I’ve played and reviewed all of the previous Metro games on this blog so it seemed a shame not to give this VR spin-off a go, even though this is a series I’ve found as frustrating as I do enjoyable. And Metro Awakening certainly doesn’t buck the trend. In this VR prequel to the previous Metro games you play as Serdar, a doctor who embarks upon a quest within the Metro to find his missing wife.
From a story point of view, I think there’s a decent narrative here to enjoy that serves as an origin story to a character fans of the previous games will be familiar with. Also familiar is what awaits you in the dark and dangerous tunnels – mutants, hostile humans and supernatural threats. Awakening doesn’t really offer anything new to the Metro experience – it just gives you a new medium (VR) through which to experience it.
As a VR experience though, I’d say Awakening is a little lacking. My main issue is the brightness. This might sound like a strange complaint, but hear me out – Awakening is far too dark, even with the brightness cranked up to max. Like previous Metro games there are sections against human enemies where stealth is a viable (and preferable to conserve resources) option.
But in Awakening, some of these sections are so dark you literally cannot see a thing. Nothing. All you see is pure black and using your headlamp only gives you away. There were times I was within a couple of feet of an enemy and I simply could not see them. Navigating the darkness is a key facet of this series but it shouldn’t result in a situation whereby it’s impossible for the player to see or understand what’s happening.
Like the previous Metro games you do have a headlamp but also like those games the headlamp needs to be continually recharged. That’s fine when you can just press a button but in VR, you have to take out your backpack, grab the charging device and then manually wind it. It wouldn’t be so bad if the battery didn’t seem to die every ten minutes or so.
Inventory management is also pretty annoying. You have to reach over your left shoulder for your backpack which includes your lighter, gas mask, and charger, but over your right shoulder for your primary weapon selection. Both are slow to do, which isn’t ideal when you need to quickly switch weapons or pull on your gas mask.
That’s not to say there aren’t any nice little VR touches – the first time my gas mask fogged up I instinctively reached up and wiped it clean with my hand and it just worked. It was a nice surprise and made me realise just how immersed I was in the experience.
In addition to cranking up the brightness to max I’d also recommend switching on the ‘arachnophobia mode’ regardless of how you feel about spiders. They’re by far the most annoying enemy in the game as they leap at you from dark corners and land on your face, completely obscuring your vision.
You can try knocking them off with your hands but I often also accidentality pulled off my gas mask at the same time. Like the issue with the darkness, it’s not fun in VR when you can’t see shit, Captain. Aside from the spiders there are only two other mutant enemies you’ll encounter – one of which has this annoying ‘stagger’ animation when first shot that makes subsequent hits meaningless until the animation is compete, at which point you can shoot them again to finish the job.
The other mutant is mostly reserved for the initially fun but repeated far too often ‘train car chase’ sequences in which a horde of them pursue you as you race down a track on a mounted gun. Tip: equip your gas mask before departing because it’ll save you fumbling with your backpack as you go.
Human enemies are the most fun to fight because they do more than just charge wildly at you. They do try to use cover and flank you and because I found stealth such a chore due to the brightness issue, I mostly just shot my way through every hostile group I came across.
And I’m glad I did, because the combat is actually pretty fun. You have three primary weapons – an assault rifle, shotgun and crossbow. The crossbow kind of sucks because it’s a nightmare to aim in VR, but the others are good fun and handle well.
Visually, Awakening looks good. Not great. The character models are a little poor but the environments look nice, even if some of them end up too dark to fully appreciate. The early levels are rather slow but fortunately, the game picks up the pace around chapter three and keeps you engaged until the very end. And I’d say it does stick the landing, at least narratively speaking.
I do wish there was more taken from the previous Metro games – like the bullet economy or weapon upgrades. There’s no trading in the game, no shops and little in the way of character interaction. The Metro games are as much about the people as the environment, but Awakening doesn’t do much with what little supporting cast it has.
It took me about nine hours to complete Awakening and although I can’t say I loved every minute, I can say I still came away with a pretty positive impression. It’s a flawed, but fun VR experience that like the previous Metro games, I found as frustrating as I did enjoyable but I’d still recommend checking out.
7/10
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