What you said fits perfectly with games from those two series, but not with Metro. Those games really give more outside of just shooting people and things. If you really like FPS games that can offer more in terms of gameplay, don't play this, play Deus Ex. This game doesn't, it's literally just an FPS with a few gimmicks to give it a bit of personality. "A game in first person with guns does not have to be a shooter." I agree, IF the game can facilitate other mechanics. Considering that 2033 and Last Light give you next to nothing else in terms of gameplay, this would fall into the category of FPS. If people think that, I would call it a common misconception. I don't know what people here imagine Call of Duty gunplay is like and I don't care if people think that an FPS game has to be a Call of Duty or Battlefield or it has to be about soldiers in the army. It's the game putting a gun in your hands and has you going around shooting enemies. It's not exclusively reserved for Call of Duty. The team wouldn't tell us if your kill/subdue count would factor into how the game ends, creative director Andriy Prokhorov left us with this cryptic statement: "You will get what you deserve."įor more on Metro Exodus, be sure to check out our coverage by clicking on the banner below.Noodles. Later on in the same demo, Artyom rescued a group of cultists from bandits and they told him the location of a valuable weapon cache on the map as karmic repayment. During our gameplay demo, we watched as Artyom took on a cathedral filled with cultists and snuck out of the of the place, knocking guards out as he went instead of killing them. Do you knock out enemies, bypass them, or straight up kill them? The game keeps count of all of this, with your relationship to factions later on down the road being affected by the actions you take when you first meet them. Like Last Light and 2033, Exodus will be keeping tabs on the choices you make but it also expands that notion, figuring in how you approach combat situations. "We want to see how people play, and then the game reacts to how you play." "We didn't want to make it like a game where you're posed with a scenario that literally asks 'do you want to be good or bad'?" executive producer Jon Bloch told us during our cover trip. The system hits you with a negative karma point, affecting what ending you'll get, though there's nothing to let you know you've made a choice that's affected your karma allignment, just a sinking feeling and whatever justification you form for killing the Nosalis.įor its part, it sounds like Exodus' system will likely not deviate too far from this. Killing it will reveal that it wasn't guarding the items you were seeking but instead its pack of Nosalis cubs. Though the Nosalis is growling at you, it's clearly not attacking you and poses no threat. For example, in 2033 you come come across a Nosalis, a sort of mutant rat thing, in its nest, guarding what appears to be several valuable supplies you can use, like health kits and a new visor to protect you from the toxic air when you're roaming radioactive Moscow. In this way, Metro has always had one of the most interesting morality systems because it takes a stance on situations that other games would treat as morally complex. Instead, a quick (and subtle) flash of light hits the screen whenever you've made the choice. It's fair if you're among those who didn't notice, because there is no grand, ceremonious event that happens during these moments, no notification ping that lets you know you've made a good or evil choice. Though this may have slipped under many players' radars, both Metro 2033 and Metro Last Light had a morality system that held players accountable for their choices they made in each game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |