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Played Metro 2033 Redux and wrote a full review for fun.

[TL;DR: It's not a perfect game but I adore the atmosphere and settings, and think it's a great value at $5 on Steam right now]

Metro 2033 Redux: Aggressively-Apocalyptic Atmosphere

The Metro franchise managed to stay out of my vision for quite some time. I’d heard good things on forums and they seemed to be rated well on Steam, but I just never pushed to give them a shot. Enter Metro Exodus last year, as well as some video content about it from YouTube channels I follow, and suddenly the games’ concepts ring a little stronger than it did in the past. As a result, I decided I’d finally give the franchise a spin to get to Exodus and see how it has developed over time.

For the sake of clarity, Metro 2033 is the first game of the franchise and was released in 2010, and its sequel, Last Light, was released in 2013. The “Redux” version of both games launched in 2014. Metro 2033 Redux has, according to my own searches, been given not only a reasonable graphics overhaul, but also a handful of mechanical and gameplay changes from the original. Because of this, bear in mind that if you find yourself playing the true original, there may be some deviations from what I say.

The concept of the Metro series is borrowed from a novel of the same name (Metro 2033). The setting is Moscow in a post-nuclear-apocalyptic world during the year, you guessed it, 2033. After the bombs fell, the survivors of the explosions took to the city’s metro tunnels to survive, and have stayed there for years and years as the surface is still inhospitable. In time, there became a developed culture, where each metro station acts as its own city of sorts.

In addition to the natural elements seeking the destruction of human life, there are, unsurprisingly, mutant creatures that manifested out of the radiation. Most of the time, they like to stay on the surface, but they do make their way down to the tunnels and try to directly combat humans in their homes. As in any apocalyptic game, life is hard for all manner of different reasons.

You endeavor through these dark tunnels, and sometimes the blinding light of the surface, as a young man in his early 20s named Artyom. The game begins with a mission given to you by your father’s friend following a mutant assault on your home station. As the situation with the savage creatures worsens, you are sent off to a larger and more stable station named Polis to request assistance in fighting them off. And that’s about the point where I stop diving into story details for the sake of spoilers.

In its entirety, the narrative of 2033 was entertaining enough, but perhaps a little bit jumpy with some information being left out that I would have appreciated. I wouldn't say I'm dissatisfied with the story, though I did quite enjoy the ending, but it definitely took a back seat to the gameplay for me.

At its core, 2033 is a linear (you know, because of the tunnels, ha ha) first-person shooter with survival and stealth elements incorporated, which seems to be pretty par for the course when it comes to dystopian futures.

Redux offers two ways to play the main game: Survival and Spartan.

Survival is, according to the game’s menus, the way the game was originally designed, and focuses very heavily on the stealth and survival elements by making resources more difficult to come by, requiring a more methodical and careful approach to the game.

Spartan, also according to the game’s menus, was actually imported from Last Light’s play style and is much more “generic” FPS experience that focuses on engaging combat against mutant and human enemies. Because resources are more abundant, constant firefights are much easier to participate in and handle.

I only managed to play the game one time and opted for Survival because I wanted an experience more in spirit with the intended vision of the game. Naturally, I cannot comment at all on how severe the difference is between the two.

The atmosphere of the game is incredibly mesmerizing, even if the story itself didn’t quite reach out and grab me. The squalor that is the different station settlements, with people doing what they can to find joy in their lives while pacifying the cries of children is incredible. The stubbornness of human life in these rigid times is one of the things that always draws me in with dystopian future environments. Especially the degree to which they’ve established this as a “normal” life and operate very fluidly inside their small homes. Much of the game takes place outside of the stations, but it’s still something I admire about the world-building every time I find a new one.

The tunnels themselves are just tunnels. But walking down these terrifyingly dark tubes previously only meant for hurling hunks of metal from point A to B to C still manages to be unnerving when it becomes so obvious how easy it is for these creatures to be hiding just out of sight up ahead. The tunnels are also littered with large, mutated spider and their massive webs. Fortunately, they don’t actually deal any damage to you because they’re still small relative to a person. But again, unnerving. Every noise could easily be something coming for you.

There are also segments of the underground that aren’t tunnels or stations, such as maintenance facilities or large storage areas or… something. Okay, I admit I don’t know what the pre-war purpose of every area was, but the point is there are several areas much more spacious than what you’re normally offered in the tunnels, and it is in these spaces that you’re given a greater insight into past life. Many skeletons dot these wide areas. Some are new, and some clearly from when the bombs dropped. Finding messages or markings that point out the difference in life is great for the worldbuilding element.

