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Metro Exodus Enhanced - out of the metro tunnels and back on Steam

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,163
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The producer is going full lumberjack.
 

Vexxt

Educated
Joined
Feb 6, 2018
Messages
67
The flyover of the map gets me excited - it's what I've always wanted from a Metro game. (Big areas to explore)

Plus, these guys did a great job even in the linear environments of 2033 and LL of creating hiding spots and "secret" areas - if that trend continues with areas this big, then they will be dense with shit to do and explore.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,497
Location
California
I'm aboard the hype train. Let's fucking do this
200w.webp
 

Vexxt

Educated
Joined
Feb 6, 2018
Messages
67
Can't wait for this shit -

Looking elsewhere, it's amazing to me that some people feel this demo is lackluster - are they seeing what I am?

Every surface that can reflect light, is reflecting light in a dynamic and realistic way. Every picture frame in that little house is reflecting what's opposite it, even those tiny shards of glass on the broken window.

Plus, they have already confirmed Exodus will have true day\night cycles - so the sun rising\setting is in the reflection calculations as well.

IMO, this is amazing
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,035
More nvidia garbage that will make the game unplayable for some extra effect like the fur was. I'm willing to bet that flyby was prerendered frame by frame and not even 1080Ti can play that at 60FPS.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Ray-tracing is anything but garbage, c'mon. All of prerendered CGI is done via raytracing. And this kind of realistic, grounded art-style has been around in eastern-european games for decades, so anything that adds up to this "realism" is a welcoming addition.
I'm willing to bet that flyby was prerendered frame by frame and not even 1080Ti can play that at 60FPS.
No, it's not. At least not in consistent 60 frames, there are noticeable hiccups.
 
Last edited:

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,035
All of prerendered CGI is done via raytracing.
In your dreams. That would take forever for no added benefit in most scenes, there are much more efficient ways of approximating light reflections than pure raytracing. And in a video game that would create a huge disparity to how the game looks.
There isn't any actual hardware acceleration for raytracing, none of the modern video game graphic technologies present in video cards are made to make raytracing faster.
 

Vexxt

Educated
Joined
Feb 6, 2018
Messages
67
What I'm reading is that the next-gen NVidia cards that are coming this year WILL have specific architecture to support this technology - although I'm not well-versed enough in the topic to explain it here.

This is Step 1 - which will lead the things in the future. I remember back in 2006 or 2007 having a stand-alone physx card - long before NVidia bought the company.
 

kalganoat

Savant
Joined
Jun 5, 2017
Messages
306
People find the demo lackluster cause they don't know what to look for. It's not as obvious as hairworks.
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
Uhm, you can't say that this is a downgrade by looking at this so called comparison. These scenes look just a bit different because of weather changes (influencing the strength of light & shadow, as well as the movement of grass and tress by wind). Sometimes the one looks more intense, sometimes the other.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,967
Metro was always the franchise with one of the best looking visuals in any given moment.
Too bad, that the gameplay was banal shit boring corridor shooters with jumpscare QTEs.
Not to mention their dubious decisions regarding difficulty modes.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,869
Downgrading already :D

Maybe you should watch it. It looks like improvement to me. Especially ground details.
There is also different lighting so you can't say much about some stuff. Overall it is very close if not better.

Though i wouldn't play it, Player first one and it was corridor shooter.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
D. E. L. A. Y. E. D.: https://www.eurogamer.net/articles/2018-05-16-metro-exodus-will-no-longer-be-released-this-year

Metro Exodus will no longer be released this year
4A Games is not Russian.


The Metro Exodus release date has been moved back from autumn 2018 to Q1 2019.

Publisher Deep Silver and developer 4A Games issued a joint statement this morning:

"The development of Metro Exodus is progressing well; we are all really excited by what we are seeing. We have been constantly reviewing the games progress to ensure that we deliver a product that gamers and fans of the Metro series want and deserve, as well as keeping an eye on announcements from our competitor products. We want everyone to be able to experience what is the most ambitious Metro game to date at its absolute best and therefore we have taken the decision to move the release date to Q1 2019.

"We know that this will be disappointing news for fans that had hoped to play the game this year, but also know that you will appreciate the results that this additional development time and new release date will bring. We would also like to take this opportunity to confirm that at E3 in June we will be revealing some brand new gameplay from a never before seen game environment for you to enjoy."

Metro Exodus was revealed last year at E3 and will take the game out of the iconic metro tunnels and into a sandbox open-world above. In doing so, Metro Exodus becomes tantalisingly close to the STALKER 2 we never got. Remember, many of the 4A team worked on STALKER: Shadow of Chernobyl - studios 4A and Vostok were formed from the ashes of STALKER developer GSC - in particular Andriy "Prof" Prokhorov, who was lead designer of STALKER and is now creative director of Metro Exodus. Hence the excitement.

Metro Exodus is in development for PC, PS4 and Xbox One.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,967
Jeezus, that preacher sounds like some Nigerian warlord with this forced accent.
 

Robespierre

Madame Guillotine
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Joined
Mar 28, 2017
Messages
424
Location
It's Kitten Time at the GreatCrystalShrine
Make the Codex Great Again!
^
Ivan It's a "ripoff" of massive attack's Angel actually.

https://forums.planetvampire.com/bl...tream-hangoutinterview-with-rick-schaffer/15/

"Q: This has been probably asked a lot, but was the similarity between the VTM: Bloodlines Theme and Massive Attack's Angel intentional?

