Metro: Last Light
isn't a bad game. Let's just say that at
the top. It's not evil or mean or
dark. It's not even a poor game: as a
crafted object, it's quite competent.
Its systems generally work pretty well, and it's more or less a
transparent taskmaster. It's fine, more
or less, which is actually pretty disappointing in the context of its
predecessor, Metro 2033.
Some context to those who didn't play Metro 2033: Metro 2033
was a ballbustingly tough shooter about crawling around tunnels and then, for
brief stints, running about on the surface of a blasted post apocalyptic
Moscow. Metro 2033 was fearsome, even when it was buggy and unforgiving. It was a game about the end of the world that
really managed to effect a sense of want and need. Currency, represented by military grade
bullets that could kill most enemies in a single shot, was rare and extremely
necessary. Each encounter in the game,
be it violent or non-violent, played into a gripping economy that forced
players to choose how they'd spend their bullets, quite literally. Would they shoot them, buy necessary gear
long before it was available (or, in some cases, during the only period of time
in which it became available) or save their rounds for future purchases? There was some dicey but effective shooting
all around this system, but at the game's core there was an economy, a real
sense of want and scarcity, even at the easiest difficulties, that gave every
second of exploration and acquisition a sense of true urgency.
Metro: Last Light hones
the shooting gameplay of the original Metro
2033 and more or less abandons those concepts of scarcity. Within seconds of the introductory cutscene
you're given a staggering number of military grade bullets, to spend or shoot
as you choose. As the game unfolds there
are more things to buy than before (many more!) and yet, overall, so many
bullets to spend and so many pieces of equipment to find that the bullets that
keep piling up barely need to be spent.
I finished the game with nearly two thousand military grade rounds,
having never actually purchased any equipment during the game itself. I spent money on upgrades, sure, but I never
felt the need to swap out one gun for another.
The end result is that the economy of scarcity that made Metro 2033 so gripping is totally
absent. Each encounter in Metro 2033 filled me with a kind of
dread. It made me nervous about how
things would turn out, how I'd be able to make it through what was to
come. Metro: Last Light made encounters feel like chores at worst (the
majority of the mutant battles, which often involved endless or obtusely
structured respawns in their worst incarnations) and puzzles at best (while
attempting to non-lethally move through a space occupied by human soldiers).
Indeed, the only time I ever felt any sort of challenge from
the game came from the long stretches where I chose to play through the game
without killing a single enemy. These
portions of the game became conceptual puzzles about enemy movement, control
over light sources, and careful timing.
The shooting portions moved in the other direction: instead of being sharp,
nifty puzzles or pulse pounding firefights, they were "squat and sit"
endurance competitions where I waited in a corner for enemies to wander into my
line of sight, then mowed them down adeptly.
Some of the mutant battles were rough, to be fair, but that felt less
like a product of intent and more like an issue of design: fighting "boss
mutants" was a bit like trying to rebuild an engine without a manual: I
could figure it out, given a little bit of trial and error, but I never felt
like the task I was being given was actually difficult. I just felt like I wasn't being told what the
fuck I should be doing. Not to claim
that rebuiding an engine is as easy as beating the bosses in Metro: Last Light:
unless you're trying to conserve resources, you can just pop in some of that
military grade ammo you haven't been spending and let loose with abandon. I mean, what else would you be spending that
shit on?
Perhaps this is something that would be resolved by playing
through the game at a higher difficulty - I don't know. I don't think so, though. Much of the ease comes not from the currency
itself (which is purportedly severely limited on higher difficulties, along
with air filters, the "currency for being able to explore above
ground") but from the degree to which things are just lying around. Of course I didn't have to buy any guns;
every gun that I saw in a shop I saw on the ground beforehand, often with some
money saving attachments hooked on to it.
I'm reticent to test out the dynamic loot system to see if it makes a
difference, because it's not just a matter of things being available: it's an
overarching disconnect between world and gameplay that leaches into the story
in a pretty insidious way.
The original Metro
2033 was a seamless hybrid of game and story. Everything about the desperate, simpering
world you lived in felt true to life and real in a pretty disturbing way. Nothing was easy, and the game itself was
desperate at the best of times. Playing Metro 2033 was like clawing your way out
of a pit: harrowing and satisfying in an unexpected and somewhat disturbing
way. Playing Metro: Last Light is a bit more like climbing up a ladder. The game goes out of its way to accommodate
players, then show them how awful the world has become. Just before you fight a roving gang of
rape-bandits, you're given a chance to buy and sell items at a store, just to
make sure you have all the ammo and supplies you need. In the event that things go wrong, you can always
back-track from the bandit hold to the store.
Heck, you can even shuttle weapons back there to sell for a few more
hundred bullets, again, easing the economic stress that the original Metro
saturated the game with. The end result
is a hard, nasty world filled with dozens of bad dudes sitting next to a polite
makeshift settlement. This is not an
isolated phenomena: there are two or three other shops that fit this pattern,
each of them somewhat ridiculous.
That's not to say that ridiculous shit should never happen:
some of the most absurd moments in the game are the most enjoyable. The cabaret show in one of the makeshift
cities of the future is actually a pretty good time, and showcases some pretty
deft movement animation and scripting AI.
But these absurd moments, or moments of simple, understated human
storytelling are offset by over the top black and white morality choices. For every showcase of human endurance,
cruelty and want that I encountered I was met by two opportunities to rob a
napping fisherman blind or give a child back his teddy bear. The benefit for doing the former was
negligible, the benefit for doing the latter, considerable. In Metro
2033, attempts to help people could lead to you getting mugged. In Metro:
Last Light, consequences are all apparent.
There's no real grit to the world.
Things are ramshackle, but booze is abundant, food is plentiful, and
even the Nazis are, in the end, pretty reasonable. Metro
2033 told a story about failing to understand one's enemy and suffering for
it. Metro:
Last Light tells a story about a cartoon villain and then, almost
accidentally, reveals issuances of relevant human experience and endurance in a
world gone mad.
There are other problematic elements of the game as
well. I wrote last week about Last Light's childish relationship with
sexuality and queer identity, but that childish tone saturates the entire
game. That wouldn't be a problem at all
(childish tones can be a great thing!) if not for the fact that it's a game
about witnessing multiple, simultaneous nuclear apocalypses all at once. Gleeful, friendly allies who become menacing,
mustache twirling enemies, baby psychic gorrilas with hearts of gold and guilt
complexes, sexy lady snipers who go from tease to tart to mother in the span of
three one-sided conversations. Metro 2033 was a subtle, well crafted
slice of game that directed all of its systems towards one single, pounding
goal and did so with relatively few compromises. Metro:
Last Light is a sophomoric follow-up that effectively re-creates elements
of the tunnel-rat gameplay that made Metro
2033 great while losing much of the tension and tone that made the original
great.
If I'm a bit harsh on Metro:
Last Light, it's because it failed to deliver on the promise of its
predecessor, and because it's occurring in my life along with a number of spectacularly
constructed games that execute so wonderfully on their concepts that the flaws
of Metro: Last Light become all the
more apparent. As an engine for shooting
things, Metro: Last Light is second
rate. As an engine for telling a story,
it's groan worthy. As a means of killing
time, it's effective, though you'll want to take frequent breaks to make sure
the tedium of running into invisible walls doesn't wear too heavily on you.
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