devil_angel Posted September 18, 2011 Report Share Posted September 18, 2011 Again? No, last time, I was convinced that they were bullshots Link to comment Share on other sites More sharing options...
Aftrunner Posted September 18, 2011 Report Share Posted September 18, 2011 Link to comment Share on other sites More sharing options...
SRINI87 Posted September 27, 2011 Author Report Share Posted September 27, 2011 Metro: Last Light "Weapons are more powerful "In terms of the demo we're showing to the press, first of all, the most powerful weapons are hell," said Beynon. "We completely changed the animation system. In the first game did not receive any feedback when successful in your goals, so in fact it seemed that they were not giving." "We have added many more visual effects, blood, sparks, dynamic damage effects and different surfaces such as glass or tiles that are broken," said the executive. "All this material, and the reactions of enemies and visual effects, more powerful feeling when the bullets reach their destination" 3djuegos Link to comment Share on other sites More sharing options...
SRINI87 Posted October 3, 2011 Author Report Share Posted October 3, 2011 some Q&A 3DJuegos: Why did it end this game called Metro: Metro Last Light, not 2034, as the book of Dmitry Glukhovsky? Huw Beynon: Dmitry's novel, Metro 2034, was written in a style very different to that shown in Metro 2033, and honestly did not fit when it comes to adapting a video game. From a very early stage of development we decided to create an original new story that continues the adventure of Artyom, so that the new title would result in a direct sequel to the previous one. 3DJuegos: The presentation took place in London did not want to reveal too much about the plot. Could you tell us more now? Huw Beynon: We would be very cautious with the plot at the moment. All I can tell you is that we will Artyom skin again, although older and wiser. He also continues his training in the Rangers, all in a civil war where various factions vie for control of a crushing device buried in the depths of the subway tunnels of Moscow. An argument developed entirely in our development studio, but that does not mean that we have worked with Dmitry-again-to ensure that his personal view on the post-apocalyptic Moscow are represented, again in this sequel. More at :peliculasgt Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 3, 2011 Report Share Posted October 3, 2011 ^^ Dont reproduce the entire text here. Just an initial paragraph with the link will suffice. We dont want our members to run afoul of copyright infringement. Link to comment Share on other sites More sharing options...
SRINI87 Posted October 3, 2011 Author Report Share Posted October 3, 2011 ok Link to comment Share on other sites More sharing options...
SRINI87 Posted October 9, 2011 Author Report Share Posted October 9, 2011 Metro: Last Light; PC and WiiU versions to cost $10 less than PS3 & Xbox 360 versions ? Amazon Link to comment Share on other sites More sharing options...
MarketTantrik Posted October 9, 2011 Report Share Posted October 9, 2011 ^^ Great! It should be cheaper on Steam too then. Link to comment Share on other sites More sharing options...
WhiteWolf Posted October 9, 2011 Report Share Posted October 9, 2011 hmm....WII U version cheaper Link to comment Share on other sites More sharing options...
Aftrunner Posted October 9, 2011 Report Share Posted October 9, 2011 Interesting. Are Nintendo still gonna go with 50USD as the retail for WiiU games? Link to comment Share on other sites More sharing options...
pbpoovannagamer Posted November 15, 2011 Report Share Posted November 15, 2011 from ROCK PAPER SHOTGUN READ HERE WITH PICS Casting Light On Metro: Last Light By Jim Rossignol on November 15th, 2011 at 3:15 pm.Tweet this 4A’s sequel to Metro 2033, Metro: Last Light, seems to have been slipping beneath our radar a bit. The post-apocalyptic original was so close to being proper good that it’s definitely worth keep an eye on what they’re up to next. With that in mind, we caught up with THQ’s Huw Beynon to find a bit more about what’s happening with the game, which is set for release in mid 2012. RPS: Can you tell us a bit about what the plan is for Last Light? How does it follow on from the original game’s ending? (Or endings?) Beynon: Last Light is a direct narrative sequel to the Metro 2033 the game – and we follow the canonical, essentially tragic ending of the book. We can see from Achievement data that the alternative, ‘enlightened’ ending was only achieved by 2 – 3 percent of players, so although it’s become common knowledge that 2033 had two endings, that ‘enlightened’ path remains elusive. As I think it should be! But as the basis for an interesting narrative for Last Light, it made no sense to base a sequel on anything other than the book’s ending. The enlightened ending of Metro 2033 represents a fleeting glimpse at what could have been, nothing more. RPS: How much is the world’s author, Dmitry Glukhovsky, involved in plotting this game? Does it deviate significantly from the books? Beynon: Last Light is an original storyline that follows directly from the events in Metro 2033 the game. It bears no relation to Dimity’s pseudo-sequel – Metro 2034 – which, by his own admission, would not really lend itself to a video game adaptation in the same way that Metro 2033 did. So Dmitry conceived an original plotline for the game that follows Artyom’s story, and the studio have been building the narrative around this. He’s crafted some specific scenarios for us too. So Dmitry may not be involved to the same degree he was last time, but his influence and input is definitely still there. If you’ve read Metro 2033 as well as played the game you’ll understand just how different book and game are – even when your source material is so strongly suited to adaptation. Dmitry really understood that a game does not have to follow the exact plot-line and pacing of the