The dance between this tension and calm was really well balanced imo. You have moments of calm and safety where you aren’t too worried, but you are constantly being drawn into areas that are full of mystery where you aren’t sure what will be around the next corner. The pacing is another design aspect that I think makes the exploration awesome too. I say this as a sound designer for AAA games so you can take my word for it. The sound design of the world and the apocalyptic ambient soundscape in particular is absolutely amazing. The seamless fluid scripted narrative moments that just happen as you explore organically (like that cult you discover mid sermon when you take the boat under their compound). The AI of the creatures and their behavior patterns and animations being more complex and varied than just the idle and patrol you see in other games. Of course it’s primarily the excellent atmosphere as you mentioned, although it’s not just from an artistic standpoint but a game design one as well. it makes scavenging and going out there and actual rewarding experience instead of making it feel like you're just wandering around to fill up a bunch of metersįor me the exploration is great for many other reasons as well. And, along with the materials, the other reward you can find is new weapons and new gun parts for your weapons like silencers, better grips, laser sights etc. It actually makes you feel like a proper post apocalyptic scavenger, turning over corpses, scrapping gun parts from fallen bandits, rummaging through abandoned shelters and cranes etc. And how do you get these things: Scavenging crafting materialsīut where Exodus shines is that the scavenging doesn't feel frustrating or tedious. Now, in Exodus you need to have three things to make it: Bullets for your guns keeping those same guns clean so they don't jam in the middle of a firefight and having medkits to heal yourself from damage since, even on the normal difficulty, pretty much two to three shots from a rife to your head will kill you on the spot. This also speaks to the absolute brilliance of the level design as well All the large maps are densely packed with stuff for you to do and locations to explore, and the layouts of these maps and the way they show you the landmarks and builidngs are purposefully made to guide you if you get lost so much so that the map in the game sometimes becomes useless because the level itself is so good at guiding you. This is where i think Exodus opting to go with open levels instead of an open world helps the game immensly. Graphics don't make a game for sure, but they sure enhance itĢ: You will get familiar with the map layout very quickly Everything looks and sounds great that i sometimes found myself just walking around the snowy plains of the Volga River or the dry desert that used to be the Caspian sea without looking at the map and just seeing where the road takes me. And it's precisely this beauty that makes you want to wander off and just get utterly lost in it's large maps. Everything looks so exceptionally detailed and pretty, well, in a ruined post apocalyptic way kinda pretty. The game is one of the most gorgeous games i've ever played in my life. Normally i wouldn't consider this a factor but with Exodus it damn sure is a factor. Now, you may think that because the game isn't truly open world how could it encourage you to explore it. Instead, the game takes place between large massive levels for you to explore, sort of like mini open world, each one unique in setting, climate and quests. Now what you need to know is that, unlike Fallout and Stalker, Metro Exodus isn't open world. Metro Exodus's exploration to me is up there with the Fallout and Stalker games.
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