|Metro 2033 (video game)|
Cover art for Metro 2033
|Release date(s)||NA March 16, 2010
AU March 18, 2010
EU March 19, 2010
|Genre(s)||First-person shooter,Survival horror|
|Media/distribution||DVD, digital distribution,cloud computing|
Metro 2033 is a first-person shooter video game with survival horror and stealth elements, based on the novel Metro 2033 by Russian authorDmitry Glukhovsky. It was developed by 4A Games in Ukraine and released in March 2010 for Microsoft Windows and Xbox 360. A PlayStation 3 version was planned, but ultimately cancelled.In March 2006, 4A Games announced a partnership with Glukhovsky to collaborate on the game. The game was announced at the 2009 Games Convention in Leipzig;along with an official traile.r A sequel was announced, currently titled Metro: Last Light. As part of the marketing campaign for the series upcoming sequel, THQ had offered free copies of Metro 2033 until 17 December 2012 (or until product keys ran out) to individuals ‘liking’ the Metro (THQ) Facebook page.
The game is played from the perspective of Artyom, the player-character. The story takes place in post-apocalyptic Moscow, mostly inside themetro system, but occasionally missions bring the player above-ground.
As a first-person shooter, Metro 2033 features a variety of firearms, some fictional and some based on real weapons, which the player will use in combat. Combat alternates between the player fighting mutants and the player fighting hostile humans. Mutants do not possess weapons and tend to physically attack the player in swarms, while humans fight with the same firearms available to the player. The game features recharging health rather than a traditional health points system—if the player avoids taking damage for a period, health will slowly recharge, however, the player can speed up this process by using a stim from a medkit, which will almost instantly heal the player to full health. When the player is severely injured, it may take over twenty seconds to return to full health.
In the post-apocalyptic environment, ammunition is a rare and essential commodity. Pre-apocalypse military-grade ammunition is used as currency; to avoid “shooting money,” the player can also use lower quality bullets made within the Metros. Due to the scarcity of ammunition, a crucial aspect of gameplay is scavenging. The player can loot corpses and the environment for spare ammunition, as well as weapons and items. The military-grade ammo can be used to purchase other ammunition, weapons, and items within most of the Metro stations.
The game’s locations reflect the dark atmosphere of real metro tunnels, with added horror elements. Strange phenomena and noises are frequent, and mostly the player has to rely only on the flashlight (and sometimes, the night-vision goggles) to find the way around in otherwise total darkness. Even more lethal is the surface, as it is severely irradiated and a gas mask must be worn at all times due to the toxic air.Often, locations have an intricate layout, and the game lacks any form of map, leaving the player to try to find their objectives only through a compass.
As Metro 2033 aims to be immersive, the gameplay and interface are somewhat atypical. The game lacks a health meter, relying on audible heart rate and blood spatters on the screen to show the player’s current state of health. The player must collect air filters for the gas mask, which last several minutes each and are automatically replaced provided the player has more in reserve. There is no heads-up display indicator to tell how long the player has until the gas mask’s filters begin to fail—rather, a timer on the character’s wristwatch shows how long until the current filter expires. The gas mask can become visibly damaged and will stop functioning if punctured, requiring it to be replaced. With every weapon, the bullets are (partly) visible, informing the player that their weapon is about to run out of ammo and they have to reload. The game does feature sparse traditional HUD elements, such as an ammunition indicator. However, on the hardest difficulty setting, no HUD elements are present, and players have to keep track of ammunition by the partly visible clips and magazines.
There are also certain moral choices in the game that give points that lead to different endings. Choices can either get the player a good point, for example, saving prisoners from execution or do nothing, while some can give negative moral points, like being rude to people or stealing.
In late 2013, a nuclear war occurred. Russia was targeted with atomic bombs, causing severe radiation across Moscow, forcing the rest of the people to live underground in the metro stations away from the deadly effects of radiation. Many animals and humans left behind mutated into creatures known as the Dark Ones, who were left outside for the next 20 years.
In 2033, Artyom (Russian: Артём), a 20-year-old male survivor and one of the first-born in the metro, learns from an elite soldier and mutant hunter, or Ranger, named Hunter that a group of mysterious creatures referred to as the Dark Ones are threatening his station in the Metro. Hunter gives Artyom his dog tags and tells him if he does not come back, he must go to Polis and present these to see if they will help his station.
Artyom must travel through territory occupied by Soviets and Nazi‘s Fourth Reich, and infested with mutants as well as the much changed surface of Moscow. Once in Polis, he meets with a Ranger named Miller, who agrees to help him. Miller knows of a missile silo known as D6 that has the firepower necessary to destroy the Dark Ones. Artyom, Miller, and several other Rangers reactivate the command center for the missiles, and Artyom installs a laser guidance system on a nearby radio tower. After the laser system is installed, Artyom experiences a vivid hallucination induced by the Dark Ones.
After the hallucination, two endings are possible, depending on choices the player makes throughout the game. In the normal/bad ending, Artyom allows the missiles to fire, destroying the Dark Ones. The alternate/good ending gives Artyom the choice to destroy the laser guidance device, citing a last-minute realization that the Dark Ones were actually attempting to make peaceful contact through the hallucinations.