4A GAMES STOPS RELYING ON THE UNDERGROUND AND TAKES ITS PUBLIC TRANSPORT TO AN (ALMOST) OPEN WORLD IN METRO EXODUS
It’s not just the death of single-player games that has been greatly exaggerated – it’s the death of the mid-tier developer, too. Fortunately we have the likes of Ukrainian/ Maltese dev team 4A Games flying the flag for titles that aren’t costing the world to create, but are providing players with incredible worlds to explore… just ones that aren’t quite as big, free and open as the ones Microsoft and Sony spend tens of millions of dollars on to get made. Metro Exodus, the third title in the postapocalyptic depression simulator series, finally makes its move to the surface in a sustained fashion – so is it open world? Not quite.
4A and Deep Silver, the publisher behind Exodus, are both very aware of the limitations they're working with – but that’s not a bad thing. Instead, it means we don’t have to traipse through a large, empty wasteland created just to pad out space, nor do we approach situations without aclear idea of what it is we’re trying to achieve. Basically, Metro Exodus is a linear game, with missions handed out and objectives to complete and a progression from level to level to level until you complete the game. At the same time, 4A is letting players out from the underground they spent the majority of their time in through both Metro 2033 and Last Light, so it just wouldn’t work to strap them in totally linear levels. Instead, Metro Exodus offers players the chance to explore limited – though still large – play areas for each mission, tackling challenges, exploring a little, hunting down new salvage to craft into medkits, gas mask filters, and ammunition, and giving you a few more options to approach beyond a claustrophobic corridor with something definitely horrible at the end of it.
Diese Geschichte stammt aus der Issue 201-Ausgabe von Games TM.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der Issue 201-Ausgabe von Games TM.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
The God Father
Sony Santa Monica studio’s creative director Cory Barlog discusses the challenges, hurdles, naysayers and triumphs of his attempt to modernise God Of War as we go handson with the nearfinished action epic.
A Plague Tale: Innocence Is Not A Game For The Musophobic
An emotional adventure through a world wrought with decay… and rats.
In Other Waters Is A Surreal Exploration Of The Unknown
HANDS-ON WITH A MUST-PLAY INDEPENDENT TITLE
Taking Fight
We sit down with Bioware'sJon Warner to dive into anthem. The studious attempt to tell a different type of story.
Everything Old Is New Again In Resident Evil 2
Hands-on with Capcoms stunning reimagining of a survival horror classic.
Battlefield V Is Well Worth Your Time And Attention
Hands-On Ahead Of The Delay.
Halo Infinite
MASTER CHIEF HEADS BACK TO HIS ROOTS
Hitman 2
THINK DEADLY; MOVE QUICKLY
Death Stranding
THE NEXT STEP IN A NEVER-ENDING JOURNEY
Forza Horizon 4
THE GREEN, GREEN GRASS OF HOME