The First Bit Of Metro: Last Light Footage

By John Walker on July 14th, 2011 at 2:13 pm.

Gosh, this is a pretty thing.

At E3 this year, THQ showed an impressive, if somewhat unrepresentative, demo of Metro: First Light. Instead of showing the game as it will play, they created an all-action sequence that shows off quite how remarkable the engine is. Rather than offering slow, spooky the atmosphere you’ll really be playing in. The first part of that video, broken up into three chunks for maximum annoyance, is below.

The trailer shows off how you can manipulate the environment to your advantage, bringing darkness to areas infected by light.

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51 Comments »

  1. Marijn says:

    Ehm John, it’s called Last Light, not First Light. No biggie, someone was bound to make that mistake sooner or later.

    • Tusque D'Ivoire says:

      This way he can try the same pun again with “The Last Of Metro: Last Light Footages”. Yay!

  2. The_Great_Skratsby says:

    Looks quite like Metro I say I say.

  3. Khemm says:

    Looks good.
    In before Bethesda fanboys show up here and try to convince themselves Metro is the new Ultima Underworld.

  4. groghog says:

    Hopefully there’ll be more of this sneaking around stealthing humans lark, that was the best bit from the first game

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    Darkelp says:

    Looks good, Metro 2033 was a good game, this sequel look’s like it will be the great game the original was meant to be.
    Plus that mini-gun was ridiculous, in a good way.

    • KingCathcart says:

      Good? That looks a very easy way to lose precious bullets very quickly.

    • Premium User Badge

      Darkelp says:

      Of course! I forgot about the whole bullet as currency feature, okay perhaps it is just plain ridiculous.

    • DK says:

      Yeah that minigun looks like something an insane hermit would cobble together and get laughed at by every ranger or militia worth his bullets.

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    felisc says:

    weird, the huge reverb on the guy’s voice at 1:38 while shots sound dry. It gives a pretty nice effect.

    • Bodminzer says:

      Yeah that bit was really cool. It made me think of the massively reverberating footsteps from HL1, and how much they added to the sense of being in a very big underground place.

  7. CaspianRoach says:

    All I ask from this game is to have a reasonable FoV and it will be a good one.

    • Tusque D'Ivoire says:

      One of these days someone needs to introduce me to the world of comlaining about the Field of View in First Person Shooters…

    • Casimir Effect says:

      Seeing as a weird FoV can make some people feel ill it is a bit of a rational complaint. Usually it’s just indicative of a console port: where the FoV is small so that people sitting feet away from a TV can see things, whereas we PC gamers are hunched in front of our monitors.

      For an example of really bad FoV check out Operation Flashpoint: Dragon Rising. That hurts my eyes a bit. Borderlands suffers a bit as well but has an ini file which can be changed in all sorts of wonderful ways.

    • CaspianRoach says:

      When I first launched first Metro game I was asked to shoot monsters that were crawling around us while we were in the open. With that narrow FoV I literally couldn’t see them 1 meter to the left of me and it was really frustrating to constantly spin around to see what the hell is hitting me. Humans have about 120 degrees of horizontal vision plus 60 degrees of peripheral horizontal vision, when developers ask me to see the FPS world in 50-60 degrees angle it feels like they’re asking me to write with my left hand.

      And don’t listen to their excuse about “it was done on purpose to create a sense of claustrophobia”. Bullshit, it was made that way solely because their engine is very clunky and can barely produce reasonable FPS with that FoV; the less you see on the screen, the smoother the game runs.

    • Chorltonwheelie says:

      It takes 2 minutes to change it in the user config file. Use this…

      http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php

      I finished Metro 2033 earlier today and absolutely adored it. More of this sort of thing!

  8. skyturnedred says:

    Blue vs orange alert!

    • edgeblend says:

      I was just about to note that. Ill add an incisive and witty comment to back you up;

      ‘Ooooooooo Orange and Teal, inventive.’

    • sgt. grumbles says:

      If it’s going to make you feel smart to point out blue and orange sightings every time you see one, prepare to feel smart the rest of your life. Until blue and orange stop being complimentary colors — which I’m betting won’t happen — they’ll continue to be effectively used in visual design.

