Tunnel vision

Since I’m apparently now RPS’ Radioactive Eastern Europe correspondent, I recently spent a couple of hours in Metro 2039, the gloom ‘n’ grit FPS sequel that Ukrainian developers 4A Games have explicitly styled as a return to the series’ roots. From what I’ve played, it is in fact as much of a hybrid as the mutated shrimp-insects that lurk in its Moscow sewers, reviving the claustrophobic tunnel dwelling of Metros 2033 and Last Light while keeping a few favoured twists from the more freely-roamable Metro Exodus.
This familiarity is not entirely a complaint. At this stage I’m not even sure it’s mostly a complaint. Sevastopolskaya, the underground village I began the demo stomping through (as the sternly voiced Stranger - Artyom and his train mates from Exodus are long gone) is, happily, is as finely detailed and chokingly atmospheric as any of the series’ previously visited station-settlements. The surface, still a ravaged grey hell, also remains thick with dread, the acoustic guitar strums and scritchy rat sounds of the station replaced by dusty winds and that dreadful tick, tick tick of your Geiger counter. We’re back, baby, I whisper as the invisible flames flay my organs.

Still, I hope the full game is more willing to tinker with its stealth and shooting. The latter does feel tighter than Exodus’ gunplay, thanks in part to some nicely bangy audio work, and it bodes well that my favourite piece among 2039’s arsenal of hacked-together firearms was the newest: a powerful compressed air rifle that excelled in silent headshots and one-tap mutant kills alike. Otherwise, though, the demo’s combat largely played out like the narrow corridor fights of Last Light. Functional, if not particularly fresh.
One hallucinatory horror section did have the audacity to mix things up, swapping out action entirely for some spooked-out puzzling. This, allegedly, is something we’ll see a lot more of in 2039, the Stranger clearly being burdened with a more troubled mind (and more tragic past) than Artyom ever was. This particular attempt at psychological terror didn't quite land for me, though. Set in an abandoned school, it pulls every ghost child trick in the book, down to the mysteriously self-moving tricycle creakily wheeling into view. Kiddos, I mowed down, like, fifteen spiky gorillas just to get here. Gonna need more than an empty trike.
Luckily, better scares are available if you look for them. Remnants of Exodus’ freeform level structuring remain in Metro 2039, so while you won’t visit any sprawling open worlds, you’re not constantly funnelled either. The demo’s trip to the surface effectively positioned an overgrown stretch of shattered Moscow as a miniature hub, with spokes of optional foraging and exploration opportunities available before I cracked on with the linear story. That haunted school, I only realised after escaping it, was an entirely voluntary endeavour. So too was another hollowed-out building occupied by Humanimals, Nosferatu-lookin’ mutant folk whose light sensitivity and tendency to sleep standing up presented some of the demo’s most clenchworthy moments of high-tension stealth play.

Your reward and, thus, incentive to skulk off down these side paths tends to be crafting materials, Exodus’ DIY gear-cobbling having also survived the jump to 2039. This sounds like literal rubbish – well done on surviving that colony of nuclear-powered megadogs, champ, here’s some scrap metal and half a bottle of Viakal – but so far, Metro 2039 does appear fiendishly good at stretching out your resources just enough that any spare parts become desirable treasures. I’m fairly sure I ran down to my final minute’s worth of gas mask filters more often in this two-hour demo than I did across the entirety of 2033 or Last Light, and would have surely perished were it not for careful looting. Later, as supplies really started running dry, I was forced into disproportionately agonising choices over whether to spend my precious ju...Read more: Full article on www.rockpapershotgun.com
What do you think about this?

Since I’m apparently now RPS’ Radioactive Eastern Europe correspondent, I recently spent a couple of hours in Metro 2039, the gloom ‘n’ grit FPS sequel that Ukrainian developers 4A Games have explicitly styled as a return to the series’ roots. From what I’ve played, it is in fact as much of a hybrid as the mutated shrimp-insects that lurk in its Moscow sewers, reviving the claustrophobic tunnel dwelling of Metros 2033 and Last Light while keeping a few favoured twists from the more freely-roamable Metro Exodus.
This familiarity is not entirely a complaint. At this stage I’m not even sure it’s mostly a complaint. Sevastopolskaya, the underground village I began the demo stomping through (as the sternly voiced Stranger - Artyom and his train mates from Exodus are long gone) is, happily, is as finely detailed and chokingly atmospheric as any of the series’ previously visited station-settlements. The surface, still a ravaged grey hell, also remains thick with dread, the acoustic guitar strums and scritchy rat sounds of the station replaced by dusty winds and that dreadful tick, tick tick of your Geiger counter. We’re back, baby, I whisper as the invisible flames flay my organs.

Still, I hope the full game is more willing to tinker with its stealth and shooting. The latter does feel tighter than Exodus’ gunplay, thanks in part to some nicely bangy audio work, and it bodes well that my favourite piece among 2039’s arsenal of hacked-together firearms was the newest: a powerful compressed air rifle that excelled in silent headshots and one-tap mutant kills alike. Otherwise, though, the demo’s combat largely played out like the narrow corridor fights of Last Light. Functional, if not particularly fresh.
One hallucinatory horror section did have the audacity to mix things up, swapping out action entirely for some spooked-out puzzling. This, allegedly, is something we’ll see a lot more of in 2039, the Stranger clearly being burdened with a more troubled mind (and more tragic past) than Artyom ever was. This particular attempt at psychological terror didn't quite land for me, though. Set in an abandoned school, it pulls every ghost child trick in the book, down to the mysteriously self-moving tricycle creakily wheeling into view. Kiddos, I mowed down, like, fifteen spiky gorillas just to get here. Gonna need more than an empty trike.
Luckily, better scares are available if you look for them. Remnants of Exodus’ freeform level structuring remain in Metro 2039, so while you won’t visit any sprawling open worlds, you’re not constantly funnelled either. The demo’s trip to the surface effectively positioned an overgrown stretch of shattered Moscow as a miniature hub, with spokes of optional foraging and exploration opportunities available before I cracked on with the linear story. That haunted school, I only realised after escaping it, was an entirely voluntary endeavour. So too was another hollowed-out building occupied by Humanimals, Nosferatu-lookin’ mutant folk whose light sensitivity and tendency to sleep standing up presented some of the demo’s most clenchworthy moments of high-tension stealth play.

Your reward and, thus, incentive to skulk off down these side paths tends to be crafting materials, Exodus’ DIY gear-cobbling having also survived the jump to 2039. This sounds like literal rubbish – well done on surviving that colony of nuclear-powered megadogs, champ, here’s some scrap metal and half a bottle of Viakal – but so far, Metro 2039 does appear fiendishly good at stretching out your resources just enough that any spare parts become desirable treasures. I’m fairly sure I ran down to my final minute’s worth of gas mask filters more often in this two-hour demo than I did across the entirety of 2033 or Last Light, and would have surely perished were it not for careful looting. Later, as supplies really started running dry, I was forced into disproportionately agonising choices over whether to spend my precious ju...Read more: Full article on www.rockpapershotgun.com
What do you think about this?