Sand Mutants, Mad Max Cars And 6 More Metro Exodus Features You’ll Love

Sand Mutants, Mad Max Cars And 6 More Metro Exodus Features You’ll Love

Hello and welcome to Rock Paper Shotgun. If
I’m sounding a tiny bit croaky today it’s because I failed to wear my gasmask to a Metro
Exodus preview event and picked up a horrible cold from a diseased game journalist. Thanks
for that. On the plus side I’ve played five hours of Metro Exodus, exploring the new summer
region and a bit more winter and autumn – and I like what I see. It’s a really interesting take on sandbox
shooting, that brings the attention to detail of a corridor shooter to more open world – here
are a load of things I loved about it. Two things before I start – we are limited to
using b-roll, which doesn’t contain the coolest stuff we saw – which is a shame – and
apologies for that dreadful beta gameplay message in the corner. Also, if you want to
help heal me, please do press the thumbs up to like the video – for every like I get,
my bosses give me one Halls Soother. My life is in your hands. Now onwards…. My favourite description of Metro Exodus was
when creative director Andriy Prokhorov described it as an accordion in the way that the world
can be very narrow and compressed in one place and then stretch way out in another. I’m
assuming this is a metaphor and the game doesn’t literally go eeeeh-ahhhhh-ehhhhh as you enter
big and small areas. And nowhere is the game more stretched out
than the new summer region where I spent most of my hands-on time. For those unfamiliar
with the story, Metro Exodus charts a transcontinental journey across Russia over the course of a
year, with different seasons aligning with the different open world areas you encounter.
In the summer your train, called the Aurora, pulls up in this vast desert which has more
than a hint of Mad Max to it. I mean, if you had your Michelin I-Spy Mad Max Book, you’d
be raking in the points – Look, I-spy…bandits with skulls attached
to them… I-spy… some sand… I-spy… a general assortment of rust… I-spy… more sand… I-spy… cars made from random bits of pipe
and maybe an old umbrella? It couldn’t be more Mad Max if Tom Hardy turned
up and mumbled something incomprehensible. More importantly, the region is big enough
to justify a drivable vehicle, which is a first for the series. Elsewhere in the game
you get to slowly paddle a rowboat, but that’s apparently not exciting enough to make the
b-roll. You mustn’t expect anything too flashy from Artyom’s new set of wheels – it’s
more rust than car – but it is good for splatting mutants on the windscreen. Sadly that’s
all the b-roll wants to show of that too – you’ll have to trust me when I say it is most satisfying
watching limbs slurp down your windows. Metro’s desert offers a different flavour
of apocalypse – where you associate Metro with the nervousness of what might creep out
of the gloom, the desert can’t rely on these tricks. It’s a lot more upfront about the
threat – there are bandit gangs that cluster inside buildings half-drowned in sand, or
legions of these baldy bastards who are the nastiest thing to pop out of the sand since
I stood on a dog turd on Great Yarmouth beach. The level seems more action focused than the
other areas. That’s partly down to more bandits dropping more ammo for you to shoot
other bandits with. And it’s also thanks to the kindly engineer aboard the Aurora who
gives you incendiary ball bearings for your pneumatic rifle. Once again, thanks for not
including that in the b-roll. All this together and you can almost feel the designers willing
you to go a bit crazy after hours of of careful, responsible survival. This isn’t to say it just turns into Rage
for a handful of blood-filled hours – although it certainly reminds me of id’s sand-filled
shooter. Metro Exodus is never just a shooting gallery. Part of 4A Games’ outdoor shift
is to offer a freedom of approach, and not one limited to sneaky-sneaky or shooty-shooty.
With the right weapon customisations you can set yourself up as a long range assassin,
for example, using cranes or tall ship rigging to rain death on skulls below. You could alternatively
travel down the zipline and take people on close quarters or just find an entirely different
route along the ground. To me, this is how an open world shooter should
behave. It’s still a carefully scripted encounter – not randomly spawning enemies
and hoping magic will happen – but the expanded canvas lets you pick your angle of attack.
Even if that angle is: hiding in a tower, like a baby with a sniper rifle. Of course, in other ways it’s not as big
a departure – sandstorms step in for deadly gasses, forcing you to hide inside your gasmask
to avoid choking, and further limiting your view on already clouded firefights. And once
you get into facilities lost under the sand you’ll find plenty of horrors waiting for
