Review cover Metro: Exodus (Computer)
Official GBAtemp Review

Product Information:

  • Release Date (NA): February 15, 2019
  • Release Date (EU): February 15, 2019
  • Publisher: Deep Silver, Koch Media
  • Developer: 4A Games
  • Also For: PlayStation 4, Xbox One

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
4A Games crawls from the nuclear wreckage and brings us the newest installment in the Metro series-- along with plenty of radioactive bugs.

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Technically Speaking...

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To be totally clear right up front, I didn't finish this game. I probably only got around 65% complete when I ran into a brick wall in the form of a completely computer freezing bug in a small canyon while finishing up a side quest. Since I was in the middle of a stealth section, I had saved my game in the singular save slot that is available to you, effectively ending any advancement I had in the game without having to complete restart the entire thing all over again. I would definitely have liked to have finished the game, but that all depends now on the developers releasing (another) patch so I can get out of the area I am stuck in.

Let's back up a little bit and talk about this issue from the beginning-- As soon as I had finished installing this massive game, I was instantly stuck with a game breaking crash during the very first cutscene of the tutorial. This wasn't even just a game crashing bug, this was an entire PC freezing bug that required a physical cold reboot to get back up and running. I spent a few hours fiddling with my drivers and settings until I found online that this was a very common issue, and the workaround was to shut off DirectX12 and let the game use DirectX11 instead.

After finally getting the crashing issue sorted, I dove further into the settings to tailor my gameplay and was met with a baffling set of options. Motion Blur was pre-set to High, and you could only bring it down to Low, not completely disable it. There was no Windowed or Borderless Windowed mode, so you were stuck with your primary monitor engaged at the games resolution. Anyone who has ever played a game that runs in a non-native resolution Full-screen knows it messes with your icons and, in the case of dual monitors, completely misaligns windows and other applications. So now not only was I locked into 4k Full-screen, but I had to put up with forced motion blur and DirectX11. I was also restricted to only being able to use the Nvidia screen capture tool (which of course didn't work right away and required fiddling) because good ol' Print Screen wouldn't work, and neither would any third-party screen capture tools since the game was running in Full-screen. By the way, it takes longer to change graphics settings than it does to load an actual area of the game...

I've been running the game from a 1TB SSD, i7-8700k, and everyone's favorite 10-series Nvidia Titanium graphics card and this game chugs. I'm not sure who or on what in-house rig they used to play it on Ultra settings in 4k with High motion blur but they couldn't have had a good time doing it. Molotov cocktails will really bring you down to slideshow levels of gameplay, but I found lowering everything to High and leaving off the Hairworks option made the game run at 45FPS (in 4k) or better in any situation. Two days into playing and they released a 4GB patch that supposedly cleared up the DX12 issue, but I'm still personally stuck in that same canyon, no matter what settings I use. In a few years I'm sure this game will hold up very well graphically on the hardware of that generation, but this game will probably be long forgotten and won't see much play at that point.

Really terrible controls really got on my nerves as well, with a lot of options, like the Inventory screen (I), requiring you to hold the key down to use them, despite them being clear and far away from other keys and being able to accidentally press them. Other keys have equally poor choices, such as when using the ever-present pneumatic ball-bearing gun; (R) is used to reload the ammo, refill the air pressure (Hold R), and it is also the key used to salved enemy weapons (Hold R). Needless to say, this gun is a nightmare to use in closed quarters with lots of dead enemies around.

I think the major take away here is that if you are going to play Metro: Exodus, play it on a console. If you do happen to get it on the PC, do yourself a favor and look up the directions to edit the config files to disable motion blur and make sure you have it patched to the absolute latest version to stop any (potentially) operating system destroying crashes.

 

Story Wise...

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Good golly and gosh almighty this game is beautiful to look at. Each area is a gorgeously themed zone full of derelict old buildings and makeshift fortresses built upon the remnants of the ruined world. Everything matches perfectly and recycled game assets are few and far between. A lot of the make-shift buildings are works of art in-and-of themselves and really make the world come alive as your eye picks out pieces of garbage or junk metal 'naturally' found in the area and nothing ever looks out of place. All cut-scenes and story segments happen in real-time, never swapping over to any pre-rendered videos (as far as I could tell), and weapon models look photo-realistic, even on less than maximum settings.

Each of the few areas of the game act as mission hubs with a couple primary objectives and a handful of smaller side-objectives. While impressive to look at, the areas themselves aren't actually that large, and can be traversed and fully picked clean in very little time. Each area typically has a vehicle unique to its zone, such as a rowboat or a car, and all handle abysmally bad. The controls are so stiff and awkward you will likely avoid these props as often as possible in favor of just running to the next objective on foot.

After every zone/chapter the action is broken up by a small slice-of-life scene as you converse and interact with the survivors you've acquired to your rag-tag band of misfits. Each of the characters seem unique and charming, despite the mostly horrible voice acting and terribly timed line delivery, yet its hard to get attached to most of them when the game barely scratches the surface of these interesting personalities. The framework for a very touching and compelling story is all solidly in place, but the final product is just missing so much to it, like holes in a block of Swiss cheese.

