Metro 2033: The Last Refuge - first look

If the waves made by BioShock are still rippling within the industry, Metro 2033 may be the first game to wash ashore. The setup: In 2011, a worldwide nuclear catastrophe decimated civilization. Moscow citizens retreated to the tubes, building a network of city-states along the underground subways to avoid the surface, where radiation spawned breeds of psychic supermutants: sedan-sized bats and rats, hulking ogres, and ghostly anomalies.

It’s encouraging to see one fewer developer feeling the pressure to shoehorn a multiplayer mode into its story-driven shooter, and we’re hoping an atmospheric, personal single-player experience will emerge as a result.

Q&A: Andrew Prokhorov, Creative Director at 4A Games

What aspects of Metro will make it stand out among other shooters?

Our idea is that no single feature can create a game, no matter how interesting this feature is. The unique atmosphere of the game is needed. A game becomes enjoyable only when I forget that I’m playing a videogame, when I put myself in a character’s place, when I believe I live in his world. If a player laughs with game characters, if he feels like he’s suffocating in the real world while his character is suffocating in a gas mask with worn-out filters on the surface of a ruined city, if he feels the breath coming from a monster’s mouth - then we’ve reached our goal.

What are the strengths of the graphics engine you’ve developed?

There isn’t a single static light source; basically, light bulbs “shake and break.” The number of light sources in a frame is limited by common sense, not by programmers. But fully dynamic lighting isn’t an end in itself; it allows us to create the game in the process of playing it, without wasting time on recalculation of lightmaps, shadows, and other stuff. We also use visualization technology to give the game a film-like image, and we’re adding 64-bit HDR with eye adaptation, depth of field, motion blur, and PhysX.

What homemade weapons and tools can players expect to wield in the apocalypse?

There are quite a lot of them - a revolver that can be upgraded to a carbine, a multi-barreled crossbow, and an air-powered rifle. There is also a self-made machine gun (despised by our publisher) called Bastard. It works awfully, always jamming and making players feel like throwing it away! The transportation in Metro deserves special mention: trolleys that range from basic to muscle-powered to underground tanks.

+ Unconventional enemies and design inside a BioShocky, insulated setting. Impressive lighting and engine tech. Homemade weapons that we hope will be customizable.
– We only saw a few snow-covered surface stages to contrast the underground gameplay. Giving players outdoor areas will be key.

Dec 19, 2008