Lastly, there are sections of the game up in the wasteland of Moscow, though they are not the focal point of the game’s environments. Would be a little strange for a game called “Metro” to take place mostly on the surface, wouldn’t it? But the surface levels are the ones where the “survival” aspect of the game truly shines. Because the air above is still toxic and unfit for humans, you can only go up with gas mask filters offering you a handful of minutes each, forcing you to balance dashing through the city to avoid being killed by the air with moving slowly and stealthily to avoid being killed by the mutants. Even worse is when combat is inevitable because you’re not in a position where you can try to find cover and manage the problem slowly. Having a lifeline timer on you is not a new concept, but I really appreciate its use in 2033 by not being a constant drain on your attention.

I admired the level design and scenery in all the environments of the game, which went a huge way to making me enjoy the game as a whole, despite the admitted shortcomings.

Now, in all this conversation, I’ve said no actual words about the gameplay, so let’s shift gears into that direction.

First off, the game is surprisingly difficult. I won’t lie, wading through Doom Eternal on Nightmare (the highest difficulty) gave me a bit of an ego on what I feel I can do in a shooter. But the issue with Metro 2033 is that the weapons are awful. Like, of course they are. They get manufactured in a hellscape like this one and you expect some Doom Super Shotgun level of quality? Get out of here with that nonsense. Contextually, it makes a lot of sense that the weapons themselves are mediocre because they’re the best humanity can come up with given their current living situation. The way that leans into the actual combat, however, can be a tad frustrating. But this teaches you early on how to manage your expectations on what the different weapons are actually capable of doing, and how important it is to prioritize weapons with different ammunition types so as to always have SOMETHING on hand to deal with the monsters and humans you have to fight.

Despite my comments in the previous paragraph, the guns feel pretty good for what they are. There’s a pittance in variety, but that goes back to being part of the narrative, so it’s difficult to feel upset about that. It might have been cool if the game implemented some kind of Borderlands-style “infinite guns” mechanic. Because materials are so scarce, every gun could be made slightly differently, with varying levels of effectiveness? Maybe that’s too much of a reach, but still an idea I felt like sharing.

The gunplay is a good time, and I love how enemies are so willing to get in your face. I got done playing a couple of the new Wolfenstein games recently and it bothered me how so many enemies just stayed in formation and never chose to approach you. Not so in Metro! Monsters with only melee capabilities would naturally shove themselves into your personal bubble, but even the human enemies do a great job at pushing the line. They know they outnumber you, and their confidence and decent upon you reflects that. I really appreciate when shooters are able to keep you on your toes like that, as it keeps combat far more engaging. To say the system is flawless would be a lie, as there are certainly situations with enemies staying behind their own cover for far too long, but I’m satisfied with it more often than not.

That is, of course, assuming you don’t just sneak up on your enemies and take them out with a throwing knife like a champ. Some guns also have the capacity to be fitted with a silencer, allowing for some great stealth kills from a distance. Even if a corpse gets noticed and every human is suddenly on alert, they can be fairly easy to dance around depending on the environment. This can be a good or bad thing depending on the player though.

There are also pieces of equipment like grenades and firebombs, but I used them with such irregularity that it’s hard to say they were really a component of the game. I used the throwing knives often, however, because they encouraged the stealth gameplay and were retrievable whether or not they hit a target. They are by far easier to master and utilize effectively over the course of the game than the other equipment types, and as a result, were my favorite.

All of these things, the equipment, the guns, and the weapon mods, can typically be purchased in any station at a vendor stall. The currency in this game is “Military-Grade Ammunition.” What this means is that you might stumble upon some higher-quality ammo that acts as money in-game, but in a pinch, can also be used as highly effective ammo against enemies if you’re out of the cheap stuff. This is a mechanic I was super intrigued by, but I found myself on more than one occasion accidentally shooting money at enemies because the key to switch to MGA is by holding “R.” Given how often I had to reload, and how easy it is to let my finger linger for a hair too long, I really admit I should have changed that to a different key.

My one big gripe with the purchasing system is that, due to the story trying to push you along, you can easily accidentally bypass a couple shopping opportunities, leaving you with a ton of MGA but no air filters to survive the surface in the next level. I don’t think the game needed one of those big pop-up screens to remind you this is your last chance to do anything here, but a little something to indicate that NOW is the time to shop, because you won’t get to later, would have been great.

