Author: Trey Sterling

  • Microsoft Turns Tail on Xbox One Requirements

    Photo courtesy cnet.com
    Photo courtesy cnet.com

     

    Let’s all just take a moment and enjoy this, how about it?

    What started as a rumor reported by Giant Bomb has now been confirmed by several articles, the most prominent coming from IGN: Microsoft has decided to rethink the always online / game pass code / no used games / rivers of blood / dogs and cats living together, mass hysteria  protocols for their upcoming console. They did, however, still have this cryptic piece of info regarding when you first hook your console up:

    “After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again,” Microsoft wrote. “There is no 24 hour connection requirement and you can take your Xbox One anywhere you want and play your games, just like on Xbox 360. Playing disc based games will require that the disc be in the tray.”

    …what the ^#*@ does that mean? Will people with absolutely NO internet connection still be able to play? Does the list of “launch countries” still hold weight for people who want to import a console? Still, it is nice that they finally backed down from their previous stance on the subject, which was essentially to give all detractors both middle fingers while doing the heli-cockter. As an added bonus, this will apparently not change the plan to have Xbox One games available for day-one download as well as retail purchase.

    To acknowledge just how off-base and out-of-touch these ideas were, I give you Microsoft’s Don Mattrick:

    “Since unveiling our plans for Xbox One, my team and I have heard directly from many of you, read your comments and listened to your feedback. I would like to take the opportunity today to thank you for your assistance in helping us to reshape the future of Xbox One. You told us how much you loved the flexibility you have today with games delivered on disc. The ability to lend, share, and resell these games at your discretion is of incredible importance to you. Also important to you is the freedom to play offline, for any length of time, anywhere in the world.”

    “These changes will impact some of the scenarios we previously announced for Xbox One. The sharing of games will work as it does today, you will simply share the disc. Downloaded titles cannot be shared or resold.”

    “We appreciate your passion, support and willingness to challenge the assumptions of digital licensing and connectivity. While we believe that the majority of people will play games online and access the cloud for both games and entertainment, we will give consumers the choice of both physical and digital content. We have listened and we have heard loud and clear from your feedback that you want the best of both worlds.”

    The Nerds are certainly glad to hear this news, and it has genuinely changed how some of us are going to approach this holiday launch season. Of course, I have to imagine the general atmosphere around Microsoft offices is a little something like this today:

     

    Conspiracy Corner

    Trap

    *Cue X-Files Theme*

    Right now, I feel a slight sense of euphoria. I feel like “We did it! We stuck it to the man!” …but what if that’s exactly what they WANT us to feel? It would explain just how lost and unprofessional their entire E3 presence seemed. They let a rep openly dismiss the idea that alienating active military personnel was a bad thing, for heaven’s sake. This way, they get to instantly switch from the Big Bad Dickheads to the guys who “appreciate your passion, support and willingness to challenge the assumptions of digital licensing and connectivity.” Also, last time I checked, something as integral to the system operation (according to them, at least) wouldn’t seem quite so easy to just scrap five months before launch. I’m a tin-foil-hat believer on this one; how about you?

  • XBox One Official Launch Countries List

    A visual look at the officially supported Xbox One "launch" countries.
    A visual look at the officially supported Xbox One “launch” countries.

    The Facts

    All of the ins-and-outs around the Xbox One’s always-online requirements are slowly coming to the surface as E3 wears on, and the latest update is Microsoft’s announcement that only a select list of countries will have full XBox Live support at launch. Since the release of the list, gamers (and even developers) in unsupported countries have been curious as to what happens if they just pick up a console from across the border. The official response from the Xbox Support twitter feed? “Unsupported countries would not have the full experience, and may not work.”

    So who are the lucky winners in Microsoft’s global denial-of-service agenda? The full list of launch countries is below.

    • Australia
    • Austria
    • Belgium
    • Brazil
    • Canada
    • Denmark
    • Finland
    • France
    • Germany
    • Ireland
    • Italy
    • Mexico
    • Netherlands
    • New Zealand
    • Norway
    • Russia
    • Spain
    • Sweden
    • Switzerland
    • United Kingdom
    • United States

    The Opinion

    Is this a fucking joke? Japan isn’t on your little list? JAPAN?! I’m sure Hideo Kojima is real glad MGS V is mutli-platform after this turn of events. Also absent is Poland, home of Witcher 3 developer CD Projekt Red. Their co-founder and joint CEO Marcin Iwinski spoke with Game Informer about his country’s absence: “I was just in a restaurant and saw the list. I was surprised, and I really hope that it isn’t final. I think Polish gamers will speak out loud. From my perspective, it’s a sad situation.” Also absent is the Ukraine, where Metro developers 4A Games is based; I took that one a little personally, I’ll admit. I would like to hope that community backlash might make Microsoft rethink their position, but considering earlier today one of their reps essentially said “Fuck You” concerning active military servicemen not having access to constant internet connections, I doubt it. I’ll also go on the record as saying that this is a way in which they are trying to combat the server loads (and crashes) that are sure to arise from their new system. I hope it’s worth it, assholes.

