yeah I don't care.You're under Moscow in the metro. The majority of which is candle lit.
it's still a video game. you need to help the player out a little if you're going to create AI enemies who can see anything in pitch black. because human eyes don't work that way. if I wanted absolute realism in 2033, I'd expect that at some point you'd also have to pause from killing metro monsters to take a piss and eat a sandwich.
but you don't. because it's a game.
I get it. we're underground. it's dim. but it's not 100% candle light. there's plenty of large flood lights at different areas but they fail to illuminate anything other than what is directly below them (which is not how light works).
it's beside the point though, because the atmosphere is the same in Metro Last Light.
and in Last Light I didn't have the vision problems that I have in 2033. in 2033, the brightness/contrast levels are just completely screwed. in Last Light the balance is MUCH MUCH better.
I never said it didn't make sense.Makes sense? It's pretty easy to spot all the enemies in the game using flashlights. Why would you be an exception?
what I said is that it renders the flashlight useless.
right.Again, this is all a mix of realism and difficulty.
and the particular mix that is found in Metro 2033 is terrible.
yes Sherlock.You are clearly spoiled by Last Light.
that was kinda the premise of the original post
but it's not hard as fuck.It's hard as fuck in 2033
it's just blatantly unrealistic.
I enjoy a challenge in my games as much as the next guy.
but this is not a difficulty curve. this is an unfair gameplay curve.
all of your enemies can see in the dark much easier than you can. for monsters it makes sense, but the protag should be at least as well adjusted as the other humans. but he's not. and human enemies do not die when you shoot them point blank with a shotgun. sometimes they don't even die when you shoot them in the head. I'm certainly not the only one who noticed this crap.
this review @ Destrucoid sums up my thoughts perfectly.
http://www.destructoid.com/not-review-metro-2033-168418.phtml
the one you can buy in the Armory.First of all, what "stealth suit" are you talking about?
did we play the same game?
right, but the point is that they blind-fire even when you're not making ANY noise.The enemies are more than happy to blindly fire into the source of noise in 2033.
what happens is this.
gunfight starts. I pop a guy and run to another hiding spot to try and circle around the other guys.
but the other guys who convene seem to know exactly where I went to hide and they're opening fire AS I ROUND the corner, before I even reveal myself. it's like clockwork. you can hear them begin to fire as you begin to move to the edge of the corner.
how?
I guess I didn't realize the extent of their telepathic abilities
yeah.All of this shit was removed in Last Light to make stealth ez peezy.
or to put it another way.
all of this shit was rebalanced in Last Light to make it enjoyable.
ok that's just dumb.This is the result of post-war technology. The way the gun is chambered only allows up to 5 rounds depending on when you started reloading. If you want all six, you need to figure out the right time to add rounds. It's a nice little detail for more advanced players that can keep track of their shots and also find it vital to frequently have that extra round for sticky situations. It also accentuates the contrast between post-war and pre-war weapons.
I fail to see the realism or logic in any of that.
because it really doesn't explain why a shotgun that can hold 6 shells doesn't always hold 6 shells especially if you're reloading the weapon from empty. if it's empty then you can always fit 6 shells back in. the chamber is clear. randomly loading to 4 or 5 is completely inexplicable to anyone who knows anything about firearms.
I call bullshit.They're supposed to be tough as fuck so thus the stun chance is supposed to be 30% or something like that, I never actually looked it up for the exact number. You're shooting fucking angry, feral monsters with very hard skin.
you ignored the fact that HUMANS also behave like the monsters.
they take buckshot to the chest or head and often barely stagger let alone die.
and I don't care how tough the monster's skin is.
even the small ones can often survive a direct blast without so much as pausing in their wild, flailing arms attack pattern. the thickness of one's skin does not make one impervious to the laws of physics.
yeah. that explains the throwing knives.In the first you need to actually land the knife in a critical spot for an instant takedown or you need to land multiple headshots before they can react and return fire. Fuuuuuck, a game making me aim precisely and quickly?
but I never questioned the throwing knives...
I questioned headshots with a gun.
when you shoot someone in the head with a bullet, they usually don't return fire.
in 2033 I made sure to consistently aim for the area of the head just below the helmet. no matter how close I am, it still seems to only trigger a generic hitbox which causes the helmet to fly off. you're telling me that amongst all the weak post-war technology that ONLY their helmets retain the kind of strength of pre-war technology?
nonsense.
even the shotgun (which sprays pellets, so it wouldn't matter which area of the head you're aiming for) fails to kill a HUMAN in a single blast from point-blank range.
this is not difficulty or a learning curve.
this is some BS.
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