

These men don’t deserve to live finally in range, I throw a knife at the one standing guard. The woman’s pleas are getting louder and louder, and the man holding her gives a thunderous “Shut UP!” and hits the woman. Now… There! A light! But I can’t see the men for a clear shot. I hear the woman’s cries intensify, though, so I finish up my scavenging and start toward them again, more quickly this time. I start sneaking around the corner, but wait! I stop to pick up some ammo and supplies laying on a crate out in the hallway. The men are still bantering, the woman still crying. Have they heard me? What if they did? Will they simply kill the woman? I get off and listen for a moment.


Sorry about your barricade.ĭriving along in the railcar, I suddenly hear the horrified cries of a woman on the tracks ahead: “Let me go! Please!” and more bestial sounds of men: “Hah, alright, you take her first, I’ll keep watch.” That’s right, they’re bandits, and they’re about to rape the woman. Or, perhaps, it is the desperation in the voices of the people around him, talking about how they might not ever get out of this mess. He asks very nicely, but you can hear the desperation in his voice. Those survivors sent out men to try to find a way past, but they never returned. They have told me that bandits are infesting the tunnels up ahead. Behind me, a while back along the rail, is a group of survivors who have been fleeing from their homes. One such small story takes place in the railcar level. Now, by no means did I explore every single nook and cranny of the game, but even then, I still experienced several of these. Every area will have some nice rewards, and not only tangible ones while more military-grade bullets are nice, the best rewards are often the small stories and dramas that take place off the beaten track. A lot of my time was spent outside of the main quest areas, just scavenging and looking around at the environments. However, don’t think it’s just a rail shooter. Much of the game is spent underground, in the Metro. Last Light takes place a year after this event, after Artyom has been inducted into “The Order,” or “The Rangers,” a bunch of soldiers who try to protect the innocent and generally end up failing. You play Artyom, a hero who just blew up a bunch of mutants who may or may not have been threatening to destroy the metro and all who lived in it. The remnants of Russian civilization huddle in the Metro, waiting for the world above to become inhabitable again for those without gas masks. In the classic “after the apocalypse” style, the game takes place on post-nuclear-war Earth.

Metro: Last Light is the successor to Metro: 2033, both based on books by Dmitry Glukhovsky. There’ll be spoilers for the game, so if you don’t like those, don’t read.Ī bit of background first, then, to serve as a lead-in. In this one, I’m going to talk a little bit a lot about what I liked and didn’t like about the game in general specifics will come in future posts. I’ve been hankering to put down my thoughts on the game, so here they are, in the form of long, meandering blog posts. It was certainly a great game I played through it in only three sittings, which might be a record for any game I’ve played. I finished Metro: Last Light a couple days ago, and I’ve had some time to digest the game. Metro: Last Light - Atmosphere Aug 1, 2013
