8/9/2023 0 Comments Metro 2033 vs last light![]() Getting spotted marked the return of color and saturation in an instant. When protagonist Sam Fisher was out of sight, the screen would go black and white. Conviction wiped all that away, putting everything into the game’s environment. Early games in the series had an on-screen meter for practically everything: visibility, ambient noise level, player frustration, mission objectives, etc. ![]() That was nothing, though, compared to the dramatic HUD reductions of Splinter Cell: Conviction. This wouldn’t necessarily work in a more abstract game like Street Fighter or Mortal Kombat, but it paid off in spades for a more realistic take on fighting like Round 3. AdvertisementĪ close-tucked camera trained on the fighters’ faces did the health meter’s job, highlighting that gushing cut above the left eyebrow and a swollen-shut right eye. Instead of monitoring a flashing red health bar, Round 3 forced players to watch how their pugilist acted-the way he’d labor between jabs or shuffle around the ring more slowly than at the start of the round. And it was awesome.Ģ006’s Fight Night Round 3 similarly stripped away the HUD completely, removing the ubiquitous on-screen display for health and stamina that had been seen in almost every fighting game before it. This crucial design decision, almost unheard of at the time, eliminated the barrier between the game-engine story sequences and the actual gameplay. The only way to see how much ammo remained in a clip in King Kong was to count your shots or actually examine the gun you were holding. Instead, this gameplay information was presented organically within the game’s world. Unlike most similar games before it, the game didn’t feature a health meter, ammo readout, or objective waypoint popping up to indicate that the opening cut scene had ended and the “game” had begun. In 2005, gamers and press were baffled when the first-person game based on Peter Jackson’s King Kong debuted. HUD-free and HUD-minimal games came to prominence near the beginning of the current generation of console hardware. “If you look at your monitor (or TV set) as a gate into the world of the game, the heads-up display (HUD) elements become the bars keeping you from entering that world,” he told Ars in a recent interview. This is deliberate, according to Andrey Prokhorov, creative director and co-founder at 4A Games, the studio behind Metro 2033 and Metro: Last Light. The setting is easy to buy into because few blinking indicators and status updates slap you in the face, offering constant reminds that you’re playing a video game. ![]() Radioactive mutants attack the subterranean train-station-based encampments. Fathers nearly break down when sons ask where Mom is and when she’s coming home-and they have to repeat a variation of the same lie they’ve told for countless years. Money means nothing, and ammunition is currency. The irradiated world above means no access to fresh air or sunshine. To escape nuclear war, millions of the game’s Russian citizens descended into subway stations the instant the air raid sirens cried out, forced to leave their lives on the surface behind. The world of Metro: Last Light isn’t pretty. ![]()
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