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Author Topic: [PC/360/PS3] Metro: Last Light  (Read 2059 times)
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CeeKay
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« on: June 29, 2010, 04:21:57 PM »

apparently the first game did well enough to warrant a sequel, with the creative name of Metro 2034.  I imagine a bigger announcement will be coming, but hopefully they're looking at the criticisms about the first game and fixing some of them.

like checkpoint saves.

and the need to advertise the book the game is based off of all over the place in the game.
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« Reply #1 on: June 29, 2010, 05:06:55 PM »

Judging by this and Homefront (set in 2027), it doesn't sound like 2025-2035 is going to be a very happy time?  paranoid
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« Reply #2 on: June 30, 2010, 02:46:08 AM »

It's the same title! For a sequel!
wait......oh I see what they did there.
What was the first one? 2033 right?
Cripes I can barely remember what the actual current year is, much less some fictional date from the future.
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« Reply #3 on: January 14, 2011, 05:40:11 PM »

the sequel will be properly nurtured unlike the first game.
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« Reply #4 on: February 09, 2011, 04:57:13 PM »

a bit more from IGN:

Quote
There were certain things in [Metro 2033], even though it looked sensational, some of the shooting mechanics need to be better polished to compete with the Call of Dutys. They are this time.
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« Reply #5 on: February 09, 2011, 05:42:57 PM »

I really liked the first one except for the damn checkpoint system. And the corridor of exploding acid balls.....shudder.
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« Reply #6 on: February 10, 2011, 09:30:41 AM »

I can't wait for the DLC:  Metro 2034 1/2
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« Reply #7 on: February 10, 2011, 09:31:59 AM »

Quote from: Blackjack on June 29, 2010, 05:06:55 PM

Judging by this and Homefront (set in 2027), it doesn't sound like 2025-2035 is going to be a very happy time?  paranoid


What are you talking about?  The world is ending in 2012.  Or was it Y2K?
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« Reply #8 on: April 17, 2011, 09:07:13 PM »

possible name change, keeping Metro 2033 and adding 'Last Light'.
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« Reply #9 on: April 18, 2011, 01:10:25 PM »

Russians have not made an uplifting game since Tetris.  icon_lol
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« Reply #10 on: April 18, 2011, 04:30:42 PM »

Loved the first game, in spite of the library level and that lovely hall of exploding balls. Will definately be getting this.
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« Reply #11 on: May 03, 2011, 11:51:42 PM »

name change to Metro: Last Light was confirmed during an investors conference call.
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« Reply #12 on: June 06, 2011, 04:58:35 AM »

the E3 trailer, courtesy of our brand new YouTube channel!
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« Reply #13 on: July 18, 2011, 06:17:55 PM »

some gameplay: http://www.youtube.com/watch?feature=player_embedded&v=5IG0xyQSQiU
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« Reply #14 on: August 24, 2011, 02:51:21 AM »

12 more minutes of gameplay: http://www.youtube.com/watch?v=iCVREJyyZWA&feature=player_embedded
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« Reply #15 on: February 02, 2012, 11:04:29 PM »

damn, no Last Light this year according to their recent investors report thingamajig.  Q1 2013 at the earliest.
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« Reply #16 on: February 03, 2012, 01:10:14 AM »

This is published by THQ correct? In light of their recent financial troubles I'll be happy if it sees the light of day period.
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« Reply #17 on: May 24, 2012, 06:31:24 PM »

live action Enter the Metro: http://www.youtube.com/watch?v=jpYASiwH-kA
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« Reply #18 on: July 17, 2012, 06:54:32 PM »

13 minutes of gameplay: http://www.youtube.com/watch?v=SOQ5AtOP0rM

I like the idea of having a timer for air (not crazy about them automatically resetting it whenever you find a canister though), and even without that this looks awesome.

« Last Edit: July 17, 2012, 07:05:19 PM by CeeKay » Logged

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« Reply #19 on: May 11, 2013, 11:07:30 PM »

Steam's started pre-loading for this.  debating whether or not to jump in at 25% off from GMG or to wait and see how it is received.
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« Reply #20 on: May 12, 2013, 01:26:35 PM »

Quote from: CeeKay on May 11, 2013, 11:07:30 PM

25% off from GMG

How?
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« Reply #21 on: May 12, 2013, 04:24:02 PM »

Quote from: MonkeyFinger on May 12, 2013, 01:26:35 PM

Quote from: CeeKay on May 11, 2013, 11:07:30 PM

25% off from GMG

How?

GMG25-5GT67-87HJ9
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« Reply #22 on: May 12, 2013, 07:11:00 PM »

Quote from: CeeKay on May 12, 2013, 04:24:02 PM

Quote from: MonkeyFinger on May 12, 2013, 01:26:35 PM

Quote from: CeeKay on May 11, 2013, 11:07:30 PM

25% off from GMG

How?