  • Five Reasons: The Last Of Us

    Photo courtesy edge-online.com
    Photo courtesy edge-online.com

     

    In 1996, a game developer called Naughty Dog released a game starring a bright orange bandicoot that spun, wore talking tiki masks, had a super-hot girlfriend, and loved “wumpa fruit.” Crash would soon become synonymous with the PlayStation brand, and that mascot-level connection would only grow across the next two generations with Jak & Daxter on the PS2, and Uncharted’s Nathan Drake on the PS3.

    As such, it is fitting that in the twilight before the PlayStation 4 launches in November, Naughty Dog is releasing a game entitled The Last of Us. While this is not actually the absolute final big exclusive for the PS3 (Beyond: Two Souls isn’t until October), it is almost certainly the most anticipated one. Feel free to disagree with that statement in the comments, but only after you’ve read my thoughts below.

    1. Presentation

    In all my years of gaming, few things have ever left me as slacked-jawed as The Last of Us. The character models are incredible, the voice-acting sounds phenomenal, the lighting effects are a sight to behold, the details on the Infected makes me what to throw up, etc. Take note, because I almost never say this: Here is a PS3 exclusive that might not be graphically possible on the 360.

    2. Atmosphere

    Graphical prowess aside, the world that Naughty Dog has crafted feels like a very real, very terrifying place. The Infected are horrifying to behold, but the other survivors are arguably more threatening; you have to wonder how far you would go to survive in a similar situation. I’ll also give kudos for the fact that this world doesn’t look empty or dead just because the people are gone; other life would just have more room to roam.

    3. Character Stories

    The Resident Evil series started losing fans when it became clear that Capcom was more interested in storytelling about their various viruses and conspiracies than their characters. Thankfully, The Last of Us appears to be much more focused on Joel and Ellie’s personal struggles and triumphs; of course, I am interested to know what makes Ellie so important to everyone involved. The best sci-fi has always been more about people than anything else, and I’ve got my fingers crossed on this one.

    Photo courtesy mashable.com
    Photo courtesy mashable.com

    4. New Mechanics

    Most big games have this-or-that new cover feature, AI system, or shell casing shininess engine that marketing loves to hype. The Last of Us is no different, but videos have shown both the “Dynamic Stealth” and “Balance of Power” systems to be more than just hot air. The former refers to the countless different ways players can approach any given situation or obstacle; the latter is the system that governs how enemies react not just to the player, but to the world around them.

    5. The Infected

    Holy *@&^ these things are terrifying to behold, and the noises they make in the trailers almost make me rethink picking up the game. If you’ve never looked up Cordyceps fungus, hit this link and then get back to me. The concept of these things evolving to infect humans is bone-chilling, and the way the physical changes to the hosts have been conceptualized for The Last of Us is exceptional. It won’t be easy to dethrone Necromorphs in terms of terror, but the Infected have the best shot I’ve seen yet.

    I’m not saying The Last of Us is the last great video game ever, or the last great Naughty Dog game ever, or even the last great PS3 game ever (again, Beyond in October, and it looks amazing). But I do genuinely feel like it represents the end of an era, and a culmination of things born on the original Playstation and refined for the last seventeen (!) years of development. I’ll leave you with the trailer below until June 14:

  • Seal the Deal – Arrested Development Season 4 Launch

    AD Promo

     

    I have to physically restrain myself from filling this article with inside gags, but I think I will manage; doing otherwise might alienate a few readers, and that would be a huge mistake.

    See what I did there?

    If not, then I have some great news for you: Arrested Development has a whole new season to enjoy thanks to Netflix! Except, wait, if you didn’t get the joke, it means you haven’t seen the first three seasons…

    Let me start over, since I may have just blown my wad on what was supposed to be a dry run, and now this whole article is a bit of a mess on my hands.

    After a completely foreseeable cancellation that still caught everyone by surprise, A.D. is back for another fifteen episodes exclusive to the aforementioned streaming video service. The episodes went up yesterday, and I have already finished my initial viewing; after all, I have to give you good people a review by the end of the week. If you’re a fan of the show, you really shouldn’t be reading this anyway; you should be watching them. Go watch them.

