

It feels like a franchise that's so close to being 9/10 but just needs a bit more oomph on the gameplay and imagination side of things. Imagine how good those first few levels could have been if they had enemy variety like what you see in Half Life 2 for example. I also really hope they get some new game designers on board to push some new ideas, tighten up combat and add interesting enemies instead of generic mutants/wildlife. No word on sales figures that I've found, I hope it did well because I'd love them to take the formula and embrace it fully. Still there were some bullshit sections with instadeath like the mini-boss I moaned about earlier in the thread. Overall on Hardcore it was a pretty good challenge and way fairer than the previous games on that difficulty. I got the good ending, basically just by not being a dick for most of the time. There were some really annoying bits near the end but actually I found the last chapter way easier and had craploads of ammo by the time I finished the game.

That aside I still found the last third of the game quite fun, even though it felt like there were no new ideas in there - it felt dated gameplaywise but still held up.

It felt like mummy snatching away all the best toys. I'm guessing they maybe ran out of time to do 4 fully realised open world areas. I understand they wanted to pay homage to the original games, but I'd have much preferred to explore those linear bits as sub-areas of a bigger region.
METRO 2033 REDUX BORDERLESS WINDOW FREE
I loved the free roaming Stalker-esque vibe of the first two regions but as the game went on it became super linear. It gave me a very Half Life 2 vibe.įinished this last week and although I enjoyed the last few chapters, I was really disappointed that they ditched the semi-open world structure later on. If the combat and stealth was a bit deeper, you could take sections of this level and hold it up against the top rated games out there. The next half of the level looks cool from my high vantage point and I'm blown away by how big this region is - literally 3 or 4 hours worth of gameplay and I'm only half way through it! This region also highlights what 4A Games does best, environmental storytelling, atmosphere, details and spectacle. Get rid of the bosses 4A Games, you can't design good ones! I killed him eventually and that's where I left off. The mid-level boss sucked ass, I could even tell it was a boss arena as soon as I arrived. At first I didn't realise it was linear and so missed some of the side bits, but overall it's been a fun and gorgeous part of the game. There's some great sub-level designs in there and loads of memorable imagery, even a nice little story thread to follow through overheard conversations.

So its a linear path with lots of little side areas to explore. What's weird is it's a funnelled open world level kind of similar to Half Life 2's coast. Its a bit of a weird level, I'm half-way through but it took hours to get this far. Really bad design, and there was no way to even go back that far due to the rigid save system - and I wasn't going to repeat the mini-boss again!įinally onto the next region, Gerbik was right, it's bloody gorgeous. Thanks to some online tips I discovered some molotovs hidden in a dark corner which helped a lot with the boss, which I'd never found because the checkpoint is right when the boss appears and you don't have time to be scouring every nook and cranny when the bullets start flying! So I finally won, and then I found out that I couldn't return to the open world - instead I was literally railroaded into the next region - which really sucked because there were 5 points of interest I'd passed on the way to the showdown that I'd wanted to see, a considerable chunk of gameplay that I mised out on. In the end I persevered and learned a very specific set of actions to take down the grunts as fast as possible, banking on their AI usually taking them the same route. A bloody shambles it was, and gave me flashbacks of impossible sections of the earlier games on hard mode. It's such bullshit to get killed from out of nowhere because of the crap design. I was spending longer in loading screens than playing the game! And to rub it in, the boss is incredibly accurate, to the point where bullets pass through scenery that you can't see through, like curtains and little gaps. Even more frustratingly was every death meant a 50 second loading screen. Because I'm on Hardcore difficulty you die in about 2 shots, so it was a complete nightmare! To make matters worse I had a sniper rifle filling up one of my weapon slots, and no assault rifle. He has a bunch of minions and its all set in this tiny arena where the grunts spawn on either side. I was enjoying it until I got stuck for over an hour on the end of level mini-boss. Finished up the second region last night.
