Metro Exodus (PS4, 2019)
I have always enjoyed dystopian and post-apocalyptic fiction. Whether film, book or video game, seeing how people imagine the world might turn out if catastrophic things were to happen is something I just find interesting. As I get older I realise these works aren't solely about the creator's vision of the future, they exist to challenge the viewer/reader/player. How would I react in a world like this? How would I cope? Could I cope? Could this vision of the future actually come to pass, developing from the society I live in now?
Metro Exodus is the third game in the series about the civilisation that grew in the Moscow subway system after a global nuclear war. I can't imagine what it would be like living in a Russian tunnel, but I can just picture pitched battles between Govan and West Street in the Glasgow Subway. The problem there being of course that there's only one line and it's a big circle, so being able to escape anyone in there would probably be quite difficult.
As with the previous Metro games, Exodus is the story of Artyom and his friends. His wife Anna, her dad and a bunch of his army pals. In one of his visits to the surface Artyom and Anna discover trains running on the surface. Stuff happens and the gang end up forced to hijack one of them and set off on a trip across Russia looking for a place to live.
While I was playing Exodus I spent some time thinking about whether or not I was enjoying it. I went back to my write-ups of 2033 and Last Light because I remembered liking 2033 a lot while finding Last Light a disappointment. I went back to them to see how much of the games I actually remembered because it was a few years ago and 21st century media has destroyed my brain to the point I don't remember anything. But I knew I liked something, and I knew the general reasons why. I think the best way to cover Exodus is to simply list the major parts of the game in order, because the sentiment I have towards them is going to be consistent.
Gameplay is the same mixture of optional stealth and FPS the original games were. Only since this game was released in 2019 guess what else it has? A crafting system! Find bottles and ball bearings in the wilderness and achieve anything - make ammo, medkits, fix your mask, you name it. Changing the difficulty changes the prevalence of resources, but my first playthrough was on the second highest setting and I had no trouble finding enough bullets and parts to keep me going.
What else can resources add to the gameplay experience? Dirty weapons! Yes, if you move around with your gun out rather than holstered (a superficial decision which doesn't actually do anything) it'll get dirtier sooner and be more likely to jam. Weapons usually jam when you try to fire them so you'll only realise this when confronted by enemies, so this gets irritating quite quickly. As before there are a range of weapons and customisation options you can find throughout the game, but the assault rifle/silenced shotgun combo remains the best option.
Since Artyom and the gang have escaped the tunnels and are roaming the countryside, Exodus offers a new twist to the series - open world areas. There are three main ones you visit over the course of the game. One on a river, one in a desert and one in a forest. It's like the developers had actually been trapped in tunnels themselves and wanted to be as varied as possible. There are story-advancing sections for you to go to in these areas, along with other points of interest you're free to visit or not.
That development joy at reaching the surface seems to have been shortlived however because the open maps themselves are deeply unpleasant to spend any time in. Not in a ravaged by nuclear winter kind of way, but in an oh god how could you have thought this was a good idea kind of way. The river level, as you might expect, has a lot of water. So you can travel parts of it by rowboat. Only they seem to have tried to make it handle realistically, so it's slow, tedious and impossible to steer. You'll often get stopped by shrimps jumping out of the water on to your boat. They take a surprising amount of ammo to deal with, considering they're exposing their fleshy underbelly to you in the process.
In the desert area you get a car to drive around in. It might be the worst experience I've ever had of driving a vehicle in a game. It's less intuitive to drive here than in Borderlands. There are rough paths for you to drive on and you'll have to, because if you go off them you'll drive off a cliff or get stuck on a rock. There isn't a minimap so you have to press a button to bring up the map, try to figure out which direction you should go in, then put the map down. Only there seems to be a glitch which t-poses your character here, because sometimes the camera moves up your arms disappear and one time I did this I got grabbed out of the air by one of the flying mutated creatures.
The forest area actually isn't open at all, you're sneaking through it on a completely linear path while a bunch of people are hunting you. It also, much like the rest of the game, isn't very colourful or vibrant.
While I didn't remember much detail about the first Metro games, I did remember the atmosphere. A game set in a location like a war-torn underground tunnel system is about as easy as it gets to get the setting right. It works because it's so constrained. Exodus gets to the surface and sort of sprawls everywhere and loses its focus. There are antagonists in charge of these areas but there's very little actual interaction with them. There's even less characterisation, but I'll come to that later. The biggest strength of the Metro series was its location, and in moving on from that Exodus fails to create anywhere near the same kind of memorable experience. Rather than feeling part of a world the game just feels like a sightseeing tour.
