Metro: Last Light - E3 Gameplay Live Demo

Lighting and interactivity in this footage was amazing, good to see muzzleflash shadows too, i missed them in Crysis 2.
 
@bizatch

It's a direct sequel to 2033, and it follows the ending as per the cannon of the book

Our working title early in development was '2034' but we actually have nothing in common with Dmitry's novel of that name

@Truth101

We are bringing this to Wii U. That's all we can say for now

@mickcenary

stealth continues to be a big focus. In the segment you just saw from our E3 demo (which is 100% playable I might add, there's no 'script' you have to follow) it is possible to pass through the sentry camp totally undetected, without having to kill anyone

@TheVampire

2012. Lots of time to go :)

@legacyzero

we've confirmed multiplayer. We know exactly what your concerns are - so let me say:

It's not at the expense of single player. Priority number 1 is to create a campaign that stands against, and improves on 2033

We wanted it for 2033, but we didn't have the time to do it justice. This time we do :)

@Yo Gotti

expect big underground areas, and outdoor areas, with lots of secrets to explore
 
On one hand it looks like a serious piece of tech.

On the other hand I remember shooting lights out and creeping around the dark in a PS2 game. Oh but wait it has so much more. MINIGUN!
 
Bi50N said:
@bizatch

It's a direct sequel to 2033, and it follows the ending as per the cannon of the book

Our working title early in development was '2034' but we actually have nothing in common with Dmitry's novel of that name

@Truth101

We are bringing this to Wii U. That's all we can say for now


@mickcenary

stealth continues to be a big focus. In the segment you just saw from our E3 demo (which is 100% playable I might add, there's no 'script' you have to follow) it is possible to pass through the sentry camp totally undetected, without having to kill anyone

@TheVampire

2012. Lots of time to go :)

@legacyzero

we've confirmed multiplayer. We know exactly what your concerns are - so let me say:

It's not at the expense of single player. Priority number 1 is to create a campaign that stands against, and improves on 2033

We wanted it for 2033, but we didn't have the time to do it justice. This time we do :)

@Yo Gotti

expect big underground areas, and outdoor areas, with lots of secrets to explore

Haha, well I tried. But it is nice to have confirmation again that it is coming. So thanks C=
 
-SD- said:
metro_last_lightej2e.gif
Finally we have an engine that can make a detailed gaming adaption of the end of Cobra!
 
I guess you guys have added in destructibility into the 4A engine? I don't remember muzzle flash shadows in the first game as well....veryyy niiccceeee. And Mother of Gawd, the lighting and motion blur in that second video is fookin impressive.
 
@adelante - we always had it, we only used it for a few specific set-pieces. Now it plays a much more prominent role in combat throughout as we've made a lot of the cover degradable.

Lighting has been overhauled too. Welcome back btw - got your eyes on that OT job again? ;¬)

@miksar - yup, we used a single Nvidia 480 for this capture. The engine's very scale-able. This kind of quality is well within the reach of a lot of cards available now - we're looking forward to the next wave of hardware, then we'll start really pushing the graphics

@-Red_Mage- we'd love to, far too early to say though. We don't release until next year, so don't hold your breath either...
 
Looks awesome, can't wait to play this game.

Bi50N said:
Lighting has been overhauled too. Welcome back btw - got your eyes on that OT job again? ;¬)

@miksar - yup, we used a single Nvidia 480 for this capture. The engine's very scale-able. This kind of quality is well within the reach of a lot of cards available now - we're looking forward to the next wave of hardware, then we'll start really pushing the graphics

I thought the lighting was fantastic in 2033, care to give any highlights to what's been improved for Last Light?

