Showing posts with label THQ. Show all posts
Showing posts with label THQ. Show all posts

Tuesday, May 28, 2013

Metro: Last Light review

A while back I reviewed Ukrainian developer 4A Games' cult hit Metro 2033. Based on a series of bestselling Russian novels, Metro was one of my favorite games of 2010. It was flawed, but it was beautiful.

Now the Kiev-based studio is back with a sequel, Metro: Last Light. Despite its publisher THQ giving the studio a tiny budget, imposing terrible working conditions, and folding a few months later, 4A persevered. The game was picked up by German publisher Deep Silver and released earlier this month.

Metro: Last Light serves as a natural progression of Metro 2033. It's set in post-apocalyptic Moscow, where the surface is irradiated and survivors live underground in the tunnels city's Metro system... hence the title. You play as Artyom, a man dealing with the guilt of his murderous past. Guilt is one of the driving themes of the entire story, something carried through until the end credits.

I've had a lifelong love of both post-apocalyptic stories and public transit systems--subways in particular. So Metro is right up my alley; Fallout 3 is perhaps my all-time favorite game largely because of its post-apocalyptic version of my hometown Washington, D.C. Metro system. Last Light's Metro is based on the real-life Moscow Metro with its distinctive circular routes, and it'd be really interesting to take a trip there and see how closely the in-game locations match their real-life counterparts.

If you haven't played the original game, you won't understand much of the plot line, and that's a good thing. Instead of spending the opening hours of the game on exposition introducing you to the characters and setting, Last Light is able to jump right into the meat of the story.

Last Light is also a natural progression from 2033 in terms of gameplay and mechanics. It definitely feels tweaked and upgraded all around, but the core gameplay loop of Metro remains intact.


The game has been described as "Fallout meets Silent Hill." It mixes survival-horror with FPS and stealth mechanics, and the combat is serviceable enough. You've got a wide range of ways to approach obstacles, from ninja-like creeping to Rambo blazin'.

The most interesting gameplay mechanic is the gas mask, carried over from 2033. Anytime you venture to the surface of Moscow, you need to wear a gas mask. You need to make sure you have enough air filters, and you have to manually switch filters when one runs low. Combat has its effects on the mask, cracking the glass and making it harder to see. You can take filters and gas masks from corpses you find around the city if your current one is banged up.

I love to play games slowly and savor the experience, and at first I thought this gas mask stuff would be an unnecessary time-limiting annoyance when I'm trying to survive in an already-hostile world. But in practice, it enriches the experience and made me feel more immersed in the dystopian gameworld. It added the "survival" aspect to "survival-horror." You can survive on the surface for a minute or so without a mask, and some of the most intense experiences I had with Last Light were when I was frantically rushing around the surface sifting through rubble to find a new air filter for my mask.


Luckily, Metro is a series made for slow gamers like me. Where the game truly shines is in the downtime at the various Metro stations around Moscow. It's not an RPG, but you're free to explore the heavily-populated stations at your leisure. Unlike many games in which NPCs have fake conversations for a few seconds, in Metro, you can sit and listen to random underground citizens talk to each other for minutes on end. You don't need to listen to any of them, but if you do, it enriches the game's fiction and makes you feel like part of a larger world.

Friday, July 1, 2011

Costume Quest = Fight Club for Kids

Costume Quest is a lil' downloadable RPG developed by Double Fine Productions, the company founded by Tim Schafer of Grim Fandango and Psychonauts fame. Its inception came about during Double Fine's tumultuous Brütal Legend period in 2009, when they had no idea if the game would end up getting published at all. The developer went through a series of what they called "Amnesia Fortnights," where the company split into four teams that each worked on their own small game to potentially be released in the future.

As it turns out, the Amnesia Fortnights might be what saved the company, after Brütal Legend was a bit of a Jack Black-filled disappointment. Last year, Costume Quest was the first of the four to be released--the other three are this year's aptly named Russian-stacking-doll Stacking and post-World-War-I-battle-mech Trenched, along with the upcoming Kinect-infused kids' game Sesame Street: Once Upon a Monster. All three of the games released so far have received great reviews.


Anyway, let's get back to Costume Quest. You play as an elementary school kid getting himself or herself into a bunch of Halloween hijinks. The kids fight evil monsters, Grubbins, who wish nothing more than to steal all the candy of the world. The characters wear quintessential Halloween costumes like cardboard-box robots and trash-can-lid-for-shield knights, and they go trick-or-treating and collecting as much candy as possible.

Besides the beautifully cartoony cel-shaded art style and Tim Schafer's hallmark sharp, humorous writing, this is a standard turn-based RPG with Paper Mario-style quick-time moves during battles to keep you on your toes. But what stands out most about CQ is the context in which these battles are fought.

When the characters enter battle, the world transforms into a fantasy realm. The kid in the cardboard box transforms into a Gundam-style superbot and the kid with the makeshift shield becomes a larger-than-life knight in shining armor. The characters are fantasy versions of themselves.

But the children in the world of Costume Quest seem to be the only people who even notice the Grubbins. Whenever the characters attempt to call the police, their reports are dismissed. The children talk to plenty of adults throughout the game, but have strictly non-Grubbin-related conversations. Do the Grubbins really exist? Are the characters actually fighting at all? The quest is subtly ironic--stop the Grubbins from monopolizing the world's candy, while at the same time grabbing as much candy as they can get for themselves.

Are the children fighting themselves?