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Reader Comments (43)

Posted: Mar 19th 2010 2:02PM ShadowXOR said

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It's an awesome, one-of-a-kind game that I'm very glad I bought. I'd say 8.5 or 9/10 for horror/FPS fans like me.
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Posted: Mar 19th 2010 2:08PM TheIcemanCometh said

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Agreed. I'd say an 8.5 as well. While it isn't quite as scary and creepy as Dead Space was (my favorite game of 2008), it's still pretty darned good. Two thumbs up from me. Glad I picked it up.
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Posted: Mar 19th 2010 4:40PM freaparn said

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Those scores seem a bit generous... while I'm enjoying the game enough to keep playing, there's a few things worth mentioning for those thinking of buying vs renting.

Firstly, there is no AI to speak of, the enemies are borderline comatose in terms of cognitive response. The only real challenge here is putting enough bullets in an enemy before he puts more in you.

Second, attempting to break light bulbs even with a silenced weapon seems to set the guards on high alert, even if they aren't in the room. It's baffling, but it's happened repeatedly in multiple locations, so it's not an isolated bug.

Third, once enemies are on high alert, they seem to automatically know where you are even if you're crouched in shadows and they have neither flashlights nor night vision. Kind of kills the stealth aspect.

Arguably these are all AI issues, but they bear mentioning. That said, the setting, story, and overall design are very good, most of the voice acting is solid, and you get a sense of the metro communities each time you arrive at a new terminal. I'm becoming more and more interested in the English translation of the book as a result. There's also some fairly good moments of fear that don't revolve around something bursting out of a closet, but they tend to be sandwiched between lots of firefights.

Anyway, contrasting opinion. Your mileage may vary.
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Posted: Mar 19th 2010 4:45PM BigD145 said

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AI issues will kill a game. FU, Metro.
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Posted: Mar 19th 2010 8:27PM ShadowXOR said

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I disagree. The AI has been very intelligent with me and I don't know what game you're playing. Also, walk up to the light and turn it off. Shooting out a light makes a shattering sound and yes, does alert them... I've killed people with a silenced weapon without guards noticing as long as they're far away.

Also I have "lost" an AI by running around in the shadows and he still thought I was where he was originally shooting at me at. I didn't really experience any of that.
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Posted: Mar 19th 2010 2:06PM Spike Spiegel Humble Bounty Hun said

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Glad it got good reviews. Might have to pick this up.
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Posted: Mar 19th 2010 2:06PM nzero said

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Best way to describe this game is not a number but a WOOSH WOOSH!!!!!!
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Posted: Mar 19th 2010 3:39PM Dr Perry Ulysses Cox said

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Is "woosh" a combination of "woot" and "swish"?
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Posted: Mar 19th 2010 2:08PM Soundwave said

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I haven't had a chance to play more of an hour of this game, but I like what I see so far. The game reminds me a lot of STALKER, and that is nothing but a good thing.
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Posted: Mar 19th 2010 2:09PM TraceurRyuk Prepping for LBP2 said

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"Metro 2033 is an impressively polished and extremely linear experience"

The f*ck? Of course it's linear, it's an FPS. Why is it recently that game critics are obsessed on calling things linear? Seriously, I've seen it in like 3 reviews in the past week on games are obviously linear.
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Posted: Mar 19th 2010 2:14PM Ezio Auditore da Firenze said

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Recently the term 'linear' has picked up quite a negative meaning, when there's absolutely nothing wrong with a well-polished, linear experience.

I think it's been set off by the releases of Fallout 3 and Dragon Age in the last year or so, and now everyone seems to think that every game needs to have a wide open world and infinite possibilities.

It's getting a little ridiculous.
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Posted: Mar 19th 2010 2:17PM TraceurRyuk Prepping for LBP2 said

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Yeah, I think critics just have their "phases" on terms and such. They'll move on to something else...

It's like those generic quotations you see on movies and such...

"Absolutely stunning!"
-Critic no one has ever heard of

"A must see"
-Local newspaper
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Posted: Mar 19th 2010 2:20PM (Unverified) said

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Some of the team came from GSC Game World, the team that made the STALKER games, which were non-linear FPS games.

And they said it was a good linear game, calm down. Linear is just used to describe the game.

Way to overreact.
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Posted: Mar 19th 2010 2:20PM (Unverified) said

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FPS games by nature do not need to be linear. Deus Ex for example.