Also, any hints to how well this will scale down to consoles? I don't have the best gaming laptop right now. =(
 
I don't know why but somehow the setpieces(shown at E3) seem influenced by Modern warfare. I mean all the actions with secondary character doing hollywood-jizz-in-your-pants-holy-shit-escape-jump-badass-kill-roach-holy-fucking-shit-fire-in-the-hole-in-your-pants-always-in-front-of-you interaction with the foes.
 
raphier said:
I don't know why but somehow the setpieces seem influenced by Modern warfare. I mean all the action with secondary character doing hollywood-jizz-in-your-pants-holy-shit-escape-jump-badass-kill-roach-holy-fucking-shit-fire-in-the-hole-in-your-pants interaction with the foes.

I understand what you mean by this, but I don't think we should associate that game with Metro ever again =p
 
@KageMaru - this code is up and running on console and, I would humbly assert, looking great for a current gen console game. We thought we did a pretty decent job with the 360 version last time

I'll link to this Digital Foundry article again - a little outdated now, but a good insight into the 4A engine

http://www.eurogamer.net/articles/digitalfoundry-metro2033-article

@raphier

We know what you mean. This piece of code was designed to be shown at E3 - it's a super-condensed sequence that packs in one set-piece after another. Set-piece is a part of the Metro experience, and 2033 was full of moments like this, just spread a little further around

The final game will have a much more varied pacing, bringing back the survival horror / exploration from 2033. We're not trying to make CoD... that's someone else's job :)
 
A sequel? Holy shit. Also nice for PS3 only people.

We just had a 2 night marathon of Metro on 360 with my friend last weekend (nearly finished it). The game was awesome.

Will be there day one with my friend.
 
Bi50N said:
@adelante - we always had it, we only used it for a few specific set-pieces. Now it plays a much more prominent role in combat throughout as we've made a lot of the cover degradable.

Lighting has been overhauled too. Welcome back btw - got your eyes on that OT job again? ;¬)
Haha I guess you could say that. =p I'm already beyond stoked for this, primarily because I'll be building a new PC by year's end and this time I'll be playing it on that!


KageMaru said:
Also, any hints to how well this will scale down to consoles? I don't have the best gaming laptop right now. =(
If it's anything like the first game, it'll look pretty good. I played it on the 360, and it was missing several effects like object blur, god rays, etc, but I was impressed with the amount of lights and shadows that was rendered onscreen. I remember one particular scene that I was blown away by (PC footage):http://youtu.be/ZtkuPsvHDrw?t=9m19s
See how the specular highlights on almost every metallic surface in the cabin reacts to the movement of your torchlight (and the NPC's)? Those effects were actually in the 360 version
 
Bi50N said:
@KageMaru - this code is up and running on console and, I would humbly assert, looking great for a current gen console game. We thought we did a pretty decent job with the 360 version last time

I'll link to this Digital Foundry article again - a little outdated now, but a good insight into the 4A engine

http://www.eurogamer.net/articles/digitalfoundry-metro2033-article

I played the 360 version and thought you guys did an awesome job. I was just hoping we would get some hints or info on what's been improved for the console versions. I've been growing more cynical as more developers are showing off PC footage more and more these days with no clear indication to what console only gamers can expect. Not that I'm trying to say you guys are doing anything wrong here =p

Also thanks for the link, read that when it was first posted and found it to be very interesting. Oles seemed very knowledgeable and confident in the interview which was great. One of my greatest interests with these in house engines is reading about the lessons learned from the previous project and how the team has used this new-found knowledge to extract more performance out of these fixed consoles. Though I understand that isn't something that would ever be revealed in a forum and more likely a fitting discussion for GDC or SIGGRAPH. =p

Either way can't wait to see some console footage.

adelante said:
If it's anything like the first game, it'll look pretty good. I played it on the 360, and it was missing several effects like object blur, god rays, etc, but I was impressed with the amount of lights and shadows that was rendered onscreen. I remember one particular scene that I was blown away by (PC footage):http://youtu.be/ZtkuPsvHDrw?t=9m19s
See how the specular highlights on almost every metallic surface in the cabin reacts to the movement of your torchlight (and the NPC's)? Those effects were actually in the 360 version

Yeah I only played the 360 version and thought it was awesome. Loved the lighting, texture work, character models, etc. I'm just curious to see what improvements we can expect for Last Light.
 