    If you aren’t a fan of the show, I have great news for you as well: The entire series was just re-released on DVD with new packaging and is currently [amazon_link id=”B00CE4L28E” target=”_blank” container=”” container_class=”” ]Amazon’s TV Deal of the Week at just $25.[/amazon_link]

    Of course, you could just use a fake e-mail address to sign up for a one-month free trial of Netflix, which has all three original seasons as well as the new episodes… But you really expect the guy with the $25 deal to not tel you about it? C’mon!

  • GRID 2 Mono Edition Puts The Pedal to the Metal

    GRID2_Mono Edition_topdown2_sm

    Collector’s Editions of games have really upped the ante in the past few years, growing from little nick-knacks and maybe an art book, to including statues, night-vision goggles, remote-control cars…

    Or, in the case of the GRID 2 Mono Edition, a car. An. Actual. &#^*ing. Race. Car.

    Specifically, the car pictured above: The BAC Mono supercar, capable of 170 MPH. Additionally, you get a complete set of racing gear, and a tour of the BAC factory. Of course, this edition is packaged with the Playstation 3 version of the game, which would matter if it didn’t also include a PS3. Unfortunately, I don’t actually think there’s room in the Mono to store the console on the drive home.

    GRID2_Mono Edition_car full_sm

    This edition will run you a cool $190,000 or so, although shipping is only free in the UK, and potential US buyers have to contact the manufacturer about rates. All of that would matter if they were making more than one of these, which they aren’t. You can hit up this link to check out the pre-order, but the site claims they are already out-of-stock.

    My biggest complaint? Even though the Mono edition has unique box art featuring the supercar, it doesn’t even include a download token to unlock the car in the game.

    I genuinely enjoyed the first GRID; it offered a good balance of simulation and arcade style racing, with some great event types like destruction derbies and midnight touge to round out the standard track events. For everyone who isn’t Speed Racer, the regular version of GRID 2 will be released this upcoming Tuesday, May 28. [amazon_link id=”B0093FO2S4″ target=”_blank” container=”” container_class=”” ]It will be available on Xbox 360, PC, and Playstation 3.[/amazon_link]

  • До свидания, Артём – Metro: Last Light Review

    LL Cover

    Before I launch into the review proper, I’d like to ask that you take the time to read my retrospective on Metro 2033. Whether you’ve played it or not, it will help establish my history with the series going forward.

    If you don’t have the time, I’ll paraphrase: Metro 2033 was a completely unexpected surprise, and even though it is flawed, it remains one of the most atmospheric and compelling story-driven games I have ever played. It was a cult hit, but not really enough to warrant a sequel, so I was thrilled when Last Light was announced.

    Metro: Last Light is a true tale of survival in its own right: The sequel no one expected, it somehow managed to stay on track even as THQ burned around it. That is no doubt thanks to the efforts of the team at 4A Games, who had a polished product ready for Deep Silver to get on shelves almost immediately after the acquisition. I will also give credit to the marketing team that brought us the live-action trailers; assuming those were funded by THQ that was money they probably didn’t have to spend.

    From the marketing, both before and after the property changed hands, it was obvious that this game was going to try and walk the fine line between what made 2033 such a hit (atmosphere, nuance, compelling storytelling) and what the mainstream demands (tighter gunplay, bigger set-pieces, more overt storytelling).

    LL D6

    The changes in storytelling are apparent right from the start, with the events of the last game being chronicled for the player in a series of cutscenes narrated by protagonist Artyom. Scenes that took place outside of first-person were rare in 2033, but are more prominent in Last Light. The main plot is also touched upon more frequently; while I don’t want to say it is “spoon-fed,” there are a few characters that might as well have names like Exposition Jones.

    A legitimate reason for the shift in tone, main-plot-wise, is that this is no longer the story of a desperate young man groping his way through the tunnels, coming upon the larger world almost by happenstance. Artyom is a full member of the Spartan rangers now, the enigmatic peace-keepers and trailblazers from 2033. After the discovery of the military installation D6, the rangers made it their base, but word of the spoils in contains has spread to factions like the fascist Reich and the communist Red Line. The ensuing tension and possibility of war intertwines with another (spoiler-heavy) plot thread to form the main thrust of the narrative. As such, it makes sense that this story would focus more on the larger issues and intricacies of the world, since Artyom is now privy to them.