GMG25-5GT67-87HJ9

Sweet, thanks! Between that and a credit I had, brought it down to 30 bucks.  thumbsup
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« Reply #23 on: May 14, 2013, 02:49:20 AM »

PC tweaks are already rolling out, like how to disable aim assist and how to run the game with different DirectX choices.

no FOV tweak (yet):

Quote
Metro: Last Light suffers from a low FOV. And quite disappointingly, 4A Games has not included any slider to adjust that setting to our liking. Therefore, a lot of PC gamers will get sick while playing it. Truth be told, Metro 2033 didnít feature such an in-game option either, however PC gamers could adjust the FOV by editing the gameís config files. Unfortunately, players wonít be able to increase the FOV as there isnít any value to edit in Metro: Last Lightís config files.
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« Reply #24 on: May 15, 2013, 01:05:40 AM »

Whelp, this just knocked Bioshock: Infinite off my GOTY winner after just 4 hours of gameplay.

I'm running it on the highest settings and I'm getting no slowdown at all.

System Specs:

Windows 8 64-bit
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8gb RAM


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« Reply #25 on: May 15, 2013, 01:07:24 AM »

Quote from: CeeKay on May 14, 2013, 02:49:20 AM

PC tweaks are already rolling out, like how to disable aim assist and how to run the game with different DirectX choices.

no FOV tweak (yet):

Quote
Metro: Last Light suffers from a low FOV. And quite disappointingly, 4A Games has not included any slider to adjust that setting to our liking. Therefore, a lot of PC gamers will get sick while playing it. Truth be told, Metro 2033 didn’t feature such an in-game option either, however PC gamers could adjust the FOV by editing the game’s config files. Unfortunately, players won’t be able to increase the FOV as there isn’t any value to edit in Metro: Last Light’s config files.

Ah, good thing I am behind on buying this one then, because low FOV is a killer for me.
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« Reply #26 on: May 15, 2013, 01:14:08 AM »

Quote from: Sparhawk on May 15, 2013, 01:05:40 AM

Whelp, this just knocked Bioshock: Infinite off my GOTY winner after just 4 hours of gameplay.

I'm running it on the highest settings and I'm getting no slowdown at all.

System Specs:

Windows 8 64-bit
Intel i7 2600k cpu @3.4k (8 CPUs)
2x Nvidia GTX 580s OC'ed SLi
Intel 520 SSD - 256gb
8gb RAM




Well, with that barebones system, that's a miracle slywink.
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« Reply #27 on: May 15, 2013, 10:32:37 PM »

Quote from: Teggy on May 15, 2013, 01:07:24 AM

Quote from: CeeKay on May 14, 2013, 02:49:20 AM

PC tweaks are already rolling out, like how to disable aim assist and how to run the game with different DirectX choices.

no FOV tweak (yet):

Quote
Metro: Last Light suffers from a low FOV. And quite disappointingly, 4A Games has not included any slider to adjust that setting to our liking. Therefore, a lot of PC gamers will get sick while playing it. Truth be told, Metro 2033 didnít feature such an in-game option either, however PC gamers could adjust the FOV by editing the gameís config files. Unfortunately, players wonít be able to increase the FOV as there isnít any value to edit in Metro: Last Lightís config files.

Ah, good thing I am behind on buying this one then, because low FOV is a killer for me.

they're looking at possible fixes.  per the Steam forums for the game:

Quote
Hey all. The community feedback about FOV has not gone unnoticed. 4A Games has this update for you about FOV and what they are working on:


We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!
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« Reply #28 on: May 15, 2013, 10:47:43 PM »

How about they also fix the shadow issues they're having. Considering these shadow issues don't pop up in any other game, it's not fair to say AMD needs to update drivers just for them.

This is why a lot of modern engines have a separate render pass for the first person view models. You can set the first person models to render at a default FoV, then display it over the main world.

I'd rather deal with animation and cinematic issues than the constant feeling of tunnel vision and some headaches from playing with too low FPS on a screen that's large and close to me. Low FoV is fine if you're sitting at TV distance, not so much for PC distance.
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« Reply #29 on: May 16, 2013, 02:49:43 AM »

For me the shadow issues are more annoying than the FOV stuff. I've gotten used to the tight FOV. Other than that technical issue this is a pretty great game.
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« Reply #30 on: May 16, 2013, 03:08:55 AM »

Have they said what the FOV is? The default for 2033 was 45 (it was measured vertically rather than horizontally like most games) and I changed it to 60. However, given they probably set this up so it would look ok on the consoles, I'm guessing it's similar to the first game. Not sure why changing it in the first game is OK but not this one. There are all the animations they seem to be talking about like looking at the watch and stuff.
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« Reply #31 on: May 16, 2013, 11:32:50 PM »

StiLL with checkpoints....sigh.  According to reviews soMe of them are brutal as well. Wish I knew why this was necessary. NoT a deal breaker for me, just frustrating.
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« Reply #32 on: May 16, 2013, 11:52:53 PM »

Quote from: Teggy on May 16, 2013, 03:08:55 AM

Have they said what the FOV is? The default for 2033 was 45 (it was measured vertically rather than horizontally like most games) and I changed it to 60. However, given they probably set this up so it would look ok on the consoles, I'm guessing it's similar to the first game. Not sure why changing it in the first game is OK but not this one. There are all the animations they seem to be talking about like looking at the watch and stuff.