It'd be interesting if what they've shown us are footage from console versions, considering how much of the media that was released for the first game were from the 360 build.

Anyway, I'm curious to know what they've added in to the 4A engine too...Eurogamer oughta arrange another interview with the guys at 4A Games again!
 
DEM GRAFIX :O The deafening sound of the air rushing is a neat touch...that whole section reminded me a lot of that cool Killzone train level.
 
He probably meant the general emphasis on set-pieces, especially in light of THQ's statement about this game having the potential to compete with COD (at least marketing-wise)...but they did assure us that other aspects like stealth, micro-management, etc weren't compromised
 
Bi50N said:
@KageMaru - this code is up and running on console and, I would humbly assert, looking great for a current gen console game. We thought we did a pretty decent job with the 360 version last time

This statement worries me. I really wanted to enjoy 2033 on the X-Box 360 but in the end I stopped playing. In general I thought that the 360 was struggling to run this game. In addition I thought the controls weren't laid out very well. Also there were some brutal autosaves, like in the middle of firefights.
 
Dyno said:
This statement worries me. I really wanted to enjoy 2033 on the X-Box 360 but in the end I stopped playing. In general I thought that the 360 was struggling to run this game. In addition I thought the controls weren't laid out very well. Also there were some brutal autosaves, like in the middle of firefights.
I didn't feel like that was the case at all...framerate at least seems pretty solid throughout, I remember the devs even saying the 360 version would run at a higher fps if it weren't for v-sync. My only concern is the hit animation, or the frequent lack of any in the first game, which exacerbate the whole bullet-sponge issue. However in the gameplay video that just got released, the last enemy stopped shooting when he got hit with the first shot... I can only hope that's a sign of improvement!
 
Bi50N said:
Part III added (thanks Speedymanic for beating us at our own game...)

http://www.youtube.com/watch?v=X2n2G0rtQPs&feature=channel_video_title

Think of these as teasers - we'll be posting the entire E3 demo on the 23rd August. Twice as long as everything you've seen combined, plus we'll probably do an alternate playthrough of Part I showing some new stuff...

Enjoy :)

Hey man, you think you can possibly divulge if the footage we are seeing here is running on a pc similar to the gamescom one ? ( gtx 590 )
 
Corky said:
Hey man, you think you can possibly divulge if the footage we are seeing here is running on a pc similar to the gamescom one ? ( gtx 590 )

Actually, I think when we captured this we were still using the 490 we had for E3. Plus it's been through some nasty compression.

I'm hoping to get a true 1080p capture, maybe via an alternate playthrough (there are so many ways of tackling that first area)
 
The 12 minute video was amazing! Wonder if they improved their AAA or traded it in for something else like FXAA. Loved the lighting in the game, everything from the glares to the light shafts looked great without being overdone.

Can't wait to see console footage.

Dyno said:
This statement worries me. I really wanted to enjoy 2033 on the X-Box 360 but in the end I stopped playing. In general I thought that the 360 was struggling to run this game. In addition I thought the controls weren't laid out very well. Also there were some brutal autosaves, like in the middle of firefights.

I thought the game ran rather well, and looked great IMO, for their first attempt on the 360. I'm really interested to see how much they have improved their code for the consoles.
 
I love the animations of the guns.

Looks like the usual mix of console and pc footage that multiplatform devs like to do these days.
In half the footage the chars don't cast any shadows and the IQ is bad, and then during the escape part they suddenly do and you get this amazing motion blur/dof effect and what looks like hdr lighting.

Looks very pretty and consistent for consoles though, no stupid texture or shadow pop in.
 
I'm in awe

the beginning looked frighteningly familiar. It seems that the game is a mix of old stealth shooter and roller-coaster action sequences. The atmosphere seems to be much better this time. I need to replay the first game.
 
The camera, animations, and lighting all seem to be improved.

The train sequence with the debris and tarps flowing through the wind is FAP-tastic.

My PC will need some new internals to run this beast.
 
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