Though saying that this is one of my biggest gripes with the game is pretty indicative of my overall positive feelings about it. The game succeeds in atmosphere and settings a little bit more than base gameplay, but I don’t say that to downplay it at all. Rather, I’m saying it because I think the game world, given that the game is just a linear FPS at its core, does an exceptional job at telling its story through its environment and it became very easy for me to get sucked into it. Fighting enemies in this game is fun, if fairly challenging at times.

This review is shaping up to be my longest one yet, so I’m going to cut myself off here. Point is, when this game is discounted, if you’re a fan of FPS games that can deliver on great atmosphere and at least a passingly fine plot, it should be an instant-buy. As I write this review during the 2020 Steam Summer [Discount Session], Metro 2033 Redux is down to $5, and hits that price point with incredible regularity during these [discount sessions]. It’s hard to go wrong at that price, I think.

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The entire Metro series is great. You should play Last Light and then Exodus as well. I'd argue Exodus is even more immersive than 2033 because of the graphics and sound design upgrade.

i love exodus sounds

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I'm happy you dug the game! The series gets a ton of praise and I really enjoyed playing Last Light a week or so ago and started Exodus earlier this week. But as for 2033...

I have played and finished some terrible games. Rogue Warrior, Soldier of Fortune Payback, kane and Lynch, etc... but Metro 2033 is by far the least enjoyable game I've ever completed. I wouldn't say I hate many games in my library, but i hate 2033.

I never go into a game wanting to pick it apart and even with bad games I try to find enjoyable aspects because I know I'll be spending time with it and want to find some value in the time spent. But the praise for this game seems so very disproportionate to the actual quality to the point where I feel crazy for having such a wildly opposite experience to so many others. I'll say that I haven't read the books the game is based on so I judged the game entirely on it's own merits, of which there are few if any, IMO.

Nothing about the story or the gameplay ever gets anywhere close to being remotely fun or interesting. Even compared to absolute garbage I've played and completed in the past it doesn't hold up.

It is the brownest game of all time, the combat is boring and repetitive, offering absolutely nothing in the way of twists or engaging mechanics. Generally, underground environments like tunnels and caves are among the least interesting areas in games and that is pretty much the only environment this game offers and doesn't even do it well. The only areas that get anywhere close to being cool or compelling are on the surface, but those are few and far between. I see the game praised for it looking beautiful or having great graphics but.... where? The entire game has the same, dull aesthetic.

Voice acting is terrible, although I'm biased in that regard because I hate the way Russian accents sound in English. I tried Russian language with English subs but it was just as annoying, especially when voices overlapped and I didnt know who the subtitles were supposed to be attributed to.

You follow the same repetitive pattern throughout. Listen to some NPC say boring dialogue, follow them and wait for them to slowly perform whatever action they need to, fight the same enemies in the exact same way, rinse and repeat and the combat loop isnt fun or effective enough to dull the repetition. Sometimes whatever NPC you have to follow and wait on will hit their mark after finally getting there and you go another 5-10 seconds of absolutely nothing happening, waiting for their dialogue or action to trigger progress. It is just such a damn chore. It also has the worst turret section of any game I've played.

The only thing remotely interesting about the game is that I can envision a better game using the same atmosphere to a much greater effect, but Metro 2033 fails for me on every single level. Fortunately, Last Light and Exodus took that foundation and actually made something worthwhile.

Everything is just so god damn slow, from the pacing to your actual movement. I dont mind slow games or games with little to no action. Loved every minute of RDR2, have played several walking sims, narrative-driven games, etc and have enjoyed them all but Metro 2033 just doesn't do anything well. The game has no charm, no personality, no engaging dialogue (if you can even call it dialogue with a silent protagonist) or banter, no real characters, and no USP to make it worth ever revisiting. Nothing was ever really engaging enough to give me a reason to explore the hub areas or read the documents after the first several I picked up. Then at the end of the slog you are finally rewarded with the only semi interesting set piece in the entire game with the materializing maze which is instantly ruined by doing nothing remotely fun with it. Just garbage platforming and a slow mo shootout with a motionless entity.

Reminds me a lot of Terminator Resistance and Enemy Front. Bland, boring, and does nothing interesting with what could be a compelling game. Metro 2033 seemed no different than something like Alien Colonial Marines. Only reason I finished this one is because it was relatively short (even though it felt like an endless slog), I read the sequels are better, and it is near the end of my backlog.