 

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Weapon customization is easy and quick, allowing you to fit different parts from scavenged guns to create your own personal murder machine. While all fun in theory, I used a silenced pistol I fitted with a sniper scope very early on (silent one-shot kills) and continued to use it through my entire play-through, never once deviating or using another weapon-- aside from one occasion where I was stuck using the Pneumatic gun during a long story section, since you can only craft regular ammo at a crafting station. Certain accessories also add an element of randomness to the mix by causing your gun to malfunction and jam, though I never saw the need for any of these accessories (such as laser pointers), so I never ran into this issue. All the ammunition and throwables, as well as the ability to "clean" your guns and gear (read: durability), all rely on two components: Wrenchy-things and Flasks. Both are acquired from looting human type enemies and dismantling their weapons, but monsters (including humanoid zombies), do not drop anything. You can also acquire them via various small boxes and lockers lying abandoned across the wasteland, as well as looting certain biological things like mushrooms.

Durability affects not only your weapons, but also your gas/radiation mask, which requires constantly replacing the air filter on every couple of real-time minutes, but thankfully isn't required that often. Taking damage with your mask on will cause it to crack and lose its efficiency, and guns dirtied completely will (apparently) break. Stepping too hard (or whenever the water feels like) in puddles will splash gunk all over your mask that you can wipe off with a keypress (a neat gimmick), but the gunk landing on the mask and your weapons degrade them slowly. This also happens when picking radioactive mushrooms and from certain enemies dying near you. This all leads to one of the worst points of this game: Exploration is pointless.

After all the side missions of helping people, exploring abandoned buildings, and ransacking monster dens, I never once felt like I came out ahead. After repairing all my gear and replacing ammunition and accessories, all my supplies were neutral or worse than what they were when I set out. There are a few nice accessories you can rarely find that add a feature to your gear at the cost of another, but I personally never ended up using them anyway as anything important is given to you in the course of the main storyline. The bullets and durability lost looting natural resources and fighting monsters which drop no items whatsoever just wasn't worth it. Knowing what I know now, if I were to replay the game to escape my hard-lock situation, I could easily remake my favorite gun in the beginning area and just jump through the very minimal primary missions of each zone without having missed anything at all about the game. There are a few side mission that cause you to interact with members of your party briefly, but there doesn't seem to be any lasting effect of doing so aside from a quick 'thank you' cut-scene.

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Enemy AI isn't anything special, but the real fun of the combat comes from the stealth aspect. Time flows naturally in the world, so for most missions against humans you will want to travel at night under the cloak of darkness. Various light sources such as fireplaces, candles, and electric lights all threaten to give away your position. Sneaking around and dousing these sources of light and stealthily avoiding enemies to shut off a circuit breaker is really fun, and it feels great to clear an area without ever being detected. Stealth is optional, of course, and you can just jump in guns blazing if you so wish. Conversely, mutated monsters have no problem finding you in the dark, so your role becomes reversed as you enter infested dwellings and try to light every candle, fireplace, stove, or re-charge any electrically powered lights you can find to avoid being a midnight snack for these creatures. It's a very interesting dichotomy that works exceptionally well.

Little bugs and creatures can latch on to you too, and you have a rechargeable flashlight and a lighter that lasts forever (as far as I can tell) to help illuminate your path. Burning cobwebs and spiders with your lighter is amusing, but ultimately another gimmick the game could have done without as it's done very sparingly and isn't entirely necessary. Certain terrors are only vulnerable to light, so making sure your flashlight stays charged with your hand-crank generator is crucial, leading to a very horror-survivalesque section at one point that quite frankly spooked me right the F*%! out.

Other bugs were minor and didn't impede gameplay in any way, but did appear out of place sometimes. Randomly floating objects or incorrectly chosen textures only showed up rarely and were more amusing than anything.

All-in-all, Metro: Exodus is worth playing, especially if you are looking for a much lighter alternative to, say, Fallout. The game is truly a feast for the eyes and the gameplay is genuinely good, but the total lack of necessity to explore and the underdeveloped characters and unexplored story don't really leave much to think about after everything is said and done; which is especially disheartening considering very solid groundwork is already there for all of these things to be built upon.

Official Trailer

Verdict

What We Liked ...
  • Beautiful Graphics
  • Great Atmosphere
  • Fun Stealth Mechanics
  • Solid Survival Shooter
What We Didn't Like ...
  • Pointless Exploration
  • PC Endangering Crashes
  • Terrible Vehicle Controls
7
out of 10

Overall

Metro: Exodus is a beautiful disaster that will probably disappear from the radar quickly and is likely to be remembered for its incredible graphic design, but forgotten for its lack of substance.
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Not surprised about the crashes, the 4A Engine is serious fucking garbage. All the Metro games have common CTDs, could barely use the revolver in 2033 because pulling it out would just crash your game, and having Advanced Physx enabled in both 2033 and Last Light was pretty much a guarantee random crash through the last half of each game, which is fun.