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Posted: Mar 19th 2010 2:20PM Granger said

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Being non-linear doesn't have to mean it's open ended. If the game lacks incentive for exploration or for going off the beaten path, it's certainly a more linear approach to an already linear game. I haven't picked up Metro 2033 yet, so I can't comment on it specifically, but I'd imagine it being linear has nothing to do with the fact that you always start and end a level in the same way, but everything to do with the fact that you don't deviate from a specific plan or method while playing through the in-between.

FarCry (PC) was a point-A to point-B linear FPS as well, but you could get there pretty much any way possible, so I wouldn't exactly call it a linear game. Splinter Cell: Chaos Theory follows the same mould of approaching your level goals in any way imaginable.
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Posted: Mar 19th 2010 2:22PM (Unverified) said

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B-but Granger, its an FPS! Its suppose to be that waaaaay a;lbhagbnffaaaaart
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Posted: Mar 19th 2010 2:47PM Credge said

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I'd just like to point out that having choices or an open world to explore doesn't make a game any less linear.

Both Fallout and Dragon Age (Oblivion, Morrowind, Deus Ex, GTA, etc) are all open world linear games.

The reality is that almost all video games are linear. There is a point A and a point B. While you might decide to spend 60 hours getting from point to point instead of 8 hours, it's still a linear experience.

The only non-linear games are MMORPG's without levels. Games where there are no point A's or point B's or point C's.

Essentially any game with a main story line is linear. Even if you do not have to do the story line, it doesn't make the game any less linear, it just means you're not completing the story line. I could walk around the ship in Dead Space for an hour and not advance the story line any but you don't call that game a non-linear experience.

This whole terminology is such rap.
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Posted: Mar 19th 2010 2:38PM leobebes said

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Because linear is usually associated with that atavistic genre known as JRPG's. You know the Dodo of video game genres.
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Posted: Mar 19th 2010 2:43PM gshauger said

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STALKER is an FPS and it's far from linear. Ever heard of a sandbox games? Well an FPS can take place in a sandbox world.
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Posted: Mar 19th 2010 2:45PM (Unverified) said

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@ESC, you are aware that the word "linear" has been around long before Yahtzee was making terrible game reviews, right?
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Posted: Mar 19th 2010 2:54PM Vidikron said

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@ryanpaulmcgowan

There's still a major difference between a corridor shooter and an open world game even if the main story is still linear.
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Posted: Mar 19th 2010 2:57PM (Unverified) said

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There really isn't anything to see here, folks. Traceur is just being ignorant (not knowing the history of the company making this, thinking all FPS games are linear).

Maybe you should actually play the game before you bitch about the review? Especially a positive one.
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Posted: Mar 19th 2010 2:57PM aristokrat said

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I actually tend to prefer the "linear" FPS's, because they allow for much better control over your engagements and allow the developer to set up particularly iconic battles. I can't really remember any particular non-boss battles from Borderlands or Fallout because it was always you just happening to come across some randomly spawned enemy group. I'm much more of a fan of the carefully constructed hallway firefights of Halo, for instance. The exceedingly linear snowy valley level from Halo:CE is one of my favorite sections of FPS game of all time. If something like that was designed in Fallout, it's possible that a lot of players would completely miss it, and that would be a huge shame, unless they shoved it into one of the very linear "dungeons". Ultimately, it seems the even a lot of the most open-world games transition into linearity for their big parts because it's the only way to control progression and story (even MMO's with their instances). This new editorial drive to call things "linear" is ridiculous. I bet they think they're cool when they call movies "linear" too.
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Posted: Mar 19th 2010 3:16PM Puertoricarious said

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it also doesn't help that people rarely distinguish between linearity of plot and linearity of level design. one is almost essential to telling a good story (even the mass effect games have a linear plot), the other is just a product of unimaginative level design.
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Posted: Mar 19th 2010 8:02PM Dlord said

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Metro 2033 is linear, which is OK
FFXIII is linear, which is not OK

Terminology clarified.
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Posted: Mar 19th 2010 2:15PM Ezio Auditore da Firenze said

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Sounds good to me. It's definitely on my radar when I pick up a 360 later this year, and will hopefully also have the bonus of being down to 20-30 bucks.
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Posted: Mar 19th 2010 2:36PM CarpeD1em500 said

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Yeah I own a 360 at the moment and Im just waiting for this to drop to like...35 or 40...maybe 30...we'll see.
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Posted: Mar 19th 2010 2:21PM doreo said

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Damn, it seems like such a good game. I'm a bit disappointed at the lack of a ps3 version... Rumors are that it was canceled but I'm holding out for it.
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Posted: Mar 19th 2010 2:24PM jynxycat said

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About two hours in, and I'm not seeing where these 8+ scores come from.

