My first objective here is to venture to a nearby outpost, looking for people, supplies, or anything else that can help us. It isn’t a desert but an area well on its way to total desertification, though any concerns about the survival of the little vegetation left in the land quickly take a back seat to making sure I can even survive it. This isn’t some majestic desert littered with oases, it’s a mechanical graveyard where evidence of a once-booming oil industry stands almost fossilized amongst the burnt-out cars, remnants of buildings, and the false grama and tanglehead that dot the land. Now, to expect the wasteland of the Caspian Desert to be enticing is to not understand the point of it. Outside of the sweeping sandy landscapes found in Lawrence of Arabia, I’ve always found it difficult to see a desert as something that’s supposed to be enticing to me. Desert environments in games have never really done anything for me. The Caspian Desert appears to be quite large and while a smackerel of the former sea still exists, the rest is a dried out husk of a once fruitful land. And while the environment is vast and wide, my journey through it is arguably narrow.Īs soon as I find my way off the train, I take control of my gun and follow a fellow traveler up a hill to overlook the setting. For this hands-on session, I get just two hours to see anything and everything I can. I’m told the area is larger than the last two games combined. This big, massive open-world stage is the largest level in the game. The Caspian Desert is the game’s “summer” level. Each level takes place in a different season and players will experience the blistering cold and swamp-ass-inducing heat as they complete a year-long trek that spans winter to winter. Metro Exodus breaks from the prior two games in the series by introducing massive, open environments to explore and survive rather than just the small, frozen corridors of past games. It’s embarrassing, it really is, but any feelings of inferiority quickly dissipate as I find the open door and head out into the harsh wilderness of the Caspian Desert. ![]() As my comrades on the Aurora, the massive train jettisoning Artyom, Anna, and the rest of his crew of survivors across the Russian landscape, discuss what to do next now that we’re low on fuel and water, I’m doing my best Dean Takahashi impression, running around the engine room like a frightened bat that just flew into an open window. Continue forward through multiple wooden barriers to get to a loading screen and the end of the level.My lack of familiarity with the Metro franchise is painfully evident to everyone in the room less than 10 seconds after I’m handed the controller. Hold down forward to slam through the wall. This changes the track to lead to the wooden wall ahead of you. The train car you are pushing will get stuck, so back up until you are in the area with doors on either side of you, and go over to the arrow on the side of the track and switch it. Now keep going until you get to a tunnel that leads to a dead end. There is a Note (1/1) back here as well as ammo. If you go in any of these doors, make it this one. Keep going until you find another door on your right. Time to go! Back on the railcar now, so be ready to kill those monsters. ![]() There is a room to the left now, and like the ones previous, it has supplies in it. You come across one of the creepier parts of the game so far. Your railcar starts to get attacked by monsters, so keep pushing forward while fighting them all off. Once ready, ram your railcar into the train in front of you on the tracks, and push it forward. In here is a bunch of ammo and a few filters as well as lots of those dog-like monsters. There is a path to the left where you go through a subway train, but there's nothing but ammo pickups so keep going forward. Fight your way back to the car and pull the lever, immediately put on your mask to protect yourself from the toxic air that comes pouring through. Following the path around you come to a red corridor with a switch at the end that powers up the gate blocking the rails. Hop out and go into the doorway on the right, fight through the mass of spiders collecting ammo/filters as you go. Once back in the railcar, continue down the track until you reach a big door blocking your path. Turn this on to turn the lights in the room on. If you do venture in, there is a circuit box in the first room. Again, unless you need filters or ammo, this room can be skipped. Further down the track we go now! There are spiders out and about now, so turn on the railcar's lights. There's some ammo too, but not enough to warrant visiting here again. There is another door on the left, and this is just filled with tons of spider monsters. ![]() Get back into the railcar now and continue down the track. Hop out to find an Accordion (1/1) to play.
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