Rik Schaffer: Yep. When I started the project, that was the placeholder track they had in for like a year. They were married to it, but couldn't get the rights. They said make something similar. I hate copying artists, but made it kind of my own. "
 

Infinitron

I post news
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Messages
97,479
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/metro-exodus-is-beautiful-punishing-and-a-bit-buggy/

Metro Exodus is beautiful, punishing, and a bit buggy
With some polish, this could be awesome.

nVKe2y5qmC2kcaeEBX22Qh-320-80.jpg


4A Games says Metro Exodus is bigger than Metro 2033 and Metro: Last Light combined. When I load into the wasteland for the first time in our hands-on demo, I can see why. The third game in the series plans to scale Metro up, but can it do so while retaining its identity? Here are some first impressions from a few hours in the snow.

It's not all open world
The hands-on demo took place in a wintry patch of marshland divided by waterways full of horrible mutants. It's a large space, but it's not a Stalker-scale world. Instead the sandbox areas provide a pace change between more traditional linear sections that the Metro games are famous for.

I struck out to explore the zone and quickly found trouble. I took a rowboat onto the river and had to shoot some oily mutant pondlife that tried to eat me. I also encountered a few packs of the gangly wolf-like mutants that will be familiar to Metro players—they roam the wasteland in packs and attack on sight. In one area a flying dragon-like mutant circled overhead. If it spots you it swoops down and tries to pick you up. This happened to me unexpectedly as I was fending off some river mutants. One moment I was trying to land a headshot on a gross eyeless monster, the next I was being pulled up high above the ground. I didn't figure out what had happened until I fatally hit the floor and saw a blur of large flapping wings.

For a while I chose to follow the main quest line. The game clearly signals the critical path, so you're able to avoid it if you want to stay put and explore. Metro Exodus tells a linear story, so once you have moved on to a new zone, it's unlikely you will be able to backtrack.

The main story led me to a church, where I was trapped by an anti-technology cult and had to shoot my way out. I stealthed the first half of this short level, taking out goons from behind. The stealth systems seem largely unchanged from previous Metro games—you crouch-walk silently and ideally need to stay out of the light to remain hidden. As the bodycount started to rise, the goons' shouts went from intimidating to uncertain, until they were on the verge of a total rout. This section reminded me how good Metro is when it's a focused, directed experience.

Out in the open I enjoyed soaking up the bleak, radioactive atmosphere. I crawled into a sunken house and found some resources in a box—this seems to be a big part of the sandbox experience in Metro Exodus, collecting largely ammunition and stuff to sell. There are larger facilities and basements to explore too, but I didn't find any myself. Before our hands-on demo 4A Games showed us part of a mission set in a contaminated underground network of corridors. Last Light featured some terrifying claustrophobic combat encounters in places just like this, and as I watched the player burn away cobwebs with a cigarette I was reminded of the horrible spider tunnels of Metro Last Light.

There's a lot more talking
4A Games want to include a more developed story in Metro, which means more NPCs and more standing around listening to dialogue. You're travelling across the wastes in a train, and during the course of the three hours or so I spend exploring the marshes I recruited a couple of new survivors for the team.

Your little train will act as a home base of sorts, it seems. It's stalled by an explosion on the tracks at the start of the demo, and the crew lingers around outside and chats. It feels like your changing group of companions will be the focus for Metro Exodus' story, which encompasses a year of your character's life. You play as series hero Artyom once again, and the plot follows on from the 'redemption' ending of Metro: Last Light.

Weapon customisation is really fun
When you're exploring you can press a button to open your rucksack and tweak your two guns. It's not new, being able to swap out sights, barrels and ammo clips in the middle of a level, but it's very well done in Metro Exodus and fits perfectly with the series' greasy, improvised guns and gadgets.

When you kill an enemy you have the option to swap a gun with theirs, or strip their weapon for parts. I was genuinely excited to find a guy with a decent scope, because it meant I could slap it onto a rifle chassis and use it to scout, and take people out at a distance. When it looked like I was about to get into a big fight I replaced my silenced pistol muzzle with something brutish and short-range. The customisation options feel meaningfully different and they let you build a personalised combat style.

In quiet parts of the game you find workbenches that let you customise your weapons further. Guns get steadily muckier as you carry them around, so you will want to give them a clean at a workbench too to keep them firing well.

Resource limits are restrictive
After a couple of hours I completely ran out of bullets while attacking a bandit camp. You are pretty screwed when this happens, so you're gong to want to rummage through a lot of bins to make sure you have enough ammo to make it through a big fight.

Metro Exodus has to strike a difficult balance. You need bullets and mask filters to survive, but you need to use bullets and filters to acquire them. In previous Metro games this was less of a problem because you reliably run into lots of human enemies who have lots of bullets, and even the odd shop. In the Exodus wasteland you can run into a lot of horrible animals who don't conveniently drop ammunition. The game wants you to think carefully about how to use your precious resources, but to me the system felt overly restrictive, as though I was being punished for exploring.

It's beautiful, but hopefully the bugs get fixed
The Metro games look incredible, especially since 4A released 'Redux' versions. The team has successfully scaled up the game while retaining the intense level of detail we saw in the metro tunnels. The new sandbox areas feature a day/night cycle and dynamic weather systems, so the landscape is always changing beautifully.

Bugs are my main worry. You often see errors in preview builds months before a game is released, but they are particularly damaging in a game that relies so heavily on creating a tense atmosphere of survival. NPCs freezing or vanishing into the floor really shatters the illusion. I rescued a guy from some bandits, but when I opened his cage and freed him he stared blankly into the distance and made no move to leave. Maybe he just really loved that prison.

The game has been delayed to apply polish, which is encouraging. It would be a shame if technical problems ended up undermining an otherwise such a beautiful, painstakingly detailed world.

Metro Exodus is due out on February 22 2019.
 

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