<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: On Rails: Hands-On With Metro 2033</title>
	<atom:link href="http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/</link>
	<description></description>
	<lastBuildDate>Mon, 13 Feb 2012 21:29:03 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: baron</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-418056</link>
		<dc:creator>baron</dc:creator>
		<pubDate>Thu, 18 Mar 2010 15:32:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-418056</guid>
		<description>I was exploring outside then i realised my gas mask filters running out ,i was searching frantically for more filters or some underground entreance ,instead i found myself on a scripted fight and a damn CHECKPOINT save...just 10 second before i fell dead ,out of air.Game over for me..</description>
		<content:encoded><![CDATA[<p>I was exploring outside then i realised my gas mask filters running out ,i was searching frantically for more filters or some underground entreance ,instead i found myself on a scripted fight and a damn CHECKPOINT save&#8230;just 10 second before i fell dead ,out of air.Game over for me..
<p class="report-comment">
				<span id="reportcomment_results_div_418056"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 418056 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_418056"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mr. Versipellis</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-400013</link>
		<dc:creator>Mr. Versipellis</dc:creator>
		<pubDate>Thu, 11 Feb 2010 20:06:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-400013</guid>
		<description>Looks really good!</description>
		<content:encoded><![CDATA[<p>Looks really good!
<p class="report-comment">
				<span id="reportcomment_results_div_400013"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 400013 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_400013"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-399568</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Thu, 11 Feb 2010 00:09:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-399568</guid>
		<description>I&#039;ve heard this game is really creepy form several reviews. I hope it&#039;s not chalk full of cheap jump scares like so many other horror games. Those shadow people sound freaky as hell.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve heard this game is really creepy form several reviews. I hope it&#8217;s not chalk full of cheap jump scares like so many other horror games. Those shadow people sound freaky as hell.
<p class="report-comment">
				<span id="reportcomment_results_div_399568"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 399568 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_399568"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-398269</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Mon, 08 Feb 2010 23:27:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-398269</guid>
		<description>Archonsod, I don&#039;t know where you get &quot;half-assed &quot;,  &quot;frustrated would-be director&quot;, or &quot;misappropriate&quot; out of any of this, but otherwise yes. It works like a 3D/interactive movie that you get through at your own pace. I will say this type of gaming has failed often in the past, but if you told me this doesn&#039;t seem at least slightly interesting, then you fall into my category of &quot;close minded douche who isn’t willing to sit through an interesting plot and think for a second.&quot;

I apologize if I offended you by insulting Fallout 3. I didn&#039;t suspect that anyone who would even give this game a chance enjoyed playing it. 

To better understand what I dislike about it so much, I&#039;ll tell you. First of all, RPG&#039;s try to give you as much freedom as possible, but there&#039;s always that player clip (invisible fence) at the edge of the map. They attempt to create the illusion that the game is endless. But there is always a limit as to what you can do in the game. No matter what. 

Second, the graphics aren&#039;t all that great. I do understand that RPG&#039;s take much longer to make and there is a lot of effort put into the choices and how the game plays out. But they work so hard on it that they forget the visual aspect of the game. I fucking hated the animations for the people on Fallout. Oh god, how I despised them. 

The writing for RPG&#039;s usually isn&#039;t the best due to the fact that the player should be able to change it up a bit. There are many iterations to what actually happens and it get&#039;s kind of hard to follow. Not much of an actual story  

I don&#039;t want to finish this. ATGRHSDHFSHTSDGASD</description>
		<content:encoded><![CDATA[<p>Archonsod, I don&#8217;t know where you get &#8220;half-assed &#8220;,  &#8220;frustrated would-be director&#8221;, or &#8220;misappropriate&#8221; out of any of this, but otherwise yes. It works like a 3D/interactive movie that you get through at your own pace. I will say this type of gaming has failed often in the past, but if you told me this doesn&#8217;t seem at least slightly interesting, then you fall into my category of &#8220;close minded douche who isn’t willing to sit through an interesting plot and think for a second.&#8221;</p>
<p>I apologize if I offended you by insulting Fallout 3. I didn&#8217;t suspect that anyone who would even give this game a chance enjoyed playing it. </p>
<p>To better understand what I dislike about it so much, I&#8217;ll tell you. First of all, RPG&#8217;s try to give you as much freedom as possible, but there&#8217;s always that player clip (invisible fence) at the edge of the map. They attempt to create the illusion that the game is endless. But there is always a limit as to what you can do in the game. No matter what. </p>
<p>Second, the graphics aren&#8217;t all that great. I do understand that RPG&#8217;s take much longer to make and there is a lot of effort put into the choices and how the game plays out. But they work so hard on it that they forget the visual aspect of the game. I fucking hated the animations for the people on Fallout. Oh god, how I despised them. </p>
<p>The writing for RPG&#8217;s usually isn&#8217;t the best due to the fact that the player should be able to change it up a bit. There are many iterations to what actually happens and it get&#8217;s kind of hard to follow. Not much of an actual story  </p>
<p>I don&#8217;t want to finish this. ATGRHSDHFSHTSDGASD
<p class="report-comment">
				<span id="reportcomment_results_div_398269"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 398269 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_398269"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: archonsod</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397930</link>
		<dc:creator>archonsod</dc:creator>
		<pubDate>Mon, 08 Feb 2010 03:45:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397930</guid>
		<description>&quot;The problem is that the devs then have to factor this play in, and then the enemies end up being so difficult that there’s no way to beat them, except by doing the quicksave/load thing if you make the slightest mistake. Not so satisfying.&quot;