    LL Rangers

    Fortunately, the world is still full of little side conversations and small acts of humanity for you to witness and participate in. I actually felt a little overwhelmed by how busy some of the populated stations were, and know for a fact that a missed some little moments here and there. One of the ways these games gauge Artyom’s demeanor – something which impacts the possible endings – is by how often you stop to listen and interact; statistically, fewer things trigger the system this time, but you never know until after the fact. The guys at 4A really outdid themselves scripting and programming all of them, and it would be a shame to rush past it all.

    Personally, I didn’t care if I was getting “credit” for it or not, because these little moments are so well written and integrated into the world. Beyond just deepening the atmosphere, some of them also provide useful information about your objectives, or where to locate hidden supplies. My personal favorite was watching an old man make shadow-puppets of animals for children. Most of the time the kids thought he was making creatures like nosalis or demons; when he tried to explain the animals that lived before the war, they either didn’t believe him, or got scared by his descriptions. It was a moment of raw humanity and genuine heartbreak.

    LL Shadows

    Easily the best new populated area is Venice station, which was never visited in 2033. “Venice” is not the actual name of the station, but rather a nickname given to it because all of the tunnels around it are flooded, creating a kind of canal system. This obviously means most of the economy is based on fishing, and the station itself is laid out like a bayou shanty town, with several levels of buildings having been constructed around and above the water. Also of note is Theatre Station, so named because it resides under the famous Bolshoi Theatre. It is the cultural hub of the Metro, and Artyom can actually take in a performance there… though the show isn’t what it used to be.

    LL Venice

    Due to the story changes, there are also more instances where you will be in tunnels or stations surrounded by human enemies, and it’s up to you whether you want to run-and-gun or stick to the shadows. New to the series is a non-lethal takedown, which allows you to dispatch guards without making Artyom a murderer; if you or an unconscious body gets spotted, though, all bets are off as the alarm klaxons blare and heavily-equipped reinforcements storm the area. A few changes to the formula keep things fresh, such as one station that is burning around you; this limits your hiding places, challenges you to move quickly, and even forces you to give up on certain routes as they become blocked.

    LL Fire

    That’s not to say there aren’t still plenty of times the player finds themselves alone in an abandoned tunnel, or wandering through the ruins of the city above. Those moments are still present, and still hold ever bit as much tension as they did in 2033. It brings me no shame to admit that I sometimes took a break so that my hands could rest from their white-knuckle grip on my controller. As with any solid genre entry, familiar mutants are intermingled with new monstrosities, such as the aquatic shrimps and the arachnid spider-bugs. Each species also has multiple variations this time around, with standard grunt-types, tougher and smarter officer-types, and even the occasional boss-level behemoth.

    LL Bear

    Unfortunately, there weren’t as many memorable areas that hinged on the dominance of a certain species: The watchmen hoards roaming the DeadCity; the lost tunnels swarming with lurkers; the minefields of amoebas in D6. Finally, nothing in Last Light comes even remotely close to the experience of the Library, and the terror and tension of trying to keep line-of-sight with the hulking librarians even as they charged at you. Even the boss fights are all variants of the familiar “big baddie in a semi-circular arena” fight, with a slight environmental or mechanic twist throw in.

    I know anyone familiar with Metro 2033 will know that one of the main complaints was the gunplay, and is probably waiting for me to talk above whether or not it has improved. The thing is, I never had any issue with the gunplay in 2033; it doesn’t play like a Call of Duty or a Battlefield, but I never got the impression it was supposed to. These aren’t the well-oiled, super-sleek, camo-customized weapons of a twitch shooter; these are well-worn, battle-scarred, hand-me-down tools of survival.

    LL Weapon

    Each gun still feels like it fits well within the world and the game; each one has its own pros and cons, handles differently, and is perfectly suited to at least one combat approach. I think you could probably tell a lot about someone’s Metro experience by asking them what weapons they favored for the majority of the game. Personally, I opted for the following:

    • A silenced “bastard” machine gun with and extended stock and an IR scope, perfect for shooting out lights and tracking patrols in the dark.
    • An AK with a reflex sight, laser dot and extended magazine for when the quiet approach wasn’t an option against human targets.
    • A sawn-off, quadruple-barrel shotgun with both stock attachments for accurately turning charging mutants into little, scattered bits of flesh and bone.

    Overall, there are at least a dozen weapons at your disposal, ranging from more refined military hardware, to jury-rigged, gas-powered weapons of necessity, to truly unique items like the helsing. Each weapon is customizable, with slots for barrel, optics, stock, and miscellaneous additions; thankfully, except for on instance after what is essentially the tutorial level, the game doesn’t ever permanently strip you of your hard-earned gear.