Though, surprisingly, I haven't had any CTDs or major bugs through my playthrough of Exodus so far. I hit the bad ending already, so I missed whatever hardlock you hit, and I don't think the game has crashed for me once just yet. Also haven't experienced any real lag or anything like that, with everything maxed at 1080p on an i5 7600k and a GTX 1070, but I know the 4A Engine is just fucking trash on different hardware, even from the same manufacturer, so I know for sure the game is your issue and not your hardware/settings.

That said, regarding the whole "no pay off for helping friends" thing, you're wrong that there's no real reward, but I can't blame you for being wrong because you couldn't hit the end. To be as non-spoiler as possible, tl;dr various things you do in the game will affect your "morality score", which will change the type of ending you get. If you haven't played any of the previous Metro games, then that's probably something you weren't aware of (the previous 2 Metro games worked like this) and it isn't really explained in the game much (beyond the small hints like complaints from characters for not doing something nice) so eh.

Otherwise, totally agree with the review, though I personally like the exploration bits of it. Mainly because the previous games are linear as hell, so having some freedom to explore the blown up Russian landscape is a nice addition if you're a fan of the series.
 
That said, regarding the whole "no pay off for helping friends" thing, you're wrong that there's no real reward, but I can't blame you for being wrong because you couldn't hit the end. To be as non-spoiler as possible, tl;dr various things you do in the game will affect your "morality score", which will change the type of ending you get. If you haven't played any of the previous Metro games, then that's probably something you weren't aware of (the previous 2 Metro games worked like this) and it isn't really explained in the game much (beyond the small hints like complaints from characters for not doing something nice) so eh.

Oooh I see... yeah this was my first Metro, but you're right, since there was no indication I was affecting anything and all the side missions just seemed like menial tasks it's not clear that you are actually doing anything worthwhile until you beat the game one time, as you've said.

P.S. I never once had a CTD (crash to desktop), it was always a full PC hard lock every time! :rofl2:
 
Oooh I see... yeah this was my first Metro, but you're right, since there was no indication I was affecting anything and all the side missions just seemed like menial tasks it's not clear that you are actually doing anything worthwhile until you beat the game one time, as you've said.

P.S. I never once had a CTD (crash to desktop), it was always a full PC hard lock every time! :rofl2:
actually, there IS a slight hint, a strange glow and sound happens when you do a Karma related event (like say killing a bandit who surrenders, or knocking him out instead)
 
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I am not sure about a once so story/sequence driven game going open world.

Well it's more mini-areas... and there are some really cool linear sections too.

actually, there IS a slight hint, a strange glow and sound happens when you do a Karma related event (like say killing a bandit who surrenders, or knocking him out instead)

No prisoners! :gun:
I watched someone else play just now and you're right, but I don't recall it flashing if you just knock them out (which is what I did), it just looks like it flashes if you kill them after they surrender, so I didn't know I was being impacted by that. There isn't any -gameplay- difference to killing or knocking them out, you can still loot them and break down their weapon.
 
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DRM epic game launcher no buy for me
Epic Games' launcher is actually good for developers, so it if you like the game it's definitely worth supporting them of there. A quick search of the Steam Store did show that the game is available there, but if you buy from Steam you help them keep a tight grip on the PC gaming market whereas if you buy from Epic Games' store more money will go to the developers. That's not to say there aren't any benefits to buying on Steam for the players, but if I'm being honest I've never once used any of the features Steam provides.
 
Review cover
Product Information:
  • Release Date (NA): February 15, 2019
  • Release Date (EU): February 15, 2019
  • Publisher: Deep Silver, Koch Media
  • Developer: 4A Games
  • Also For: PlayStation 4, Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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    Tandem even
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    i think i heard of that, it's a good idea, shouldn't need a dedicated GPU just to run a LLM or video upscaling
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    even the nvidia shield tv has AI video upscaling
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    LLMs can be run on cpu anyway but it's quite slow
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    @The Real Jdbye, I could see AMD trying to pull off the CPU GPU tandem thing, would be a way to maybe close the gap a bit with Nvidia. Plus it would kinda put Nvidia at a future disadvantage since Nvidia can't make X86/64 CPUs? Intel and AMD licensing issues... I wonder how much that has held back innovation.
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    i don't think nvidia wants to get in the x64 cpu market anyways
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    you've seen how much intel is struggling getting into the gpu market
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    and nvidia is already doing ARM
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    AI assisted game creation might become a thing
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    At least that's something I think would be pretty cool.
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    @Psionic Roshambo AI assisted game creation is kinda already here, there was recently that AI that can turn any 2D image into a fully modeled 3D object, it's not perfect, but it's a starting point, beats starting from zero
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    before that there was one to generate a fully modeled scene from a 2D image
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    but most recently, there was one that actually generates a working unity scene with terrain and textures already set up that you can import right into unity, that's a huge time saver right there
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    and using LLMs to generate NPC dialogue and even dynamically generated quests is something i'm sure is already happening
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    will just take some time for games made using those things to be completed and released
    The Real Jdbye @ The Real Jdbye: will just take some time for games made using those things to be completed and released