The enemies/their AI are very basic, the guns don't have any feel to them and also take forever to kill anything, and the animations aren't that hot.

That said, I like the ideas for the objective list, having a
mask and the timer, the crank flashlight. All of those aspects have neat presentations to them. I enjoy the theme and locales. If the core gameplay was better, then I could see this becoming a nice sleeper hit.
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Posted: Mar 19th 2010 3:01PM Petebot330 said

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So it sounds like Metro 2034 will be awesome!
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Posted: Mar 19th 2010 2:35PM Lanceo9 said

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Cant wait to pick this up!
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Posted: Mar 19th 2010 2:35PM CarpeD1em500 said

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Games, Books, Movies - I swear to God the list of media on my "consume" list grows exponentially every week.

I think thats a good thing...but maybe not. Idk.
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Posted: Mar 19th 2010 2:41PM Soundwave said

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@Jerry The problem with non-linear games is that they often feel disjointed, the pacing is almost non-existant, and effective storytelling in such a game is nearly impossible. (There are exceptions. Bioware, for instance)
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Posted: Mar 19th 2010 2:41PM Soundwave said

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This is me failing at replying
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Posted: Mar 19th 2010 3:05PM aristokrat said

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It's really not possible to have a story in a truly non-linear game, at least not a main overarching one. That's what bugs me so much about the prevalence of this term lately. You could have discovered narrative, wherein you are put into a world with no preconception of what's going to happen, and there is no set objective. You could talk to people, and maybe follow through on interesting topics, but there'd have to be no end as we know it. This type of game does not exist yet, and would be impossible to market because it would have no point other than being able to do things. It'd be kind of like GTA if you weren't already a gangster, and could also go into law enforcement, or become a reporter and watch what else is going on, etc. I guess Second Life is the closest approximation, because it has no point. But that's hardly a metric against which we should be judging games.
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Posted: Mar 19th 2010 3:00PM (Unverified) said

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See... there was this release of a game called Final Fantasy XIII which was linear and...
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Posted: Mar 19th 2010 3:20PM Soundwave said

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And what? And what?! Don't leave me hanging, man!
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Posted: Mar 19th 2010 3:39PM Puertoricarious said

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1) ALL FF games are linear as far as their plot is concerned

2) in terms of level design, FFX was just as linear, but there was no major sh*tstorm with that one.
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Posted: Mar 19th 2010 8:05PM Dlord said

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Except I did not have to dump 15 hours into FFX to get to a point where I could do and go wherever I pleased, making the conscious decision to spend additional hours getting from point A to point B.
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Posted: Mar 19th 2010 3:43PM KungFuChaosNinja said

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This game is freaking awesome. It's a game that is built on beautiful environments, set piece moments, story and dialogue, etc.

It's very comparable to Cryostasis.

While it runs on a different engine, its engine is also very comparable.

It's really a beautiful game (indoors and outdoors).

The one downside would be the NPC's. The look odd, but not as odd as NPC's in Bethesda titles like Oblivion or Fallout 3.

The one complaint in some reviews has been the gunplay. Honestly, though, I dig it. It feels real, rough, and very gritty. In your face brutality. The muzzle flash also lights dark rooms and it looks sick.

This is a little gem -- a cult classic, if you will.
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Posted: Mar 19th 2010 4:31PM (Unverified) said

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I know that most of them are linear, but most of them retained the illusion of freedom. This one doesn't get there until half-way through the game. I think that's why a lot of people has it on their minds.
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Posted: Mar 19th 2010 4:34PM Alex R said

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"The post-apocalyptic scenario has been done to death..."
I can't think of another game bar Fallout that's had this setting recently.
Why is everyone saying this?
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Posted: Mar 22nd 2010 3:22PM sparkster said

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Stalker comes to mind. Also you could argue that "post-apocalyptic" doesn't mean "post-nuke". So basically games like Left 4 Dead, Darksiders (literally) and even Gears of War could be described as "post-apocalyptic" games.
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