From the user.cfg file after the update:

r_base_fov 50.625
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« Reply #33 on: May 17, 2013, 01:25:56 AM »

Keep in mind that is vertical FoV. I've found a setting around 70 to be acceptable. It definitely has a wider view, while avoiding most distortion around the edges of the screen.

As mentioned by the developers, there are some issues with stuff like screen splats, other effects, and first person weapon models being sized for a particular FoV, however, at 70, it avoids most of them.

A patch came out recently that fixed all my technical issues with the game.

In my opinion Metro Last Light is very close to Half-Life 2 in my ratings of FPS games. Sure, it doesn't have anywhere near the polish, and they definitely don't have the acting, but you can tell the same level of love went into making this game as went into classic FPS games like HL2 and others.

For starters now that they have the shooter mechanics nailed down, they went ahead and iterated on the encounter and non-human enemy design far more so many other FPS games these days. It doesn't rely solely on the basic click to shoot mechanic. The mutated creatures you fight this time around are intense and interesting. They do things with the spider-like monsters that is amazing.

Human AI is pretty dumb, but so was HL2's.

Weapons are more creative in HL2, with it's fantastical science nature. Metro uses more traditional guns, along with a bunch of interesting kitbashed guns that look and feel cobbled together. Nice touches like the ball bearing gun where you have to manually pump to keep its air pressure up. The guns of metro feel better than HL2 and most other FPS games right now.

Stealth sections are a bit too easy, but also helps remove frustrations of other tacked on stealth elements in games. I applaud their choice of fun over realistic stealth. Starting a firefight instead of stealth is rewarded with more to fight if the alarm is raised.

The atmosphere for Metro is just as good as it was, even better now with solid graphics.
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« Reply #34 on: May 17, 2013, 06:25:39 PM »

Quote from: Greg Wak on May 16, 2013, 11:32:50 PM

StiLL with checkpoints....sigh.  According to reviews soMe of them are brutal as well. Wish I knew why this was necessary. NoT a deal breaker for me, just frustrating.

So far they seem pretty reasonable. I had to leave the game unexpectedly and was deep in to a long level. I figured I'd have to play the thing all over again but it put me right at the start of the last room I entered which was just fine.
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« Reply #35 on: May 17, 2013, 06:29:10 PM »

This latest patch fixed the shadow issue I was having. Even seemed to get a small performance boost so turned SSAO on. Had a little slow down in some areas where a lot of animation was occurring but other than that its been smooth.

Haven't bothered to mess with the FOV setting yet but I'm actually ok with the default.
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« Reply #36 on: May 17, 2013, 11:44:33 PM »

Ordinarily I purchase PC FPS titles once they fall to about $30. But after hearing about the conditions the developers worked in, I decided to splurge on the game now.

And unfortunately, it is the first game in the past few years that I'm unable to play. For some reason it appears that 4A screwed up their HDTV HDMI support, so when I tried to load the game it auto-defaults to a resolution 1440x480. When I go into the video options to change the resolution, none exist,and the game crashes to desktop if I click on the resolution slider.

They apparently put out a patch which fixed the problem, but it does not work.

<sigh> No good deed goes unpunished.

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« Reply #37 on: May 30, 2013, 01:28:16 PM »

Well, this is embarrassing. And cheap (on the part of the company).

You know their 'Ranger' mode/difficulty that they're selling for $5?

On the PC, all it is is a Registry tweak:
http://www.dsogaming.com/news/embarrassing-metro-last-lights-ranger-difficulty-can-be-easily-activated-via-a-registry-tweak/

1: open regedit
2: Navigate to HKEY_CURRENT_USER/Software/Valve/Steam/Apps/43160
3: Create a new String value called ListOfInstalledDLC with Value data 222801
4: Open game Ė New game Ė Select Hard Ranger Mode

That's one expensive Registry tweak.
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« Reply #38 on: May 30, 2013, 01:31:24 PM »

I like how they advertise that mode as 'how the game was meant to be played'.
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« Reply #39 on: May 30, 2013, 06:55:04 PM »

Ranger mode is also broken.

There's no way to check your ammo, unlike with the original game where you could manually pull the magazine out to count your ammo.

Then there's some menus that are required on your first play through, such as the TAB menu needed to see how much ammo you have overall of each type (which is even more limited for Ranger mode) and which secondary (thrown) weapon you have equipped. I started the game in Ranger mode, and got to a section where I needed to use throwing knives, but couldn't even select them because of that.
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