Metro Redux Last Light ( 3 DVD )
And so it is with Metro
Redux, a collection of two melancholy games, each of them crushed by the
weight of a ruined Earth with little hope to tender. Both adventures
allow you time to choke on their dusty, irradiated air, time in which
you simply are, time that makes you wonder how the survivors of
humankind's nuclear error find the will to carry on. In both Metro: Last Light and in the refashioned Metro 2033,
there is more dread in the deafening silence than there is in the
retort of a shotgun. In the metro tunnels beneath Moscow, you scavenge
for ammo to use as currency as well as munitions, burn away cobwebs with
your lighter, and search for gas masks that allow you to breathe the
perilous air should you approach the surface. There are pockets of
humanity within these depths, and while they provide you some
companionship and even an occasional shimmer of joy, even outposts prove
perilous. You might weather the factional turbulence that pits brother
against brother, but the emotional fog of desperation still proves
noxious.
It's
possible you may have filled the role of series hero Artyom and trudged
through this thick misery before. Returning to such a dismal place may
not sound too appealing, but there's something to be learned about the
resilience of humankind down there, where mutants and other
grotesqueries lurk. Metro 2033 most benefits from this new iteration,
practically feeling like a new game given the newly structured
storytelling and a visual upgrade that raises it close to the bar Metro:
Last Light later set. Given the recency of Last Light, your memories of
2033 may be colored by the more recent game, which featured far better
lighting and a more sensible user interface, but a side-by-side
comparison of the original and the remastered 2033 is striking.
Consider,
for instance, the first moment you emerge into the Russian winter. The
original game suggested the frigidity in part by way of crystalline
fractals upon your gas mask; in the Redux version, a full snow is
underway, and the sense is less of a brisk chill than it is of a
piercing bite. When a massive door opens and an explorer returns from
his excursion, you now see the passage behind him rather than a murky
suggestion of it. Character models are brand-new, replacing the
dead-eyed originals with faces and bodies that look somewhat more
natural, if still a bit stiff. In some cases, I prefer the original
vision to its replacement; I still find vanilla 2033's nosalises more
terrifying than their newer models, and hunters that once donned
alien-looking gas masks with night-vision goggles attached sometimes
wear more mundane masks now. But once was a high-contrast haze now looks
more natural, objects casting proper shadows and beams of light no
longer washing away the finer details.
You
might weather the factional turbulence that pits brother against
brother, but the emotional fog of desperation still proves noxious.
You'd
be harder pressed to find sweeping visual changes in Redux's version of
Metro: Last Light; it is the standard to which 2033 has been raised.
The more meaningful difference here is the ability to apply 2033's more
stringent supplies of gas masks and ammunition, thus addressing a shift
in difficulty that the original's most strident fans bemoaned.
Conversely, should you prefer Last Light's original balancing, you can
apply it to 2033. In either case, choosing similar levels of challenge
between the two games helps smooth their differences, making playing
both games in succession a heartrending and rewarding experience that
feels less like playing a game and its sequel, and more like playing a
single game that has been split into two units.
The
differences between Last Light's and 2033's innate levels of difficulty
aren't so vast that they evoke different emotions. Instead, the
difference is in degrees--degrees of tension, degrees of fright. However
you choose to play, the tunnels and the surface above are both fraught
with dangers, dangers that feel all the more harrowing when you confront
them after long stretches of only seeing signs of them and being warned
of their presence. In both games, I remember the first time a winged
demon soared in from above, grabbed me with its fearsome talons, and
dropped me to the ground. It was terrifying, this sudden loss of
control, the sight of the scorched earth beneath me, the demon drilling
its screeches into my skull. I knew these moments were coming but I was
still left breathless each time. And when the creature dropped me into
the poisonous water below, I grimaced as I caught a glimpse of another
victim's visage before succumbing to death.
However
you choose to play, the tunnels and the surface above are both fraught
with dangers, dangers that feel all the more harrowing when you confront
them after long stretches of only seeing signs of them and being warned
of their presence.
Clearly, Metro Redux
owes as much of a debt to survival horror games as it does to shooters,
no surprise given how so many members of its development team lent their
talents to the S.T.A.L.K.E.R. series. You spend as much time if not
more soaking in the darkness as you do firing a weapon, and even when
violence is imminent, you can approach many situations as a stealthy
hunter. Metro: Last Light's levels are more carefully structured than
2033's, giving AI-controlled Nazis and Communists room to spread out and
flank, whereas a few too many of Metro 2033's levels squeeze the action
into chokepoints that can give the game a smidgen of a shooting gallery
feel. I enjoy the silent lurking, sneaking from one light source to
another to plunge the area into darkness and then knifing soldiers one
by one. When guns begin to blaze, it is the Valve rifle with reflex
sight that I am most drawn to when at medium range, thanks to its
powerful blast and the way headshots land with such drama. Up close,
each shotgun proves a vital tool of brutality. The weapons and
enhancements introduced in Metro: Last Light are available in Redux's
version of 2033, again making this package feel like a single cohesive
experience.
Whether or not the AI is aware of your
presence, it doesn't go out of its way to prove itself resourceful. Once
on alert, enemies are aware of potential danger but not of each other,
allowing you to pick one off after another as they turn the same corner,
or simply bump into each other and walk in place should their
respective destinations force them cross paths. Off the battlefield,
your fellow humans prove somewhat more capable as conversationalists;
they're weary and sometimes wise. I cannot speak to the authenticity of
the Russian accents, but I am struck by how so many characters find ways
to laugh and sneer at destiny. You are often joined by others, on the
battlefield and off, each of them speaking with both regret and a kind
of morbid cheer, as if they had just recently drowned their sorrows in a
liter of vodka.
Other
attempts to bring humanity to the shadows are ultimately more laughable
than they are compelling. In Metro 2033, you encounter a little boy
who, like so many children in video games, neither looks nor sounds like
a boy but instead like a miniature adult doing his best impersonation
of a kindergartner. The following sequence, in which your movement is
hindered because you must carry the child, would have been tense were it
not for the the unrealistic way your ward speaks, acts, and moves.
Metro: Last Light, in the meanwhile, raises its supernatural stakes
during the final third with a gameplay hook that isn't to everyone's
taste. I am still moved by the events that follow, and by the way Artyom
acts as a conduit between forces that don't understand each other. Yet I
can't help but recognize that many of the game's most poignant moments
come by way of the metro's residents and their stubborn refusal to
succumb to travesty. The later moments feel more forced and
manipulative, less about the needs of those that suffer and more about
the needs of the writers to lead the game to its natural and heavily
foreshadowed conclusion.
Then again, Metro Redux
isn't really about any one of these people--not Artyom, not any
so-called Dark One, not Bourbon, and certainly not any of the game's few
women, most of whom exist as entertainment for men, whether as can-can
dancers or as naked silhouettes. No, this compilation is about a place.
It's a place where you can hear the laughter of children long since
dead, and the screams of aircraft passengers moments before their
incineration. It's a place where you must fear both the hideous mutants
that prowl as well as humankind--and yet it's only with humankind that
you might find safety. It's that ebb and flow, that movement in and out
of danger, and the panic you feel when danger finds you even when you
think you should be most at peace, that makes Metro Redux such an
excellent tour through the best and worst of a society in ruins.