    While I didn’t think the weapons handled noticeably different from 2033, you are presented with a few more situations where combat is 100% the focus of the area. In addition to the aforementioned boss fights, there are a couple of hold-the-line scenarios as you wait to be able to access the next area, and a few times you find yourself surrounded by enemy troops who are already alerted to your presence. The game’s climax in particular is about as action-packed as you can get, and I’m sure will be seen by some as a total sell-out to the mainstream shooter crowd. Of course, there is an achievement for completing the game without a single human kill, which means the developers are challenging us to avoid the carnage even as their level designs steer us into its path.

    LL Combat

    I do have issue with some slight changes to the user interface, and the visibility of weapons in the field of view. Several gear items that had a dedicated button in 2033 are now relegated to sub-menus that pop up when a certain button is held; additionally, weapons and gear have been split between two such menus, yet the gear menu still feels crowded. More than once I switched my secondary weapon while trying to replace the filter in my gas-mask or charge my flashlight. I was also disappointed that throwing knives became a secondary weapon, meaning that we no longer get the physical presence of Artyom’s hands when trying to line up shots with them.

    There were also changes for the better, especially when it comes to the gas mask and its filters. The system for tracking how much time was left while using the filters was much improved, and the mask as a whole had a more immersive presence while being worn. There’s even a button for wiping water, mud, and gore off of the visor, and I sometimes pressed it for fun just because the attention to detail was that cool. I also loved the ability to use my lighter and gun at the same time, and frequently utilized it as my primary source of illumination; the fact that it burned away cobwebs and could light the occasional torch or lamp was just an added bonus.

    LL Lighter

    All of these things combine to make a game that is a sequel to 2033 in literal terms of continuing the story, a spiritual successor in terms of continuing to craft and refine this universe, and feels almost like a reboot in terms of the approach to the combat experience. The resulting Last Light experience is very reminiscent of its predecessor: It gets the majority of things right most of the time, absolutely nails it all here and there, and despite a few fumbles the whole thing comes together nicely. The atmosphere and ambient storytelling I adored are still present, even if set against a revised backdrop, and I have no doubt that this isn’t my last time taking this particular journey with Artyom.

    I don’t know that I can say which game I liked “better”; my preference for one at any given time could probably be attributed to my mood. I think a fitting comparison would be the differences between feeling like watching Alien and watching Aliens. 2033 is a lonely game, one filled equally with quiet moments of reflection, moments of raw terror, and moments of wonder at the world Artyom never knew lay beyond Exhibition station. Last Light is more populated, its reflective moments more observational than introspective, its tension driven more by human machinations, and its potential stakes are higher.

    LL Hope

    Last Light is very much a game that will give back as much as you put into it, for better or for worse. Artyom must decide whether the dark ones, mutants, and other factions are hostile and a threat, or simply misguided and misunderstood; so must we decide what the Metro can do for us, or will do to us. In the end I can’t help but feel like we are all watching shadow puppets on the wall. What you choose to see in them is up to you.

    [amazon_link id=”B0053BSN82″ target=”_blank” container=”” container_class=”” ]I played Metro: Last Light on the XBox 360; it is also available on PC and Playstation 3.[/amazon_link]

  • войти в метро – A Metro 2033 Retrospective

    2033 Cover

    A few months ago, I decided that the weeks leading up to the release of Metro: Last Light would be a good time to play 2033 again. I played through the game two full times when it was released; my initial playthrough, and then a more in-depth playthrough that netted me the “good” ending. I also played several of the missions multiple times, either achievement hunting or just because I enjoyed those sections. Unfortunately, that meant I was slightly burned out when they released the “Ranger Mode” content, so I figured this would be a good chance to give that a shot as well. This is a special mode that eliminates the HUD, limits supplies and ammo, and realistically alters damage and accuracy for all weapons.

    For anyone completely unfamiliar with the series, the Metro games are set in a post-nuclear-apocalyptic Moscow where society is attempting to survive by taking up residence in the metro transit stations. The games follow the story of Artyom, a young man from an outlying station who leaves home in search of a way to stop the “Dark Ones,” a highly advanced race of telepathic beings. The games draw from the Dmitry Glukhovsky novels Metro 2033 and Metro 2034, which I haven’t read, mainly because the first one only became easily accessible in English earlier this year, and the second one still hasn’t been translated.

