Metro: Exodus hands-on: walking the wasteland with the 4A Games devs

INSUBCONTINENT EXCLUSIVE:
Metro 2033 and the 2013 sequel Last Light are masterclasses in atmospheric storytelling
The claustrophobic struggle of protagonist Artyom through the underground metro tunnels of post-nuclear Moscow is as uncomfortable as it is
gripping, and adds to the chilling beauty of the Metro games.How, then, will developers 4A games capture this unnerving edge given the
latest title in the series, Metro Exodus, is leaving behind the Moscow underground for year-long journey through countryside of the Russian
Federation
We managed to get our gnarled, mutated teeth into the Gamescom demo, and spoke to 4A Games executive producer Jon Bloch and Deep Silver head
of global brand management Huw Beynon to find out more.Out of the darkness, into the lightAs our playthrough began, it was clear this was a
big departure from the foundation built up in Metro 2033 and Last Light
The world Artyom was traversing was lush and beautiful, with a selection of mildly mutated fauna darting out of view
And yet, the quiet and bizarre stillness of the world did somehow manage to elicit a deeply disconcerting atmosphere
This was certainly not the Moscow underground, but it was definitely still Metro.The thud of a crossbow bolt hit a wooden gate, with a
warning note attached telling us to promptly clear off
As we ignored the message and explored the area, the quiet of the forest was interrupted by the screams of a bandit tied to a post, who,
environments of Exodus have been a point of controversy for long-term fans, who worry that the game will suffer from the lack of
claustrophobic linear environments
Bloch was keen to dispel that misconception
There could be a pack of wolves hunting you down or a bunch of bandits
We wanted to build that sense of tension and anxiety that Metro is known for
We were encouraged by the objectives listed on our ledger to sneak through the camp, but we were keen to get to grips with combat, and
be pleased to know that we ran out of ammo for our main gun after killing barely half the group, and were promptly killed
Ammunition conservation and scavenging is back in Exodus, with bullets in the countryside seemingly in even shorter supply than in the
clear the game was encouraging us to utilize a completely different style of combat
couple of enemies.Smarter enemies in a dangerous worldIt was clear that enemy AI had seen an upgrade too
Players of the previous games have been critical of the tactics and movements of human enemies, though Bloch preferred to see them more as
he explained
a large mutated bear in the woods
The animals moved erratically and looked terrified, but a lone wolf hesitated as it came across us, stopping to snap its jaws as it fled
Bloch and Beynon also told tales of wandering human groups and mutant wildlife stumbling across one another, and the ensuing chaos.Gas mask
filters from mushroom sporesLast Light introduced weapon customization to the series, and this is being built upon in the form of a simple
new crossbow bolts in a pinch once our gun had run dry, but it was pretty surreal scavenging odds and ends and glowing mushrooms, and
somehow fashioning med kits, throwing knives, and even gas mask filters
The UI is a very nice touch though, and very Metro
In order to craft, you take off your backpack and set it on the ground before deciding on what to create
powerful emotions the series has become known for
We can only hope that by mixing in the old with the new, the final experience will be as memorable as the first time we got lost in those
tunnels.LTeKy7Sv8s7PWoAjUkHm7d.jpg#