Some of these DLC packs are cringe-worthy, the kind of schlocky, half-baked ideas that give DLC a bad name and make things like season passes a bad value.
First things first, Metro was really not deed for DLC. You know how it warns you it overwrites your save whenever you restart a chapter or a new game? If you start one, you lose your progress in the others.
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We know what happens in this game, and trying to retcon exciting adventures into the story that nobody else ever refers to just ends up feeling hollow. It is literally just a scene from the original game from a different perspective, where you sit in a sniper perch and pick off monsters while Artyom walks around below. The mission with commie spy Pavel is much better with a great mix of tough stealth environments and full-on combat sequences.
However, it also has some awful checkpointing that led me to rage-quit at one point. The payoff is at the end, when Khan sits down among the ghosts haunting the Metro and himself.
This features some curiosities like a showroom for character models, a weapons range who cares? Cut to: two of them are dead, and you are trapped in a giant bunker overrun with spiders.
Because, you know, the world just did not have enough dark, dank dungeon levels filled with spiders, a perennially fascinating enemy. There are two major problems with the idea of a wave-defense mode in a Metro game that the Tower Pack provides.
There are humans with guns, then a bunch of mutants that charge at you with varying degrees of agility and power, and then there are special environmental enemies like the airborne Demons. But none of these really lend themselves to the wave-defense game. The second problem is execution.
That does not make for a good wave defense game. Factions runs the gamut.
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Because there is no cover to speak of, it comes down to memorization, so the entire thing gets old quickly. The Sniper Team mission with the Reds is more fun. But the crown jewel is Kshatriya, named for the elite Polis Rangers who trawl the surface looking for valuable artifacts. It is also a the finest demonstration of what Metro: Last Light did wrong.
Kshatriya is easily most systemically interesting thing in Metro: Last Light. You start in a Ranger base near the Library, where you can buy gear and ammo for a trek to the surface. Along the way, you collect valuable artifacts, which you then bring back to the base and sell.
For the first and only time in Last Light, the ammo-economy actually seems to work. The first forays are quick trips as you grab some easy treasures, open up new pathways, and clear out some monsters. But each ranging requires a longer, more difficult trip and additional supplies.
The rest of Last Light never trusts you to figure it out for yourself in the way the first game did. It never trusts players to enjoy the game enough to overcome setbacks or confusion.
It railro players from beginning to end, always ensuring that they have the right tools at hand for the obvious job at hand. But Kshatriya is a return to what was always so interesting about Metro: the challenge of survival in this dangerous, beautiful ruin of a world. Get involved in the conversation by heading over to our Facebook and Instagram s. We sometimes include relevant affiliate links in articles from which we earn a small commission.
The game features the following tropes:
For more information. Rob Zacny.
Updated: May 29, Rob Zacny Updated: May 29,