature with a visibility indicator that let’s you know when enemies can see you which is based primarily on how illuminated you are. From a first person shooter perspective it’s pretty run of the mill, with all the weapons functioning pretty much as you’d expect them to, but there’s a few variations which can be quite helpful in certain situations, especially if you’re preferring stealth over out and out combat.
Indeed after the spectacular fail that was Mars: War Logs’ stealth system it was refreshing to play one that, whilst not having the depth of other stealth first games like Dishonored, added some additional depth to your typical run and gun FPS. The mechanics of it are fairly rudimentary, if you’re standing in direct light enemies can see you and if not you’re essentially invisible, but there’s a definite amount of strategy involved if you’re trying to avoid combat. This usually involves taking out strategic lights so you can maneuver around guards to take them out or, as I accidentally found out, causing a ruckus in one area then slinking off into the shadows. You’re also given the choice between knocking out or killing people when they’re unaware of you but as far as I could tell this choice has 0 effect on anything.
Whilst the stealth is good the regular shooting combat is a little lackluster, owing mostly to the encounter design. You see there are many sections where you simply can’t stealth, usually when you’re facing mutants rather than other humans, and in order for them to provide some challenge they usually just throw wave after wave of them at you. This is the same problem that Dragon Age 2 suffered from as you can’t really formulate a strategy before you start the encounter. This usually leads to you running around in circles whilst reloading, hoping that another enemy doesn’t spawn which will usually lead to your untimely death.
The upgrade/currency system is also somewhat moot as whilst it does give you some sense of progression you’re much better off not spending any of your money on new weapons or upgrades as you’ll find guns with them scattered everywhere. I remember picking up the air rifle early on and found it was great for shooting out lights at a distance and so I spent quite a lot of rounds on upgrading it for just that purpose. However not an hour later did I find another one with all the upgrades on it and from then on I simply didn’t bother buying the upgrades, I just waited until I found a weapon with them on it. It’s probably better to do it this way since you’re limited to 3 guns and sometimes you’ll be out of ammo for your weapon of choice, so you’re better off ditching one in favour of another which you have a full pack of ammo for.
The level of polish in Metro: Last Light is commendable with the only bug I encountered during my playthrough being some texture/terrain glitches that did little more than to distract me for a couple seconds. I will gripe about the interface though as whilst I can appreciate the “realism” of some parts of it having to press and hold M to bring up your objective pad which then can’t be put back down by hitting M again feels a little cumbersome. Also, whilst I lamented to the use of C for crouch initially, most FPS games now use this as default whilst Metro: Last Light uses it for throwing your secondary weapon (CTRL is crouch, like in the old days). These are minor gripes, things that you overcome after a couple hours of game play, but it certainly didn’t endear Metro: Last Light to me early on.
The story of Metro: Last Light has been a major selling point for it with it being touted as a “story first FPS”. This is quite true, almost to the point of frustration, as there can be very long sequences where Artyom and his comrades talk endlessly about plot points which you can’t skip past (I’m sure I’m not alone in being able to read the subtitles faster than people can talk). It does help to give you an insight into the character’s motivations, something which sequels like this usually miss out on due to their reliance on the previous title. Metro: Last Light does a fantastic job for people like me who haven’t played the original and whilst the story can drag at times when you’re just chomping at the bit to get into the action it’s well above par for what I’ve come to expect from a modern day FPS.
Whilst Metro: Last Light has been billed as a story first game I feel that it’s more of a balanced experience with the gameplay and story complementing each other quite well. There’s no one particular feature of Metro: Last Light that makes it worth playing, no it’s more the combination of several, above average elements that meld together well to produce an experience that very much greater than the sum of its parts. It might not be game of the year material but that doesn’t mean it isn’t a great game experience by itself, something which sequels usually struggle to accomplish without relying heavily on their predecessors.
Metro: Last Light is available on Xbox360, PlayStation 3 (and apparently the PS4 when it comes out) and PC right now for $88, $88 and $69.99 respectively. Game was played on the PC on normal mode, hard difficulty with 8 hours total play time and 31% of the achievements unlocked.