2035. The political struggle for control of the Moscow Metro, where ten thousand survivors from the 2013 nuclear war that ended the old world live with their descendants, has stabilised with an uneasy peace. For Artyom, the hero of the battle at D6, it's an opportunity to follow his dream of finding out what's happened in the world beyond the city limits. The discovery of anomalous radio signals and the capture of an armoured steam train, the Aurora, gives Artyom and his friends their chance to abandon the closed-in world of the Metro for the open skies of the world beyond...and their own, unique dangers.
Metro: Exodus is the third game in the Metro series of video games, developed by Ukrainian studio 4A Games and based on the novels by Russian author Dmitry Glukhovsky (currently living outside of Russia due to his opinions of the current political situation). It was preceded by Metro 2033 (2010) and Metro: Last Light (2013), with remastered versions of both games later released as Metro Redux. Metro: Exodus is something a mild reset of the series, removing detailed references to the events of the first two games in favour of the story at hand, and a new gameplay format.
The basics of the game are more or less unchanged. You play Artyom, a survivor of the nuclear war who has learned the hard way how to survive in the Metro. The game is ostensibly a first-person shooter, though mild survival and crafting mechanics are present and there is a strong focus on stealth. An opening section in Moscow is very much linear business as usual, until you and your allies (many of them recurring from the first two games) find a train heading out of the city and realise you can escape to the open countryside, and find out what the hell happened to the rest of the world.
From here the game adopts a structure more akin to the original Far Cry, with sequential, large and open-ish maps with a primary objective but various sub-objectives you can explore along the way, and with freedom of action in how you approach each mission. You can rush each area by doing the main objective ASAP, but going off the beaten path to explore side-areas will reveal more loot, upgrades, lore and subplots. As with the first two games there is a hidden moral metre, and behaving in a more moral and enlightened way (minimising kills, sparing surrendering enemies etc) will open up new branches in the storyline. Allies you may drive away by adopting a murder-hobo mentality will instead stay on, and provide more support in later missions.
This new approach is refreshing, allowing the introduction of open-world elements without going full open-world with a single massive map on which the whole game takes place and the main storyline takes a back seat for hours or tens of hours at a time. This structure instead allows for a degree of exploration and freedom but not too long before you have to progress the main story, which is quite enjoyable.
This is basically the Road Trip from Hell, made the worse because you don't have full control over your route (you need to stay on the rails, obviously) and even a minor setback can have massive consequences. The Russian rail services ceased to exist twenty-two years before the game takes place, so if a mudslide has washed half a kilometre of track into the Volga, you're screwed and have to go back and find another route (and hope that is passable). But it is fun, as you can repair to the train between missions and chat to other characters, building up relationships and following subplots. The characters in the Metro series have always been a lot of fun and catching up with them here is enjoyable. The main exception is Anna, Artyom's previous girlfriend turned wife, who was a formidable fighter with a sharp sense of humour in previous games and here is a bit too squeeing over Artyom, which feels odd.
Exploration is a lot of fun, with your growing equipment collection allowing for better exploration and detection of possible supplies. Some of the maps provide you with vehicles for exploration, including boats and buggies, which are an enjoyable change of pace. Each map, separated sometimes by thousands of kilometres from the last one, has its own set of characters and factions, making the game sometimes feel like an episodic road trip TV show, which is enjoyable. Making sure you close off the subplots in each region before moving on can be a bit hit-and-miss, and the game sometimes can be unclear on what you should or should not be doing. I had a rather limited experience on the Caspian Sea level, for example, by inadvertently killing what turned out to be a major NPC during an early scuffle, closing off a bunch of options for resolving that particular crisis more peacefully.
Combat remains solid, and mostly unchanged from prior games. Weapon selection is solid and a frontal assault is usually possible as long as you don't get swamped by superior numbers (and can re-arm quickly). Stealth is more more satisfying, however, with silent knife throws, critical takedowns and silenced weapons all providing excellent opportunities for stealth operatives. Lethal and non-lethal options are available in most cases, and going for the non-lethal approach can result in enemies letting you live in thanks rather than trying to kill you later on. There are granular outcomes to your choices in the game that are not immediately obvious, meaning you find yourself considering your options more carefully in a more traditional cartoon sandbox where mass violence is always rewarded positively.
The game does struggle reconciling its linear past with its new, more freeform present. The Volga and Caspian levels are huge and open to explore, but the ultra-linear Taiga level, a corridor pretending to be an open riverbank, is a little weird, and feels designed to shuffle you between cutscenes. The game feels better when it's fully embracing the open-world or when it places you in tight confines once again; a late-game visit to another Russian city with a Metro feels pleasingly nostalgic rather than irritating by snatching the open world away again. A greater irritation is that cutscenes do tend to go on a bit too long, and sometimes repeat information that is redundant. The English-language voice acting can also be a bit of a mixed bag, and hardcore veterans of the series may find the decision to completely ignore some major story and lore ramifications from the first two games a bit odd. Newcomers will be completely at ease, though.
The main game itself is solid, but these days the game also ships with its DLC. The first DLC, The Two Colonels, explains the backstory to a character mentioned but MIA in the main game. It's quite linear and very short, but it does have some interesting gameplay ideas and some great dialogue. The second DLC, Sam's Story, is huge by the standards of most such expansions. It adds the city of Vladivostok to the roster of locations, with your character exploring a fairly large area on foot and by boat, aligning with different factions and searching for vital supplies that will help your ambition of crossing the Pacific Ocean and finding out what happened to America. One of the best maps in the game and some strong NPC characterisation makes this a fine slice of the Metro series.
Overall, Metro: Exodus (****½) is a fine addition to the series. It changes things up at a point when they could have become stale. The gunplay is great, the stealth is excellent and the story is solid, with the subtle way the game handles morality, choice and consequence being refreshing. At around 30 hours (including the DLC), the game gives a solid amount of content without being too stuffed with filler.
The game is available now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox S/X, Mac and Linux. A sequel, Metro 2039 which sees a stranger arrive in Moscow, is due for release in 2027.




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