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Metro 2033: In Post-Apocalyptic Russia, Game Plays You
4A Games’ freshman effort is a FPS/Survival Horror hybrid (with emphasis on the shooter) set in Post-Apocalyptic Moscow 20 years after a disastrous nuclear event has rendered the surface world uninhabitable and forced humanity to retreat to the (relative) safety of the underground. You play as the voiceless and mostly faceless Artyom, a man too young to remember life before the Metro tunnels, on a journey to save his small metro village, and who is, over the course of the story, caught up in events far larger. It’s a story we’ve heard before, plus or minus a few details, a gameplay hybrid we’ve seen before, and a pretty familiar setting. So, does Metro 2033 have what it takes to distinguish itself among the Fallouts and Fears, the Gears and Resistances of the modern marketplace?
The answer, perhaps surprisingly, is yes. Metro 2033 is a funny little paradox of a game. On one hand, it’s absolutely beautiful and dripping with atmosphere; on the other the pacing is haphazard and a vital few of the mechanics are frustrating at best, broken at worst. And yet I thoroughly enjoyed my time crawling through the shattered remains of Moscow, and if anything, wish there had been a little more of shattered Moscow to crawl through.
19 Kids and Counting, and for good reason. It works. And in Metro, it still works. It’s not perfect, but it works:
I, as Artyom, am sneaking down a Metro tunnel, eerily lit by bioluminescent fungi, and accompanied by a hardened and foul-mouthed ex-Red Army mercenary armed to the teeth. We slide slowly around a corner and are greeted by the wet sound of a trio of snacking Nosalises (mutated creatures, vaguely sapien, covered in coarse black hair and very, very ugly) clustered around the corpses of some unlucky Rangers. I pull a sticky grenade (a narrow tube vaguely resembling dynamite, decked with nails at odd angles for purchase on walls and enemies) and light its fuse with my lighter, obviously crafted from a shell casing. I aim for the closest of the three and miss, lodging the grenade into the ground in front of them. The light and motion attract the creatures, and they charge, roaring in unison. It takes me a good half a second to switch to my home-made double-barreled shotgun, and by the time it’s out and ready, two of them are already slamming into me. The explosive goes off, throwing the third through flying through the air in my direction, quite dead. I fire both barrels into the upper torso of the closest, and he staggers while I backpedal, shooting up with a health pack and reloading. My partner is firing his AK quite effectively at the least wounded creature, giving me precious seconds to finish the interminable reload. The staggered Nosalis regains his footing and lopes towards me, and I hold fire until he is tickling my nose, and unload into his face, dropping him to the ground. I then switch to my silenced SMG, and train the laser sight on the back of the last remaining mutant, who is wailing on my partner. I drop 5 well-grouped bursts into his back and he finally goes down. I take a shaky breath, and scavenge the room for ammo, health kits, and filters for my gas mask.  On the whole, the encounter went very well, except for the fact that I just burned a little over a third of my available ammo in the first fight in the first section of what will prove to be a very, very long, very, very dangerous trek between stations.
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