you – but more on those in a second… Going back to Prokhorov’s accordion – which,
incidentally, would be a great name for a philosophical principle – I find that Metro’s
individual areas themselves do a really nice job of expanding and retracting to fit your
given goal. A winter level set in waterlogged railway yards, for example, uses stretches
of water full of mutant fish to break the map into smaller areas as you get your bearings
before bringing you to a high up scouting point, handing you a pair of binoculars and
inviting you to tackle the rest of the map in the order you see fit. Even then, I love the rhythm of getting from
A to B. When you hit a more open marsh in that train yard, for example, you suddenly
become very aware of mutant beasts patrolling the area. You might want to slink off to a
workshop where sleeping in a bed lets you jump between day and night, to see if one
setting offers more of an advantage. You see, in the day it’s much easier to plot paths
around radioactive bears or gangs of raiders, but then you won’t benefit from shadows
either. But even in the area’s more linear parts
– like here where you’re you’re joined by you AI companion wife, Anna – you’re
invited to leave the path and nose around inside old train carriages or abandoned shacks
for crafting parts or a little bit of bleak environmental storytelling. You won’t find
many skeletons pulling comedy poses a la Fallout – it’s not Metro’s vibe. At times Exodus reminds me of the approach
taken in the rebooted Tomb Raider games, or the excellent Evil Within 2 – they’re small
sandboxes, but hand crafted to the last pixel. You won’t just find a generic shack model
with a a spread of even more generic loot. For starters, the designers are quite careful
to keep you relatively starved of materials, so it that works as a survival game, so everything
feels very carefully doled out to keep you hungry. This is particularly felt in the Autumn stage,
the Taiga, which, for story reasons unknown to us, strips Artyom of most of his gear from
the outset and forces you to scavenge your way back to strength. Here you’re constantly
looking out for caves and crannies hidden in cliff walls, hoping for weapon mods to
stretch your ammunition further or just some chemicals to craft more first aid kits. It never becomes a shapeless quest for junk
– I’m looking at you Fallout 76 – but it treads a fine line between scale and specificity
– which is an extraordinarily difficult line to tread. Let’s stick with that hand-crafted vibe
for a moment. The thing that most impressed me in Metro Exodus is the the way the game
still delivers the tense, scripted level design you associate with Metro. So often, open world
sandbox becomes shorthand for ‘eh, find your own fun’, but you always sense 4A’s
hand on the reins. This can be something as simple as an interesting
building filled with cunning enemies to take down. Very early on in Winter you find yourself
sneaking around a church of anti-technology zealots – the kind of the maniacs who wouldn’t
see your train as a force for good like Thomas the Tank Engine, but a work of twisted evil,
like Thomas the Tank Engine’s jerk friend, Henry. I’m glad you got bricked into that
tunnel, you villain. Anyway, sneaking around their scared building,
snuffing out gas lamps to create pockets of darkness – a little lightbulb on your wrist
telling you when you are unseen – is a just good old fashioned exercise in stealth design.
You can craft decoys or throwing knives, or pause to attach a silencer to your pistol…
4A were good at this stuff in the previous Metros and it has the same aggressive heft
here. Oh, and I really liked the bit when the cultists surrender after I thinned out
their numbers. That’s a lovely, lovely touch. Skip forward to Autumn and you can see that
same attention to level design in an assault on a network of treehouses claimed by the
Children of the Forest. As a side note, I adore the idea of this faction – the level
was once a summer camp, but when parents didn’t come to pick up the boys – y’know, because
they were all melted by a nuke – those kids grew up into a survivalist gang. The mix of
violence and imaginative make believe would be quite endearing if they weren’t trying
to murder you constantly. Watch this handy b-roll wizard smoothly dispatching guard after
guard and you can see how much more crafted it feels than, say, Bethesda’s identikit
caves and corridors and their crude crouch-to-stealth mechanics. I also really loved the reappearance of Metro
Last Light’s spiderbugs in a set piece that takes place under the desert, in dark corridors
leading to a communications centre. Spiderbugs are vicious light-resistant spiders, meaning
your torch is your most powerful weapon – a weapon that is gradually running out of batteries,
