I enjoyed – but didn’t
love – the previous Metro games (2033 & Last Light), so I
didn’t go into Exodus with particularly high expectations, but I
still came away disappointed. I think it’s the weakest entry in the
Metro series and a game I’d be very reluctant to recommend.
Whereas the previous Metro
games had, at the very least, a strong sense of identity, Exodus
doesn’t seem to know what it wants to be. It’s a confusing
mixture of very linear, scripted missions and semi-open world maps
loosely strung together by a muddled story.
Exodus has an opening
‘prologue’ section set in the Metro before you and a small team
embark upon the titular Exodus. This section plays more like the
missions of the previous games, with tightly designed levels and a
mixture of combat and stealth. I’d say it’s one of the better
parts of the game . . . if it wasn’t for the story aspect.
Without getting into
spoilers, the reason for the Exodus feels like an unnecessary and
contrived retcon of everything the previous games established. I
wasn’t particularly invested in the story of the previous games,
but even I
felt cheated by the way Exodus sets up its plot.
It certainly doesn’t help
that so many key dialogue scenes seem to have several characters all
talking at once (a problem that persists throughout the game) making
it hard to follow exactly what’s being said. The story, sadly,
doesn’t really improve once the Exodus begins. The ‘twists’ are
easy to see coming, as each new section tries (and fails) to tell its
own story within the larger plot.
Once you complete the
prologue and embark upon the Exodus you’ll enter your first
open-world-but-not-quite map. It’s one of only two in the game as
all the other missions are completely linear in nature. And I just
don’t see the point of these larger maps – outside of the core
mission locations, there’s practically nothing to see or do.
The best things about the
previous Metro games was their atmosphere, attention to detail and
the tight design of their environments and level progression. Exodus,
attempting to transfer these strengths onto much larger maps, fails
spectacularly.
The first map is mostly
empty, with a lot of wasteland to traverse making it a tedious slog
just getting from one place to another. The map is broken up by
various waterways which require the use of a boat to cross,
restricting your movement and essentially transforming this ‘open’
map into a series of smaller, linear lanes.
The map, beyond the core
mission areas, has a few old ruins with some angry (and stupid)
zombies to shoot, and a handful of generic ‘bandit’ camps. But
there’s nothing in these optional locations to really make it worth
the time or trouble to explore. If you’re playing on higher
difficulties, you can end up expending more valuable resources
clearing these locations than you’ll receive in return, meaning its
best to just avoid them.
Once you finish your core
missions on this first map you’ll travel onto the next location
which, for me, was probably the best part of the game because it was,
like the prologue, more similar to the linear, focused design of the
previous Metro games. Unfortunately, this improvement doesn’t last
as you then move onto the next ‘open’ map which is, more or less,
the Mad
Max
map.
The open desert is a
welcome change of environmental variety compared to the snow and dank
tunnels of the last, but the same design problems persist – the map
isn’t really ‘open’ but a series of linear lanes with just a
few ruins and camps full of bandits to kill. You get a vehicle to
drive on this map which, to a degree, makes traversing the map less
of a tedious slog but ultimately, it still gets pretty annoying
having to travel from one end of the map and back again just to
progress the story.
The previous Metro games,
for all their flaws, always had the player moving forward, never
back. These ‘open’ maps in Exodus totally lack that clarity of
level progression and feel like unnecessary and pointless filler
content to drag out the experience. There really is nothing worth
seeing or exploring upon them – and believe me, I tried. I explored
everywhere. I found all of the collectible letters, postcards and
upgrades. What a waste of time.
From here, it’s almost as
if the developers themselves realised that this semi-open world
approach just wasn’t working, so the game becomes far more linear
in terms of progression. You enter a forest map which, although
large, really only has a single path to follow.
The last mission is
probably the worst. Although it feels more like the previous games in
terms of design, it’s a weak mission with little combat and far too
many scripted animation sequences breaking up the flow. I was pretty
sick of the game at this point, becoming more and more agitated every
time my progression was delayed by yet another unnecessary scripted
sequence. I just wanted to get to the end and get it over with.
Visually, Exodus is,
overall, a good looking game, but it’s also a pretty inconsistent
experience – some environments look fantastic, but others look
pretty drab. The combat is . . . fine, I guess? But how much you’ll
enjoy it does vary depending upon the location and situation. The
enemy AI is also pretty bad – it doesn’t feel like it was
properly designed for the larger, more expansive maps.
Oh, and the game has a
similar ‘moral points’ system like the previous games that
determines which ending you get, but it feels even more stupid in
Exodus as in order to get the ‘good’ ending you pretty much have
to avoid killing anyone – even religious fanatics and bandits that
are actively hunting and trying to murder you.
Overall, I can’t really
say I enjoyed Metro: Exodus. I enjoyed parts
of it, here and there, when the focused design, atmosphere and
attention to detail of the previous games shone through. But most of
the game was a poorly designed slog with a muddled story and shoddy
AI. Even if you were a bigger fan of the previous Metro games than
me, I’d still think twice before playing Exodus – very little of
what you probably liked about those games exists here.
Exodus, if I’m being
really harsh, feels like a mistake from start to finish. A mistake in
terms of story, mission design and level progression. It feels like
the developers realised their mistake at some point but by that time
it was too late to turn back, so we end up with a messy game that
feels cobbled together with inconsistent quality and a rushed and
unsatisfying conclusion.
5/10