No they don&#039;t. No more than they&#039;re obliged to remove any cheats or similar because people can use them to beat the game. There&#039;s nothing forcing you to quicksave every three seconds, if you find frequent use of it detrimental to the game then you can simply not use it. Unless you&#039;re one of those who can&#039;t stop themselves, but to be honest if you&#039;re that lacking in self discipline I&#039;d question the wisdom of allowing you near a keyboard. Or indeed out of social care :P

Although if you&#039;re going to include quicksave I&#039;d consider it a common courtesy to put the quick load button on the opposite side of the keyboard rather than right next to it as tends to be the norm.</description>
		<content:encoded><![CDATA[<p>&#8220;The problem is that the devs then have to factor this play in, and then the enemies end up being so difficult that there’s no way to beat them, except by doing the quicksave/load thing if you make the slightest mistake. Not so satisfying.&#8221;</p>
<p>No they don&#8217;t. No more than they&#8217;re obliged to remove any cheats or similar because people can use them to beat the game. There&#8217;s nothing forcing you to quicksave every three seconds, if you find frequent use of it detrimental to the game then you can simply not use it. Unless you&#8217;re one of those who can&#8217;t stop themselves, but to be honest if you&#8217;re that lacking in self discipline I&#8217;d question the wisdom of allowing you near a keyboard. Or indeed out of social care :P</p>
<p>Although if you&#8217;re going to include quicksave I&#8217;d consider it a common courtesy to put the quick load button on the opposite side of the keyboard rather than right next to it as tends to be the norm.
<p class="report-comment">
				<span id="reportcomment_results_div_397930"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397930 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397930"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: archonsod</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397929</link>
		<dc:creator>archonsod</dc:creator>
		<pubDate>Mon, 08 Feb 2010 03:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397929</guid>
		<description>So in other words, another half arsed attempt by a  frustrated would-be director to misappropriate an interactive medium to create a movie rather than a fun and interesting game.

I&#039;ll go back to Fallout 3 cheers.</description>
		<content:encoded><![CDATA[<p>So in other words, another half arsed attempt by a  frustrated would-be director to misappropriate an interactive medium to create a movie rather than a fun and interesting game.</p>
<p>I&#8217;ll go back to Fallout 3 cheers.
<p class="report-comment">
				<span id="reportcomment_results_div_397929"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397929 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397929"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397926</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Mon, 08 Feb 2010 02:35:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397926</guid>
		<description>I understand that you&#039;re probably the kind of gamer that loves to make choices and decisions and freedom. But this game is supposed to work like a story does. In this case, linear doesn&#039;t mean walking through a shooting range. From the reviews I&#039;ve read so far, I assume you wont be shooting much at all. It works more like a movie or a book and focuses more on telling a storyline instead of letting you write your own as the game progresses.

Now when I say you wont shoot much, I don&#039;t mean to call it a kiddie game. In fact this looks like more like a terrifying and philosophical experience that takes us away from our nice computer desks and reminds us of how a human is supposed to function. To adapt and survive against all odds. 

I definitely would not suggest this game for you if you&#039;re a close minded douche who isn&#039;t willing to sit through an interesting plot and think for a second. If you want to do your thing go play the bullshit that they call &quot;Fallout 3&quot;.</description>
		<content:encoded><![CDATA[<p>I understand that you&#8217;re probably the kind of gamer that loves to make choices and decisions and freedom. But this game is supposed to work like a story does. In this case, linear doesn&#8217;t mean walking through a shooting range. From the reviews I&#8217;ve read so far, I assume you wont be shooting much at all. It works more like a movie or a book and focuses more on telling a storyline instead of letting you write your own as the game progresses.</p>
<p>Now when I say you wont shoot much, I don&#8217;t mean to call it a kiddie game. In fact this looks like more like a terrifying and philosophical experience that takes us away from our nice computer desks and reminds us of how a human is supposed to function. To adapt and survive against all odds. </p>
<p>I definitely would not suggest this game for you if you&#8217;re a close minded douche who isn&#8217;t willing to sit through an interesting plot and think for a second. If you want to do your thing go play the bullshit that they call &#8220;Fallout 3&#8243;.
<p class="report-comment">
				<span id="reportcomment_results_div_397926"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397926 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397926"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397922</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Mon, 08 Feb 2010 01:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397922</guid>
		<description>Wow, hahaha, that is actually tremendously clever. I&#039;ll be using that joke in the future.</description>
		<content:encoded><![CDATA[<p>Wow, hahaha, that is actually tremendously clever. I&#8217;ll be using that joke in the future.
<p class="report-comment">
				<span id="reportcomment_results_div_397922"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397922 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397922"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397920</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Mon, 08 Feb 2010 01:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397920</guid>
		<description>I know this has pretty much been stated before, but I think all saving should be designed so that it is disabled once an enemy has acquired the player. I don&#039;t mean specific time frames in which saving is prohibited. I&#039;m talking about some kind of quick-save AI director that decides when you save. If a company devoted a whole program to it, the game could turn out to be really immersive and flowing.  