    2033 Dark Ones

    2033 tells a fantastic story in an exceptionally well-developed universe, and I do want to read the books to see how much of the world-crafting is the author and how much is the obviously exceptional team at 4A Games. The immersion I felt definitely goes to the dev team, as they created possibly the most atmospheric experience this side of BioShock’s Rapture. From the densely peopled “towns” in the stations, to the claustrophobic labyrinths of tunnels, to the vast emptiness of the dead city above, the world of 2033 is fully-realized and masterfully crafted.

    The first few chapters take place in populated stations, which represent the only safe havens from the various monstrosities (both mutant and human) left behind in the wake of the war. The stations provide access to power and water, quick access to the tunnel system for trade and travel, and have a limited number of entrance points that can be guarded or locked down as need be. While the populace isn’t necessarily thriving, things have stabilized enough so that you will find children playing, men talking about work over drinks, and people just generally going about their lives.

    Every time I play 2033, I am pleasantly surprised at the sheer amount of little, unassuming things Artyom can stop and pay attention to, or even participate in: Players can have a drink, take a hit off of a hookah, help those in need, tip street musicians, and get hustled by a prostitute, just to name a few. Stopping to listen in on passing conversation can deepen your understanding of the world, and even provide useful information about the area you are in, or what to expect in an upcoming chapter.

    2033 Station

    As Artyom soon learns, all stations are not necessarily equal; some are starved for supplies and defenses, while others thrive, yet refuse to offer assistance out of fear. The game’s narrative draws heavily on this disparity: Artyom’s home station Exhibition is an “outer” station, and the larger stations are reticent to offer aid, or even take the Dark Ones as a serious threat and not just a frontier tall-tale. Each station has its own internal issues to deal with, as well as contending with the outside; loose city-states have formed, some of them neutral or supportive, some of them more militaristic and idealistically aggressive.

    Artyom comes across the frontline in a pitched battle between two such factions, the fascist Reich and the communist Red Line. These chapters provide an interesting insight into humanity’s apparent need for conflict, even in the wake of nuclear war. The world is also patrolled by an order known as the “Rangers” out of Sparta station, an enigmatic group of expert soldiers and survivors who act as protectors, explorers, caregivers and peacekeepers depending on the needs of those around them. It is a ranger named Hunter, and old friend of Artyom’s father, who comes to investigate the Dark Ones and tasks our hero with travelling to Polis station to secure aid for Exhibition.

    2033 Ranger

    Everything comes with a price, though, and some stations have found ways to profit from the desperation, and have become so vital to the survival of the bigger stations that no one dares to challenge them. By “profit” I don’t mean something like paper money or even precious metals, which have very little practical worth. In the world of Metro, survival is the name of the game, and the economy has evolved around the almighty “military grade round.” Specifically, these are Soviet 5.45×39mm rounds manufactured before the war, which are more powerful and reliable than the “dirty” rounds the station denizens craft for protection. Artyom can find them scattered in clips of five throughout the game, and is occasionally paid for jobs in slightly larger quantities.

    Still, it can take a majority of the game to amass any substantial amount of rounds, and so scavenging is vital if you expect to survive. Unlike most modern shooters, 2033 is a study in conservation, especially in Ranger Mode. The world is full of little nooks and crannies where a spare clip or a few med kits might be hiding, and dead bodies become a kind of morbid treasure chest. Basic weapons are commonplace in the Metro, but nice weapons are rare and expensive, and upgraded ones are even more so; there are also a number of pneumatic devices that use make-shift ammo like steel bolts and ball bearings, which were more easily accessible than real shells in the early days after the war. I personally took every opportunity to conserve rounds by avoiding conflict, scavenged weapons from my surroundings whenever possible and only purchased rare things like new body armor.

    2033 Market

    As the body armor might indicate, conflict isn’t always avoidable, and it is here where we reach the biggest point on contention regarding Metro 2033 as a video game. Most of the gaming community at large joined reviewers in agreement that the gunplay is varying forms of “broken, unbalanced, awful, unplayable,” and so on. I personally disagree, on the grounds that each weapon feels and functions in a realistic manner with the established atmosphere. Hell, the most commonplace gun in the tunnels is called the “bastard” because of how unreliable it is; the double-barreled sawn-off shotgun isn’t something I expect to be accurate more than a foot in front of me; a companion character early in the game promises you his AK for accompanying him, and it’s a genuine reason for excitement.