book to be a ‘faithful’ adaptation – instead we took the painstakingly imagined world, and the major plotlines, characters and themes, and built our gameplay goals around them. RPS: How did the team react to feedback from the first game? Was it a case of being encouraged that they were doing the right thing? Or were there changes to be made? Beynon: As always, a combination of both. We’re the first to recognise that there were flaws with Metro 2033, and I don’t think any of the negative comments came as any surprise to us. But what’s been so encouraging for the team is the sheer, unbridled positivity shown towards the first game from our ever expanding fanbase. The broader picture we built from all the feedback, good and bad, was that we’d created something very special with Metro 2033 that a lot of people regarded as one of their favourite and certainly most memorable games of recent times. There’s a huge number of players who were able to overlook the flaws, and enjoy what we hope was a pretty memorable, unique experience. For others, those flaws were too much of an obstacle to enjoyment. And we have to respect that viewpoint too. How we interpret and act on that feedback is really critical to the development of Last Light – we believe, and this is something that THQ have thankfully been very supportive of, that we got the basic formula right. So when approaching Metro: Last Light, our first goal was really to capture and preserve the ‘soul’ of the Metro experience. We’re not trying to make our game more like other shooters out there – we’re trying to take, and perfect that Metro formula, because we felt we were close to creating a genuine classic last time around, and with Last Light we’re determined not to fall short. We’ve paid a huge amount of close attention to the negative feedback, and made every effort to address those issues. We feel that without compromising the essential DNA of the game, we can answer our critics and make the game a lot more appealing to more people. RPS: Has the combat been changed at all? I recall it was pretty brutal the first time around – should we expect a similar challenge? Beynon: Our goal is to make the combat experience feel not just brutal, but deadly – fraught with danger. Artyom is not a super soldier meting out death and destruction to waves of faceless cannon fodder. We want to strike that balance between making the player feel powerful and skilled in offence, while still feeling vulnerable and threatened. With Metro 2033 I think we achieved the latter – where we aim to do better this time around is to make the combat experience more satisfying for the player. We spent a long time analysing all the feedback we go from the combat in 2033, and the same things kept surfacing – the AI was inconsistent, the weapons felt underpowered, you couldn’t tell if you were hitting the target or not… Some of these criticisms were valid. Some stemmed from that fact that we hadn’t explained how our combat systems worked as well as we should. For example, most human enemies wear extensive body armour that ‘dirty rounds’ (the inferior post-apocalyptic ammo) have trouble penetrating – listen closely and you can hear the ping as bullets ricochet off metal, or the meaty crunch if they meet exposed flesh. But we didn’t accentuate those effects as much as we needed to, we didn’t have appropriate visual effects to support, our animation system was a little basic at times and enemies seemingly did not respond to being shot at… So for Last Light combat has probably seen the biggest focus for improvement. There are so many elements of an FPS that affect the overall combat experience, from control to AI, to animation, to visual and aural feedback… every part has gone back to the drawing board, and hopefully our E3 demo showed some of the progress we’re making here. But in terms of the player experience – combat in Metro is meant to feel like a deadly risk at all times, not a shooting gallery. In that sense, you should expect another challenge of your wits and tactics as much as your skills, particularly on higher settings. I know some fans of the original game have seen our E3 demo and maybe felt concerned that we’re veering towards a run-and-gun approach to combat – that’s really not the case. That demo was there to showcase some moments of high spectacle, but you can be assured that attempting to run-and-gun in Metro gets you killed very fast. RPS: What about environmental hazards and so forth? Any variation there? Beynon: The world of Metro is a hostile place, full of environmental hazards and foes, both humans and mutant. The surface is the most hostile environment of all – it’s full of things actively trying to kill you, and that constant struggle for survival, the desperate need to preserve your lifelines of ammo, medical supplies, light and filters is something we feel is intrinsic to the Metro experience. One of the things we were proud of in Metro 2033 was the sheer amount of environmental variety we achieved for a ‘post-apocalyptic’ game. We used light in particular to give us a rich colour palette, and we’ve tried hard in Last Light to keep surprising the player with a scope and scale of the environments they’ll encounter. So yeah – plenty of variety. And most of it deadly. RPS: We’ve seen quite a lot of “surface” shots so far, is that indicative that we’re going to spend more time above ground? Beynon: We take the player back up to the surface multiple times in Metro: Last Light. I think on balance it will be a little more than it was in 2033. RPS: Presumably the stations make a return? I think they were a favourite aspect of the game for a lot of people. Are they different at all this time around? Any more things to do in those areas? Beynon: Yes, you’ll be visiting Stations along the way again. They really help us establish the world, break up the pacing of the game, let the player explore – they’re critical parts of the game. Their fundamental role hasn’t changed – they are areas to explore and soak up the game world, so don’t expect to be getting side-quests from NPCs, but we’re trying to make them less linear, and more interactive environments. We’ll have one ready to show next time we present the game, so you can judge for yourself. RPS: One a scale of one-to-pretty the original game was about an eight, but people are saying Last Light will be a nine. Is that true? Any new visual tech being deployed? Or is it just a case of learning to use the existing tech more effectively? Beynon: Obviously we are extremely proud of the visual quality we achieved with Metro 2033. On PC we gave owners of the latest generation of cards a glimpse of what their hardware was really capable of. The 4A engine continues to evolve, it’s eminently scale-able, and by the time we approach release we will no doubt will be making full use of the latest developments, as we did with 2033 when DX11 was still relatively new. We’ve made substantial enhancements to the tech across the board – hopefully we’ll be able to share this with you in more detail in the near future. At the same time, we’re making the engine work more efficiently than it ever did before. The code we’ve been showing since E3 runs around 70 FPS in 1920 x 1080 with DX11, on a single NVidia 590. More people will be able to run Last Light on significantly higher settings than Metro 2033 on the same hardware. RPS: And would you say that there is a significant advantage to be had from 4A using their own engine? Beynon: Without question. It’s not just the technology itself that’s important, it’s the working practices and process of the studio, and how that technology is understood, shared and used. We are not limited by a ‘feature set’ as we might be with a 3rd part engine. We are free to create the feature set we want, as needed. RPS: I understand we can expect some multiplayer, too. What can you tell us about plans for that? Beynon: Not much right now! All I can say is, we’re aware of all the misgivings towards any game famed for its single player that adds a multiplayer component. We understand those concerns. But having had multiplayer prototypes up and running since early in the development of Metro 2033, the studio really wants to bring those ideas to fruition. We know the single player experience is the main attraction for many, and our efforts with MP are not going to be to the detriment of the quality or quantity of the single player campaign. RPS: Thanks for your time. Link to comment Share on other sites More sharing options...
SRINI87 Posted November 15, 2011 Author Report Share Posted November 15, 2011 The code we’ve been showing since E3 runs around 70 FPS in 1920 x 1080 with DX11, on a single NVidia 590. More people will be able to run Last Light on significantly higher settings than Metro 2033 on the same hardware. Not bad Link to comment Share on other sites More sharing options...
devil_angel Posted November 16, 2011 Report Share Posted November 16, 2011 Sweeeeeet Link to comment Share on other sites More sharing options...
SRINI87 Posted February 3, 2012 Author Report Share Posted February 3, 2012 Metro: Last Light is delayed to Q1 2013 damn Bad news for those that were looking forward to THQ’s and 4A Games’ upcoming FPS, Metro: Last Light, as the game has been delayed to Q1 2013. According to the publisher, this delay will give them time to “enhance and polish the gameplay of this hidden gem” as well as secure a better launch window. Oh, and the game’s marketing budget has been doubled but who cares, right? This doesn’t concern gamers. So, no Metro: Last Light for you this year. Bummer. src:dsogaming Link to comment Share on other sites More sharing options...
devil_angel Posted February 3, 2012 Report Share Posted February 3, 2012 WTF?? Link to comment Share on other sites More sharing options...
Elessar Posted February 3, 2012 Report Share Posted February 3, 2012 Damn. With Stalker 2 also delayed, this is bad news But better they polish the game beforehand and release a good product rather than a broken one. Link to comment Share on other sites More sharing options...
Aftrunner Posted February 3, 2012 Report Share Posted February 3, 2012 Metro: Last Light is delayed to Q1 2013 damn Bad news for those that were looking forward to THQ’s and 4A Games’ upcoming FPS, Metro: Last Light, as the game has been delayed to Q1 2013. According to the publisher, this delay will give them time to “enhance and polish the gameplay of this hidden gem” as well as secure a better launch window. Oh, and the game’s marketing budget has been doubled but who cares, right? This doesn’t concern gamers. So, no Metro: Last Light for you this year. Bummer. src:dsogaming O.o Why? How can THQ keep betting on the wrong horses like this? Are the trying to go under? Link to comment Share on other sites More sharing options...
devil_angel Posted February 3, 2012 Report Share Posted February 3, 2012 I say it's worth it. Besides, THQ makes big bucks to take a few risks that might pay off anyway. Link to comment Share on other sites More sharing options...
Big Boss Posted February 3, 2012 Report Share Posted February 3, 2012 THQ makes big bucks I dont think so. They closed down Red Faction devs due to loss and gave Homefront IP to Crytek as well IIRC. Link to comment Share on other sites More sharing options...
SRINI87 Posted February 19, 2012 Author Report Share Posted February 19, 2012 CVG preview - Metro: Last Light - Why this Russian 'Bioshock' is one to watch Sometimes PC-centric games struggle to find an audience on consoles. Metro 2033 was an ambitious and unashamedly different post-apocalyptic shooter that didn't make any concessions for the console crowd. With scarce ammunition, enemies that absorbed your bullets and huge intricate levels, it was the direct opposite to Call of Duty's guns-blazing rollercoaster ride. Link to comment Share on other sites More sharing options...
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