As for med-kits, I just don&#039;t like the idea at all. I play games for fun, story, and visual appeal. I kind of like the Call of Duty style health regeneration system. Don&#039;t get me wrong, I love med-kit games like Half Life, Dead Space, Bioshock, etc. But it seems so fake and its such a reminder that you&#039;re playing a game. If you&#039;re not going to realistically get injured in the first five minutes of combat and have to recover over days in the virtual hospital, I&#039;d rather just get hurt and be able to forget about it later.</description>
		<content:encoded><![CDATA[<p>I know this has pretty much been stated before, but I think all saving should be designed so that it is disabled once an enemy has acquired the player. I don&#8217;t mean specific time frames in which saving is prohibited. I&#8217;m talking about some kind of quick-save AI director that decides when you save. If a company devoted a whole program to it, the game could turn out to be really immersive and flowing.  </p>
<p>As for med-kits, I just don&#8217;t like the idea at all. I play games for fun, story, and visual appeal. I kind of like the Call of Duty style health regeneration system. Don&#8217;t get me wrong, I love med-kit games like Half Life, Dead Space, Bioshock, etc. But it seems so fake and its such a reminder that you&#8217;re playing a game. If you&#8217;re not going to realistically get injured in the first five minutes of combat and have to recover over days in the virtual hospital, I&#8217;d rather just get hurt and be able to forget about it later.
<p class="report-comment">
				<span id="reportcomment_results_div_397920"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397920 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397920"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Remer</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397915</link>
		<dc:creator>Remer</dc:creator>
		<pubDate>Mon, 08 Feb 2010 01:35:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397915</guid>
		<description>I know this has pretty much been stated before, but I think all saving should be designed so that it is disabled once an enemy has acquired the player. I don&#039;t mean specific time frames in which saving is prohibited. I&#039;m talking about some kind of quick-save AI director that decides when you save. If a company devoted a whole program to it, the game could turn out to be really immersive and flowing.</description>
		<content:encoded><![CDATA[<p>I know this has pretty much been stated before, but I think all saving should be designed so that it is disabled once an enemy has acquired the player. I don&#8217;t mean specific time frames in which saving is prohibited. I&#8217;m talking about some kind of quick-save AI director that decides when you save. If a company devoted a whole program to it, the game could turn out to be really immersive and flowing.
<p class="report-comment">
				<span id="reportcomment_results_div_397915"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397915 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397915"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Vinraith</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397914</link>
		<dc:creator>Vinraith</dc:creator>
		<pubDate>Mon, 08 Feb 2010 01:33:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397914</guid>
		<description>@Remer 

Thanks, that&#039;s good to know.</description>
		<content:encoded><![CDATA[<p>@Remer </p>
<p>Thanks, that&#8217;s good to know.
<p class="report-comment">
				<span id="reportcomment_results_div_397914"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397914 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397914"></span>
			</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: deadsexy</title>
		<link>http://www.rockpapershotgun.com/2010/02/04/on-rails-hands-on-with-metro-2033/#comment-397912</link>
		<dc:creator>deadsexy</dc:creator>
		<pubDate>Mon, 08 Feb 2010 01:28:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=24984#comment-397912</guid>
		<description>I think it would work quite well with Metro 2033 if you could &quot;quick&quot;save with an entry into your notebook. It would keep you from saving during combat, since there&#039;ll be a somewhat lengthy animation. an attack could probably even cancel the animation and therefore your attempt to save and it also would contribute to what they are trying to achieve with the lack of HUD</description>
		<content:encoded><![CDATA[<p>I think it would work quite well with Metro 2033 if you could &#8220;quick&#8221;save with an entry into your notebook. It would keep you from saving during combat, since there&#8217;ll be a somewhat lengthy animation. an attack could probably even cancel the animation and therefore your attempt to save and it also would contribute to what they are trying to achieve with the lack of HUD
<p class="report-comment">
				<span id="reportcomment_results_div_397912"><a href="javascript:void(0);" onclick="reportComment_AddTextArea( 397912 );" title="Report this comment" rel="nofollow">report</a></span><br />
				<span id="reportcomment_comment_div_397912"></span>
			</p>
]]></content:encoded>
	</item>
</channel>
</rss>