forcing you to manually pump it back up with a hand generator. You can use the beam of
light to try and shepherd the eight legged freaks out the way or pin them to the ground
and deliver one fatal kill. Yes, it’s an idea returning from the previous game, but
it’s the perfect example of the kind of change of pace that Metro Exodus handles so
well. For a survival game, Metro Exodus is surprisingly
generous in the way it lets you calibrate your hero on the fly. Okay, so character customisation
pretty much boils down to what guns do you want and how do you want them, but that choice
is cleverly delivered with Artyom’s magic backpack. Sling it on the ground with a press
of a button and you’re able to quickly alter your weapons – a drop down menu letting you
slip through alternative grips, barrels, sights and chambers with grace and speed. The game
doesn’t pause while you’ll fiddling away, but it’s so fast that it is a viable option
to tinker with weapons in the field – if all hell breaks loose and you want to dump the
silencer for some extra hurt, you go right ahead. And changes aren’t just simple stat nudges
– some can radically change the behaviour of a weapon. A shotgun with a three round
cylinder behaves very differently to one with a 10 round magazine. Likewise, your Tikhar,
a pneumatic rifle that has to be hand pumped to shoot ball bearings, can be adjusted with
an automatic air system that automatically reloads it, but only to a reduced capacity,
or an airtight build that prevents it from losing pressure when you pump the cylinder
to max pressure. It’s a rare game where I quite look forward to stripping parts from
dropped guns just to see if I can create a sexier toy. And it all comes back round to feed into your
choice of approach – happening upon a cluster of enemies and being able to build a stealth
loadout – rather than trekking back to a safehouse to deal with a massive stash of loot – is
freeing and encourages more experimentation. It’s a very neat system. In all honesty, five hours is only really
enough time to properly dig into one of Metro Exodus’ regions, let alone three of the
things. I love all the little ziplines that whisk you around the map – who built these
things? Did they intend to turn the nuclear apocalypse into a kid’s adventure playground?
Whoever did it, they managed to build them in wonderfully cinematic spots. So good job
them. And I love 4A’s continued dedication to
a hud-free world – everything you need to know is there on your wrist – a timer ticking
down to your air filter running out, a radiation meter and a tiny compass pointing you in the
right direction. I love that the map is a physical item that
you have to hold and spin in your hands, putting you at risk of monster attacks while you try
to work out which bit of this hell hole to visit next. And I love that the map isn’t
covered with bullshit icons that turn every open world game into a tedious checklist of
locations to tick off. In fact, I love that the game resists all
of the trappings of the RPG character development – nothing would kill your immersion quicker
than XP markers popping out of mutant bears. Metro Exodus’ character development happens
entirely in the junk you hold in your hands, which is kinda how it should be. I wanted to talk about the characters we met
on the Aurora, but – again – I’ve not got b-roll for that, so you’ll just have to
trust me that they seem like a good gang while you watch footage of an abandoned school.
I like the idea of growing to know them as we trundle along – a year is a long time and
there’s lots of potential here for neat relationships to develop. I’m also intrigued to see how it all looks
once NVIDIA’s magic Ray Tracing is added to the mix – Metro Exodus will using the lighting
technology to light the levels with physics enabled sunbeams, which sounds rad. I mean,
the game looks suitably gorgeous without all that jazz, but it’s good to know someone
is trying to use the tech for something. More than anything I just want to sit down
and play the game start to finish – a lot of its story didn’t come into any kind of
perspective because we played out of order, and I didn’t have the time to play the levels
at the pace they’re intended to be played at. Also, someone spilled some mac and cheese
on my bag, which kind of took me out of the moment. I hope you’ve enjoyed this quick tour through
the novel open worlds of Metro Exodus – and sorry we only had b-roll to show them off.
If you stuck with us all the to to this bit, many thanks – your reward is that I invite
you to ask any questions you have about the game in the comments below and ask you to
kindly subscribe to Rock Paper Shotgun for more great Metro Exodus videos in the coming
months. We may even have our own capture. Imagine that! Thanks for watching and hopefully
see you soon. Bye for now.

