Metro 2033 (Xbox 360) review"We see human communities in which everyone contributes, everyone does their part and everyone looks out for one another. We see people sitting around fires, sharing drinks, and playing music. We see soldiers risking their lives for their comrades. Not all good things have been lost, and these frequent reminders are what keeps Metro 2033 from becoming as oppressively bleak as its spiritual brethren." |
Fallout 3 and S.T.A.L.K.E.R. are both excellent games by any measurable standard, yet the thing that they both do exceedingly well – the gloomy, haunting portrayal of an apocalyptic wasteland following nuclear devastation – is, oddly enough, what ultimately prevented me from truly enjoying either title. These are big, sprawling sandbox titles, the kind you need to invest yourself in if you want to make the most of them. But that’s the thing: I don’t want to immerse myself in a world like this, where everything is grey and dirty, and what isn’t dead is sad, and what isn’t sad is ugly and wants to kill you. Atmosphere is what these games do so incredibly well, and yet it’s the one thing holding them back.
Atmosphere is also what Metro 2033 does best. The setup is similar: Nuclear war has reduced Moscow to ruin and mutated many of its inhabitants, and the surviving humans now make a living in the subway tunnels beneath the city. Much of what you do in this game is unpleasant: walking through post-apocalyptic cityscapes, looting bodies for spare gasmask filters as your visor fogs up, being forced to shoot people who have decided that humanitarianism no longer cuts it in a world like this. But Metro 2033 is also a short, linear game, and this allows the developers to control what we see and experience. We see human communities in which everyone contributes, everyone does their part and everyone looks out for one another. We see people sitting around fires, sharing drinks, and playing music. We see soldiers risking their lives for their comrades. Not all good things have been lost, and these frequent reminders are what keeps Metro 2033 from becoming as oppressively bleak as its spiritual brethren.
The game was based on a novel by a Russian fellow whose name I can’t spell, and developed by a team called 4A Games. This was their first project together (it was founded by people who worked on S.T.A.L.K.E.R., which was good practice), and their inexperience, coupled with the game’s relatively low budget, shows. The physics are wonky, the controls aren’t as tight as they could be, invisible walls are everywhere, and the game isn’t especially pretty. Metro 2033 carries the mark of developers who are passionate but haven’t fine-tuned their act yet, and wouldn’t have the resources for a triple-A production anyway.
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Community review by Suskie (August 20, 2011)
Mike Suskie is a freelance writer who has contributed to GamesRadar and has a blog. He can usually be found on Twitter at @MikeSuskie. |
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