Metro: Last Light is relentlessly linear, right up until it isn’t. It gives you a trusty ally to follow, right up until he betrays you. As the game pulls the rug out from under you, leaving you completely alone, it becomes clear: all of this was by design. This piece first appeared 11/5/15. Last Light begins shortly after the events of 2033, where you, a ranger named Artyom, launched some nuclear missiles into the home of the Dark Ones, psychic mutants that were believed to be planning an attack on humanity. A Dark One has now appeared near your home base, and you are tasked with hunting it. Unfortunately, in the process, you are captured by Nazis and brought to their station. They’ve also captured a Soviet, Pavel, who helps you escape. One of the worst sins modern shooters commit is their insistence on ‘walk and talk’ segments, where the player speed is faster than the person doing the walking and talking and the player often has to stand still and wait for the walkertalker to open the door for them. This extreme handholding is almost always dull and boring; what’s being said is never really important, and making the… Read full this story
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How Metro: Last Light Flipped The Script On Players have 303 words, post on kotaku.com at September 12, 2018. This is cached page on Gatofuns. If you want remove this page, please contact us.