    The game has slots for primary weapon types: a pistol, a rifle, and a shotgun or special weapon. Each of these types has at least a handful of specific guns that fit the bill, and each of those has a variation or two after modifications. For instance, there’s a silenced pistol with a scope and stock extension that works well for sniping, opening the rifle slot up for something with a higher rate of fire. I tended to stick to the shadows around human enemies, and Ranger Mode only reinforced that desire, as the increased weapon damaged means Artyom can’t take more than a few solid hits before going down. Of course, stealth kills afford you the opportunity to loot foes without expending too much of your precious ammo in return.

    Not all your foes are so easily avoided, especially when it come to the creatures that now populate Moscow’s ruins and catacombs. The ecosystem at play here is well-developed, as each mutant fills a certain role in the food chain: The rat-like lurkers of the tunnels occupy the bottom slot; the coyote-inspired packs of watchmen roam the surface at will; the nosalis roam the caves like a nightmare mixture of bears and wolves; and the winged demons prey on all those below them. Then there are the rare specimens, such as the seemingly intelligent, ape-like “librarians” that keep watch over the city’s lost archives, and the giant amoebas spilling out of their tumor-like nests in an abandoned reactor core.

    2033 Nosalis

    There are also the unexplained supernatural phenomenons, which Artyom mostly encounters in the presence of a ranger by the name of Khan: A sentient ball of anomalous energy bobs playfully in the tunnels before burning away a pack of attacking nosalis; strange visions of the living city give Artyom a glimpse of the past; ethereal voices sing and cry out of lost tunnels like sirens; and ghostly shadows of lost souls flicker into existence under the glare of your flashlight.

    This last encounter is one of the most haunting things I have ever come across in a game: While passing through a ruined station, Khan tells you to keep you light on and stay behind him. You must press through hundreds of these ghosts, all while they try and keep you there; Khan later explains that he was there trying to defend that station when it fell, and barely escaped, which is why he can navigate it.

    2033 Anamoly

    Immediately after that, the two of you come across a station about to be overrun by lurkers and nosalis. Their numbers have dwindled to a handful, and their last hopes lies in collapsing a tunnel to block the creatures’ advance. Artyom undertakes the task of locating the deceased demolition team, venturing into the tunnel alone, and prepping the charges. He and Khan then help fend off the rush of attackers as the charges start to blow and sections of the station cave in.

    Khan tells Artyom to continue on ahead, and that he must stay and guard the survivors until more help comes. The last conversation you have with him is very cryptic, and the last door he opens for you leads into a shrine for those lost at the station you just “saved.” When you turn around, the passage you have just come through looks fallen-in and disused. Upon inspection, the pictures in the shrine look a lot like the survivors you were just talking to.

    One of the pictures, right in the front, looks exactly like Khan.

    2033 Khan

    While some of these are tried-and-true post-apoc creature types and spooky otherworldly events, their execution here is original enough to make them terrifyingly memorable. The game takes several chances to force you into an up-close, fighting-for-your-life melee kill with the creatures, and each time it does so for a watchman, I am mortified by how human the face staring into mine looks. The story doesn’t dwell too much on where these things came from – your imagination should be more than up to the task – but it does ask the player to consider the nature of these “monsters,” even the menacing Dark Ones. How you respond can actually change the game’s entire ending.

    After visiting Polis and convincing some of the rangers that the threat is real, Artyom and company set out to find the mysterious D6 military installation, a secret series of tunnels and bunkers below the Moscow main lines; imagine a mixture of Area 51, NORAD, and NYC’s lost subways. The hope is that there will be some kind of weapons left over from before the war that might be able to wipe out the Dark Ones in their nest at the botanical gardens. The team finds more than they could have ever imagined, and things better left buried start to surface.

    Metro Surface

    The final chapters find Artyom and a few rangers struggling to reach the top of a television broadcast tower in order to use a missile targeting system. This creative section is a mixture of vertigo-inducing platforming, bare-knuckle escapes from demons and pitfalls, and psychedelic shifts in time and space as the Dark Ones try to prevent you from destroying them. The final moments of the game truly hinge on how the player’s actions have affected Artyom, and the choice to change the outcome only presents itself if that influence has been positive.

    This is, in my opinion, where Metro 2033 truly leaves it mark on the player and the industry. Remember all of those conversations I said you could listen to, or the little acts of kindness you could commit, or the strides I took to keep from killing too much? Rather than taking a standard black / white / gray approach to morality and having players makes conscious choices, 2033 keeps tracks of little actions in an algorithm so complex that players still don’t agree on exactly what events trigger what outcomes.