100 thoughts on “Sand Mutants, Mad Max Cars And 6 More Metro Exodus Features You’ll Love

  1. Looks so awesome, this will fill my $ell0ut 76 scratch. That was never able to be itched, mmmm, yeah this looks really good, I love that it's got Russian goodness Russians know what's up with guns, yeah, beautiful game.

  2. I'd kill all those who dare would hurt Tom, he's the best train ever and all who say otherwise are heritics and need to be purged in fire.

  3. Might get more money per copy sold being on the Epic launcher but I am one of many that wont buy the game since it's not on Steam.

  4. This one, Cyberpunk and Atomic Heart are amongst the top game Potentials out there that I can not wait for! Bring 'em on!

  5. I think Im gonna love it but I still hope for multiple sequences of narrow corridors, otherwise Im gonna miss the Metro itself hah

  6. Metro, so unrated series.
    Im fresh metro fan, I played couple weeks ago both Metro games for first time bc my sister praised Metro book and the games so much, I had to try those games (and thank god I did.)

    Holy fuck I enjoyed. A lot. When I finished the second game with blowing up the D6 I was scared like "Where the fuck is Dark Ones and if new Metro comes, there wont be Artyom??" Then I found out, that there was another ending, aaaand that Metro Exodus is coming – I pre-ordered right away haha!

    These Devs are doing amazing Job, and other game-developers should take a notes, youknowwho:) I love good singleplayer games (Witcher, wolfestein) as much multiplayers like BF & R6 Siege. I dont know if its bad or good that Metro is so unrated, because the connection with community and Devs is just love. Hats Off for 4A games, fans and love to Dmitri Gluhovski.
    I just cant wait to wipe blood from my gasmask. I love Metro.

    (Btw sry for bad English!)

  7. metro, even the weak enemies can be fkin terrifying if met in the dark depths of metro. srsly, i used to go around low on ammo, in the dark alone, scared by every noise chanting "can i pls fkin fight humans instead this is fkin horrifying"

  8. Another 2 features, DENUVO, so you can't instal the game more than once and Epic Launcher, so you can be respected like cattle is.

  9. the like beg was clever so ill bite halls soothers are nice even when you dont have a cold open your nose right up and the breezer halls.. are so good walking the line of hard candy and medicine

  10. I have to admit I’m excited for anthem, but I’ve always loved metro and this looks so freaking good. I can’t wait for this

  11. Hey Rock Paper Shotgun, thankyou for a very insightful video. I have a quick question I would to ask about Metro Exodus. Is there more than one car (or type of land vehicle) that you can drive in that desert level?
    I was given the impression that Metro Exodus will be in a winter horror type theme. The mad max style desert level with a car you drive has intrigued me to now consider buying this game when released.

  12. Just scrolling threw YouTube. Wish I didn't see that picture. Would have loved to see that when I bought the game. Been yelling about it for a hour to my friends. Guess I just gotta get over it.

  13. ive never understood why ppl refer to any mad maxing stuff as a positive, mad max is nothing but boring bland snooze.

