When IGN last checked in with Artyom’s latest post-apocalyptic adventure Metro Exodus at E3, we were less than impressed with the technical issues that plagued our time with it and, a month before release, there are still a few signs that things aren’t totally okay. A few crashes, a few hard locks and a moment where it tried to load a save file from a totally different sequence can be put down to the fact the game was running on developmental kits, but some other bits and pieces indicated that perhaps this isn’t going to be the big breakout title for the Metro series.
There’s some really aggressive motion blur on the console version (which in this build, couldn’t be turned off) which makes turning a bit headache inducing. Guns feel heavy, movement feels awkward and bullets feel ineffective, but all of that is entirely by design. Survival in the Metro world isn’t supposed to be a walk in the park. Even with thumbstick sensitivity ramped all the way up to the top of the sliders, it still feels like Artyom is covered in a nuclear treacle. When being pursued by some ghouls through a warehouse, climbing scaffold in an attempt to get to the safety of the rooftops, I fell off a couple of times because I couldn’t turn fast enough or with enough precision. And, although a stealthy approach is recommended, I found it way too easy to rush down a pack of bandits and use the melee kill attack right in front of them, because the AI just didn’t cope with the rush-in strategy!
source http://www.ign.com/articles/2019/01/16/metro-exodus-new-hands-on-will-exodus-finally-take-metro-mainstream
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