With most highly praised games that I was a little underwhelmed by I can at least see how someone would love the game or even consider it one of their favorites. But I can't see that at all with this game. Overall insanely underwhelmed after reading so much praise for the series.

I honestly dont even know how it ever got on anyone's radar. Upon initial release, its contemporaries were Alan Wake, Bioshock 2, Bad Company, and Black Ops among some other amazing titles. I'm glad it got enough attention to warrant a much better sequel, but I simply can't personally reconcile the praise i see for it with the utter lack of compelling gameplay, narrative, or visuals. I enjoyed Metro's contemporaries (which I've played in the last year or so for the first time) from 2010 more than the Redux from 2014 so I know it's not just a bias against aged or outdated games.

Just about the only idea they execute well is the ammo currency system. Getting in a bind and weighing your option of using the "money" in combat or saving it to upgrade weapons or buy stuff was a good mechanic.

But like I said at the top, in earnest, i am happy you enjoyed the game OP! I know the feeling of jumping into a game and being absolutely enamored from start to finish and it is a great experience, so while I never got close to that with 2033, I'm glad you did!

I agree partly with this as well. I'd put it somewhere in the middle between praise and hate. Some parts are just a chore to get through, while others are more atmospheric and enjoyable. Been quite a while since I last played it, but I do remember getting intensely frustrated during some stealth missions where the enemy was either blind or had laserlike accuracy. It's something about the lighting that makes it both ugly and charming/mysterious at the same time. I guess it's kinda like the stalker games, where either you are instantly turned off by some of the more poorly designed aspects, or you look past it and appreciate what's there. If I were to go back to it now after finishing exodus I prob wouldn't enjoy it nearly as much though

Yeah usually I am able to still enjoy a game despite some flaws due to some standout aspects that elevate the experience as a whole but for the most part that was nowhere to be found for me with 2033. Fortunately Last Light was great. With Exodus, I put a couple hours in this past weekend and got to the first open area after the first train ride and while I dig it so far, it hasn't clicked yet as well as LL did. So I'm gonna play a few other games first then knock out Exodus and the DLc to wrap up the series

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Ranger Mode is definitely the way to go. I'm in the middle of my second Last Light playthrough - I wanted a refresher before Exodus (thank God for Steam sales) - and while Ranger Hardcore takes some getting used to, it's by far the best experience. It's weird, but my favorite part is not being able to tell how much ammo you have left in your gun: sure it's easy to count to six if you're using the revolver, but things get messy when you're swarmed by Watchmen and you're blasting shit left and right with an AK.

Also, last thing I have to say is fuck those spiders in particular. My poor arachnophobic brain dropped Last Light once already because of that. Here's hoping they're not as prevalent in Exodus.

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I remember playing the second game and liking it quite a bit but i hit a mutant part where I ran out of ammo, had no way of getting more ammo and couldn't (I think? it's been a while) just run so I got trapped and frustrated. Maybe I'll have to give it another shot one of these days.

the metro games are always so tight on ammo.

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I guess it's just something I've realized about "classic" survival horror games - ammo is given to you almost as a puzzle. You have to use it correctly. And I hate it. I don't mean that as a slight, I see why people love that - I just get very frustrated when games get me into situations that theoretically I have no way out of if I have no ammo.

I could probably create the counter-argument to myself fairly easily, but it's definitely a personal preference I've picked up on after playing Metro and the RE:2 remake.

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It was a 6/10 for me. The atmosphere and story were great, but the gunplay was not up to par. Polis was disappointing, basically a small room before you jump to the next cutscene.

The game is a bit broken in some parts. I had gotten to the end, around D6, there’s a handful of missions after this, anyway, I couldn’t continue without restarting to an earlier chapter because I didn’t have enough gas mask canisters, and you couldn’t buy them at the Church. I’ve never played a game that didn’t at least give you a chance. Usually you’ll be able to stock up before an important mission or the game won’t put you in positions where you can completely screw yourself for the rest of the game.

I just started last light on Ranger yesterday, so I’m going to be more mindful this time, but I’m already having more fun with this one.

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I read the first metro book after loving the game and was a bit disappointed with the recreation of the narrative in retrospect.

The balance between gameplay and narrative is difficult for any game, let alone a shooter based on a book series all about what happens when you try and solve your problems with violence. The dreaded ludonarrative dissonance.