    • edgeblend says:

      I don’t think anyone is saying that blue and orange dont go well together, but put it this way; just because fish and chips go well together doesnt mean you’d like to be force fed vast quantities of it for every single meal.

  9. Casimir Effect says:

    See, this I would play. I would play the shit out of a game where I am a vulnerable predator. But the actual game will have mutants, and I don’t deal with that sort of thing. Not since Far Cry anyway. I want human opponents all the way through.
    Looks like it’ll be a good game for fans of the first though.

  10. Pemptus says:

    What do you mean unrepresentative? There was plenty of shooty bang bang action in the first Metro.

  11. Radiant says:

    Thoughts of anyone who has played Metro 1 “Does he not know how much those bullets cost??”

  12. edit says:

    It really does sound like they pinched the HL2\CSS\source-engine impact sounds. I remember thinking the same thing playing 2033. I’m pretty sure these aren’t source engine games.. right?

    • Navagon says:

      It uses its own engine. But it probably uses the same sound effects disc as numerous other games and films. If you start to listen out for the more distinctive sounds you’ll hear they’re everywhere. That’s probably why the sounds for HL2 that valve produced themselves are so damn distinctive and memorable when compared to a lot of what else is out there.

  13. kuran says:

    As a Stalker fan, seeing Metro 2033/Last Light is like a double edged sword.
    It’s such a shame that these games do not offer Stalker’s level of freedom.. and an even bigger shame that Stalker 2 will be a multi platform release.

    I wanted to see the Stalker series evolve by itself.. not into Call of Duty 4.

    • ankh says:

      To this Stalker fan it’s like a single edged sword kicking me in the balls.

    • godkingemperor says:

      Hey, guy, guess what. This isn’t a STALKER game.

      Why does everyone hold that against Metro so much

    • ArcaneSaint says:

      OMG, it tries to be a different than another game set in a post-nuclear disaster world where everything is scarce and every day is a battle for survival? Blasphemy!

    • kuran says:

      But, isn’t Metro being developed by former members of the Stalker team?

    • cckerberos says:

      Kind of. It was made by some people who were involved with Stalker but left before the first game came out.

      I haven’t read it myself, but I’ve heard that the game stays fairly close to the original novel. That may have affected how much freedom could have been given to the player.

    • edit says:

      I’m all for each game carving its own unique space, but I’ll agree with a leaning towards Stalker’s design choices. In a time when games are getting more and more open, more seamless (in the sense that Valve pioneered – ditching “level 1, level 2″ style design and going for a continuous environment) etc, Metro is decidedly old-school in the way levels are broken up and in its directed linearity.

      I wouldn’t pin this on it being based on a book.. If they wanted it to tell the novel’s story to the letter there wouldn’t have been alternate endings. It is perfectly possible to maintain an overarching narrative while offering all sorts of player freedom within its confines. The linearity was a design choice.

      Add to that QTEs, checkpoint saves and some NPC babysitting, and it created some unnecessary frustration for me. I did love the stealth oriented sections though.

      At this point, unless they are done incredibly well, I’m basically over games which go for film-like narrative structures and am much, much, much more interested in games which focus on player freedom and emergent gameplay. 2033 had a lot going for it. I’m definitely keeping an eye on this one, but I have a feeling it will feature the same things I disliked about the first.

  14. wodin says:

    FInished Metro 2033 a few days ago…really enjoyed it.

    Strange how they only reacted when someone was shot close by yet they weren’t bothered at all that all the lights hwere being blown out…

    Stilll will be a decent game I’m sure.

  15. nuh uh no way says:

    does anyone else get a sort of uncanny valley effect with shit like this?

    yeah great you’re taking out lights so those guys will have a hard time seeing you but why the hell aren’t they reacting to GUN SHOTS being fired very close? not even a “yevgeny, stop wasting bullets down there!”?

    bugs the hell out of me.

    • Shroom says:

      I was thinking this but then realised that there was incredibly noisy machinery in the background…that’d kinda drown it out don’t you think?

    • ankh says:

      Ive always thought “uncanny valley effect” ment that something is too real or looks to real and its scary.. Did i get this completely wrong? In my defense, English is my second language.. :)

    • cckerberos says:

      There were a lot of things like that in the first game. Shooting out a light would only cause an enemy to stop and act confused for a few seconds before continuing on. Now, granted, in a post-apocalyptic subterranean hellscape you’re probably used to minor technical difficulties like lights shorting out at inconvenient times. But you’d think they’d start to notice something was very wrong when all the lights in an area started going out one by one (or at the very least that they’d perhaps turn the lights back on).