The best example of this is on an almost completely linear section near the end. You're on one of those boats again, going down a corridor that's got so much glowing green stuff in it you have to put your mask on or you'll die. Halfway down this corridor there's a door on the left. You stop, wondering if it's worth exploring because you do actually need the resources that might be there. You think you can hear the sound of a monstrous shriek in the distance. You go in, find a bunch of lockers and ammo at the end of the path you take and then there's a much louder noise. You sprint out to the boat, get in and frantically press square trying to get in before rowing off as the noises howl after you, reverberating off the walls. This was good. It was completely standard survival horror game stuff, but it was about the only part of the game that could actually be described as such and one of the few times I felt engaged.
Ironically, the game finishes in city street-level section which the characters even remark is like Moscow. The first time I got to that section I actually felt involved in what was going on, even though it was entirely linear. It was a good metaphor to end the game with.
Combat is against the usual mixture of humans and mutated creatures. Humans are pretty standardised, but I need to spend some time talking about the mutants. These pop up in various places, indoors and out. They're given various names, with "fuglies" being the eventual most common one. You go into a room or are moving across one of the open maps and suddenly there are four hunched, beige coloured things doing the standard tortured zombie moan. They all move in the exact same crude animation pattern. They can all take a surprising amount of damage from your guns despite being mutants who must subside on little besides each other, or bugs. My first encounter fending off a pack of these things was when I first realised Exodus might not be any good because the whole experience was so laughable. They were so badly animated, making such a stupid noise and being so irritatingly simple yet spongey they just felt like a badly implemented enemy in a PS2 shovelware game. If you leave them alive long enough they'll throw rocks at you.
You can argue that there are different ways to tackle different enemies and it's up to the player to experiment and find this out. Fire takes out these mutants easily, so molotovs and explosive ammo are key. But even then, the frequency with which these things appear renders the whole thing moot. There are hundreds of the f***ing things. The level where you go to an underground station and just shoot cannibals is less gratuitous than these mutants.
While the gameplay hasn't changed much, on a technical level the game is often infuriating. Almost any hits from enemies will damage your gas mask if you're wearing it, so if you're in a radiated area you're probably going to die. Only as it turns out I looked it up and if you press the "wipe visor" button Artyom magics up a piece of duct tape to cover a hole in the glass. This technically falls under gameplay rather than technical since this is presumably intended, but the game does such a terrible job of communicating to the player what's expected of them that I need to include it as a fundamental failure of its creation.
Movement is a chore, with Artyom being able to sprint for about five yards at a time. You'll need to dodge vegetation too, he'll get slowed down by random bushes you don't even notice as you walk through them. Every now and then you'll get stuck on an object like the top of a staircase moving on to a new floor. In a game which encourages stealth, this is quite unhelpful. In a few places the sound would cut out. On a graphical level, for a game six years deep into a generation on a PS4 Pro, it's unremarkable. I don't think it looks any different to the previous games. People and landscapes are equally ordinary. This didn't stop my console from turning into a jet engine frequently, and I don't know what all the racket is for.
Characterisation is arguably the game's biggest weakness. Artyom is a silent protagonist. Except from loading screens, there he never shuts up. I told you there were other characters so I'm going to have an experiment right now. I played this game through three and a half times. I played both DLC episodes. I finished with it less than a week ago. I'm going to list the characters and how much I remember of them.
Artyom: You
Anna: Your wife. Russian accent occasionally drifts and becomes American. Suddenly develops a cough early in the game. I wonder what that might mean!
Colonel Miller: Her dad. I don't know why he's called Miller, he has a Russian name too. Has metal legs. I don't know why.
Duke: A guy.
Damir: A guy who looks a bit Asiatic and empathises with the slaves in the Caspian level.
Sam: An American with a top knot.
Alyosha: A guy.
Tokarev: A guy with guns.
Katya and Nastya: A woman and her daughter you rescue from the river. I didn't realise Nastya was a girl until we were leaving.
Idiot: Named by a big Dostoyevsky fan.