    2033 Future

    For better, or for worse, the player’s choices change Artyom over the course of Metro 2033. Likewise, I like to think that my time with Artyom has changed me, and certainly done so for the better. This game may not be the best example of any one element, but I have found few examples of one that presents such a complete experience when taken as a whole. I am exceptionally glad that Last Light will give me more time in this world, though I can’t help but wonder if it will have the same spark as 2033. I will just have to hope in the possibilities stretched out before me, like an endless metro tunnel.

  • Metro: Last Light Getting Season Pass Worth of DLC

    Photo courtesy beefjack.com
    Photo courtesy beefjack.com

    Yesterday, sharp-eyed Metro players might have noticed that a “Season Pass” for the game appeared on the various console marketplaces. Today, Deep Silver took to social media to lay out the specifics of the content:

    “Four new individual content Packs will be released this summer to offer players More Metro:

    – The “Factions Pack” and “Chronicles Pack” both focus on new and original single player gameplay and stories, which expand upon the Metro universe.

    – The “Tower Pack” will present a unique solo challenge to Metro veterans old and new.

    – The “Developer Pack” will give creative players some interesting tools from the minds of the developers, with which to explore the world of Metro.

    These four Packs are also available as a single package in the Metro: Last Light “Season Pass” — at a discount — at any time for $14.99 / £11.99 / €14.99 or 1200 Microsoft Points.”

    According to the post, details on individual prices and more info about each pack will become available as the respective release dates approach. Having completed the game over the weekened, I am thrilled to learn that this isn’t the end of the line for Last Light.

  • Ermahgerd, ErxBerx!

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    Ok, everyone take a deep breath, and let it out slowly as you read.

    In the post-coital glow following today’s Xbox One event, rumors / “official” statements / outright lies are circulating like mad. Of course, if you’re like me, the glow is the less romantic, and more the dying embers of a giant wildfire of suck. The things I say next aren’t going to help with that.

    A while back, there were all kinds of things said about the possibility of the new console being “always on,” i.e. requiring an internet connection, at all times, simply to function. There were additionally things said concerning how the system would handle used games, with signs seeming to indicate that it would not support GameStop’s industry of lies.

    Today, neither of those concerns was addressed directly at the event, but here in the ashes, things are coming to light:

    Always On – The prevailing theory here is that the system will not require an internet connection to turn on, or even play games… for the most part. Several publishers have already indicated that their individual titles may need a constant connection, and streaming services already need that to function. Now, though, comes info that your console will be performing routine connection tests every 24 hours for… “updates.” Of course, no one has spoken directly to what happens if your console isn’t connected for one of these routine checks.

    Secondhand Games – I use this particular term for a very specific reason, and the reason is that certain new functions may eliminate  not only used games, but borrowing games as well. Furious yet? Let’s continue. The function is question is a kind of licensing system that would tie games to your account, like the registration keys that have become so common on PC. You would buy a new game, put in the code, and then your account would have the right to play any copy of that game, across any console. Try and lend it to a friend, though, and they would be prompted to purchase that license, at whatever price the publisher is currently asking. Same thing for used games; doesn’t matter how much you paid GameStop for that disc of Madden 2016, no license, no go.

    So what do I think about all of this? Well, to begin with, anyone who read my predictions about the next generation – and the next Microsoft console in particular – will know that this is familiar territory. These things also go hand-in-hand, as I will know discuss:

    Assume the licensing thing is true. Downloadable titles currently require a connection to validate the license on all consoles except for the one they were originally downloaded on, so that’s not a huge step to take. That functionality would be useless without a way to check the license… so required internet is a given. Of course, you could just elect not to connect in order to play a borrowed / used game, but that would eliminate the ability to play online, and would probably disable achievements. So the console might not “require”  a “constant” connection, functionality, even at the most basic level, could be hindered severely.

    More than players, more than developers, more than threats from high-end pawn shops, console manufacturers have to please publishers. This system would give publishers exceptional control over their properties, and the profits generated from them. As such, if you were thinking Sony would be free from these chains, think again.

    Welcome to the future.

  • Listen Up Nerds! Trailer Round-Up for May 18, 2013

    Over the years, it has come to my attention that there are quite a few films out there that never really get much exposure; usually these are title from the smaller production houses, where every penny spent on marketing is one less spent on the project itself. Today, I bring you a small selection of trailers that you might never see just going to the movies.

    The Colony

    Morpheus, The Day After Tomorrow, and the Walking Dead collide with Bill Paxton.

     

    The Phantom

    Ed Harris, Mulder and Phil Yagoda go on a secret submarine ride.

     

    Into the White

    Ron Weasley is a downed British airman who must play nice with Nazis.

     

    That’s all for now. If you see something interesting in the videos on the YouTube sidebar, post it in the comments!