    • Nallen says:

      Uncanny valley is a term that describes a level of realism that is so great as to almost trick you in to thinking what you are looking at is real, but still exhibiting traits which allow you to discern at some level that it’s not, perhaps without being able to say why. The sensation is said to be uncanny.

      What ‘nuh uh no way’ is confusing it with is known as ‘shit simulated intelligence’.

    • sgt. grumbles says:

      Normally graphical advances in realism increase believability. As tech moved from 2D graphics to increasingly complex 3D, characters looked and behaved more life-like, and their believability as real life increased. However, the uncanny valley describes a point where as the technology increases, the characters actually become less believable and seem bizarre, creepy, or robotic.

      It’s the idea that your imagination can fill in for missing attributes of a character. Ok, I’m this simple 2D guy bouncing around shooting things, cool. However, if the character almost looks real — e.g. has wrinkles, is blinking and looking around, lip-syncing while talking — then we’re less forgiving, and notice the flaws, especially in the face. The result is a vacuous android that creeps you out, seemingly even less believable than older tech.

    • sgt. grumbles says:

      And by the way, I totally agree: I’d love to see developers focus more on AI, instead of the usual behavior:

      + walk around scripted path
      + if detect something, stop and play sound: “huh?” or “eh?” or “who’s there?”
      + slowly walk around with gun
      + wait 10 seconds
      + resume walking around scripted path

      If a guy sees a dead body, he shouldn’t resume his script just because he can’t find you after 10 seconds. I want people to freak out when their friend is shot 3 feet away, even if by a sniper rifle, or when all the lights start going off.

  16. Johndoh says:

    Also, since the gun he was using was a gun that shot things through a very high pressure (see the gauge on the weapon?) It wouldn’t be as loud as a normal gun, as most of the noise from firing a gunpowder weapon comes from the minisplosion in the barrel (not a gun expert, but I think I’m right about this in general, if not specifics).

    EDIT: Reply fail, was meant to reply to nuh uh no way’s comment

  17. varangian says:

    Whenever I see anyone in a video game pick up a big machine gun I automatically look at the bottom of the screen for a little pixellated face lighting up with manic glee…

  18. Iskariot says:

    I like the way the AI reacts to stealthy actions. I love stealth games more than anything.
    I am not very good with creepy horror though. I’m a bit of a pussy.

    • deadsexy says:

      That reminds me that the atmosphere of Metro 2033 was really great. I was never really frightened since you’re mostly running around with an NPC but those sections when you part ways like Dead City with the condensation in your gas mask, the part where you have to carry the kid and those damn pesky librarians were deliciously creepy.

      Also: There should really be more stealth games.

    • edit says:

      “Also: There should really be more stealth games.”

      I dig stealth gameplay, but I’d like to see more games open enough for stealth to be one of many ways you can approach a situation.

  19. mortimasIV says:

    Metro Last Light. Brought to you by Really Good Lighting and Sound Effects.

  20. gandrewsan says:

    Looks really promising if I can just get over being a scared wee lassie and enjoy creepy games like this but idoes every FPS really have to have a bit where you find a big/emplaced gun just seconds before a wave of enemies runs straight at your position? Suppose it’s a problem of the limited weapons mechanic in that the developers can’t guarantee the player will have a heavy weapon to suit every scripted situation but it is nice when they manage to approach it with a bit of imagination and surprise you. Rather than, oh look, there’s a rocket launcher, must be time for a tank or helicopter to suddenly appear.

  21. roryok says:

    I can’t say I approve of a game which encourages shooting out light-bulbs in a post-manufacturing society which solely exists under the ground.

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    oceanclub says:

    I really loved Metro 2033 ’til I got to that Librarian bit. Still trying to get past it but find them frustrating. I upgraded to a i5 2500K/8GB DDR3/SSD drive and so far it’s the only game I can’t play on all-high settings – what a monster.

    P.

  23. Fattsanta says:

    Slaughtering those soldiers at the end with the minigun reminded me a great deal of Return To Castle Wolfenstein.