In between the actual gameplay levels the game has little interludes on the train showing you how much the gang all like each other and get on. Here it turns out Artyom is the group diarist and there are reams of pages he's written about everything they encounter - characters, weapons, enemies, the story, the lot. You have to sit down and read these if you want to know anything since the game does such a terrible job of making the player - either new or returning to the series - aware of any of it.
I'm reminded of the Zero Punctuation review of Final Fantasy XIII here, which had a similar approach to telling the player anything. "I only have a vague idea of what's going on because I made myself read all that ancillary text log bullshit. This is not good story telling! You're supposed to weave exposition into the narrative, not hand the audience a f***ing glossary!"
Why do I not know more about these people, you wonder? Am I not paying attention? Is the game bad? No, I had another epiphany about halfway through. Although I didn't write about it, I spent the best part of two years playing and platinuming Red Dead Redemption 2. Despite spending around 250 hours with the game I could not honestly say I enjoyed any part of it. One of my biggest problems with the story and characterisation was the contrast between gameplay and actual character interactions. You'd go off on an adventure on your own, the fate of all your friends entirely dependent on your actions, then you'd come back and everyone would be talking with and around you as if you were all familiar with one another.
Exodus does the same thing. Whenever you go off into the wilderness and kill some mutants or bandits you'll come back and be met with this cast of clowns (who all look exactly the same - grey, brown, shaven heads and ludicrously proportioned) all congratulating you like you're best mates. To me this is an absolute failure of writing, characters, narrative, use whatever words you want but pretty much every part of it doesn't work. I'm not invested in any of these people, so I don't care if they treat me like a lifelong friend when they pop up from time to time.
The first two Metro games - 2033 moreso - contained the only functioning, logical moral choice system I've experienced in games. Where your incidental and considered actions ultimately affect the way the story goes, and how other characters react to what you do. In 2033 this was implemented naturally. In Last Light it was clunkier, but still logical. In Exodus it's just sort of there. Any bad choice you might make is gratuitous and often more work than the good option. Killing enemies rather than using stealth, for instance.
What really annoys me though is your friends talk about effectively following your example. This is fine, but there are huge stretches of the game where they can't possibly know what you're doing. It's possible this could be the point, morality is what we do when nobody's watching, that sort of thing. It's also a bit odd that the moral choices fall completely on the player, since Artyom doesn't actually react or interact with anyone since he's mute. But with no way of interacting with anyone and no real consequence to anything you do, it's hard to be invested in this the way I was in previous games. That I definitely remember. The choices here are badly tied up in the ending in a way that doesn't really fit. The bad ending is so ludicrously dark that it feels like it comes from a different game, while the good ending is like comically over the top Soviet propaganda. Neither ending feels like the result of any of the choices you've made, so the ultimate fate of the moral choice system is left meaningless.
There are three DLC additions. The Two Colonels is a short post-script to the last area you visit in the main game. It's fine. Sam's Story is about the American in your group which makes up for the poor moral choice stuff earlier, finishing with the option between blowing up a nuclear submarine or hitching a ride on it to go back to California. In the third game of a series about nuclear war, how obvious does it have to be that a random guy roaming the seas with a nuke is a bad idea?
The New Game Plus option lets you play the game with more variety if you're a complete masochist. One nice feature is a few gameplay modifiers like tougher enemies, a realistic day/night cycle, permadeath. These are interesting and things that people who like the game would actually appreciate, so that's a good thing.
When it was released, Exodus averaged review scores in the 8/10 range. This, to me, seems like a good score. I don't understand why. Since playing and finishing it I've had youtube suggestions with titles like WHY METRO EXODUS IS SO GOOD. I realised when I went back to my 2033 review that things which I praised there annoyed me here - tiny details like your watch having a visibility indicator, that thing with wiping the gas mask, stuff like that. I liked the immersion. Here, I found it irritating from the start. Have I changed? My overwhelming sensation for all of Exodus - as I dealt with the clunky gameplay, the ordinary graphics, the non-existent characterisation - was that I simply wasn't having fun. I was not enjoying what I was doing. I didn't appreciate the moral, thematic or stylistic choices presented to me. I didn't want to spend any more time with the game, or discover what else it had in store for me.
Despite being certain I didn't like any of it, I don't know if Metro Exodus is any good or not. I'm inclined to think it isn't. What I do know is that it's made me wonder if I actually enjoy playing video games any more. Is it me, or have the games changed? Are there still things I can play where I just have fun? Have I finished everything I might enjoy?