  14. I like watching these videos but i cant really aford these games so it makes me mad because it looks soooooooooo funnnnnnn

  15. I saw a commercial for this and I thought, "Holy shit!! What Fallout is this??". I'd never heard of Metro.. but I'll pass on Fallout 76 to get it.

  16. Looking good and if this had a 3rd person view then it would be a must buy but to much coming out rn anyway but everything else looking good!!

  17. are the linear parts of the game long and do they really draw u in…. by being surrounded with monsters in the dark, like last games? or r u never really trapped anymore?

  18. This and Rage2.

    Two different takes on a post-apocalyptic scenario and both look awesome in their different ways. If I'm feeling like I just want to be a powerful maniac shooting up the world I'll be on Rage2, but when I want shit to get serious I'll be on Metro Exodus.

    Also, daaaaaamn, it's so nice to see the "HUD" info on the wrist. The more we can move into games with no HUD the better (for FPS games).

  19. I really hope they have really fleshed out npcs who converse about random crap. And go about their day like the previous metro game. It's was definitely my favorite part of the previous Metro games.

  20. looks like you can only turn realy slow is that just to show off the environment or is that just how fast you can turn in the game?
    hate fps games where i cant turn fast enough to kill whats behind me…

  21. So you were pretty happy overall? I’m a huge fan of the metro series and the books. But I’m poor and wasn’t sure if I should get this on release.

  22. Evil Within 2 was one of the best games to come out in years since Dead Space with saying that as well yes you are very very Dead on by saying that this game has a familiarity or it can remind you of Evil Within 2 if you were to play in first person choice that they offer as well

  23. I love everything they've done but me girlfriend & I both game so with saying that and coming from a gamer's perspective a DLC with a horde or a wave based 2/two player option would be f**** amazing. If they could add it as part of the dlc because they have quoted that it is to be determined as I have pre-ordered the Gold Edition…. It could be a contender for game of the year if it had that small DLC. Alone though it already looks amazing in every aspect of detail and attention. Way to go to all the designers nicely done. Ps the designers who designed the DLC as a choice be the main (protagonist) his wife Ai partner ) and or any of the Rangers / Spartans that they have in the main game it could bring so much lore and so much more to the experience that Metro is trying to deliver if they hired me I would design that in a heartbeat

  24. Thanks for watching this preview. For our full Metro Exodus review, here's a new video:

  25. Finished and I liked it but oh the frustrations! The long load times, the long cut scenes, the extremely slow climbing of ladders, who climbs a ladder this slowly, uugghh! Boat rowing is so slow. You spend most of the game in Summer desert which is the worst and most depressing scenery of the game! I really liked the forested area but you don't spend very much time or spend much time with any of the characters there and once you figure out how to kill the crazy bears those scenes are pretty lame. Over all I really found this game to be lacking in gameplay and found that most of the game is trying to find your way through mazes which at times was very frustrating. The connection between Artyom and Anna gets really emotional at the end and I actually teared up at the last scene. ;-(

  26. Is there a bed/safehouse in the taiga? I was diassappointed because I couldnt find one. It felt less like a sandbox. Also, even after I found my backpack, I still don't have my nv goggle even now that I'm well in to the next mission

  27. one thing i am not liking is the ghouls they are annoying and it a bit falloutish and not really a metro style other then the crashes on xbox one x it a good game.

  28. There's no such thing as MAD MAX CARS its WASTELAND CARS because not all wasteland cars are in and max right well .ps I am about to travel to that desert place soon

  29. This game also has many disadvantages the graphic is still poor, always short or bullets some maps or missions you cant find the way and the map dont help you the missions are not always clear,problem with mask no time to change it when you are under attack, the game is good but for sure it does not worth the price, it is always the same problem with earlier additions, Metro additions are very disappointing .

  30. This game also has many disadvantages the graphic is still poor, always short or bullets some maps or missions you cant find the way and the map dont help you the missions are not always clear,problem with mask no time to change it when you are under attack, the game is good but for sure it does not worth the price, it is always the same problem with earlier additions, Metro additions are very disappointing .

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