четверг, 31 мая 2018 г.

metro_redux_ps4_vs_xbox_one

Digital Foundry vs Metro Redux. Xbox 360 vs Xbox One. PS3 vs PlayStation 4. Is this the remaster you've been waiting for? Platforms: Xbox 360, PlayStation 3, PlayStation 4, Xbox One. The PlayStation 4 and Xbox One remasters are coming thick and fast, bringing with them a wave of controversy - should developers be concentrating resources on porting over games they've already made? Are resolution and frame-rate boosts enough? Most crucially of all, do they represent value for money? The Metro Redux package from Kiev-based 4A Games puts forward a hell of a good case: you get two complete games for Ј30 and each title is available solus via digital delivery for those who already own one of the originals. But most importantly of all, the remastering work is very, very good. In fact, we'd say it's up there with the best. Bearing in mind that there'll be PC, Xbox One and PS4 versions of Metro Redux to compare with the existing 360, PS3 and PC releases, that's a lot of potential comparison points. For this piece, we want to give you a taste of the work 4A has done, so we'll be stacking up the original Xbox 360 version of Metro 2033 with the Reduxed Xbox One game - as there was no PS3 release there, it's the natural choice. For Metro Last Light, we're breaking out the PlayStation 4 edition of the Redux and comparing it directly with PlayStation 3. Curiously, it's the revamp of Metro 2033 that is the surprise package. 4A's debut release was highly regarded at launch and its technological credentials were first class when it was released way back in 2010, but comparing the original 2033 with Last Light reveals a quality gulf that a standard 'remaster' on new tech in 2014 would only emphasise. 4A's solution? To go back to Metro 2033 and do as much as possible to bring its quality level up to match its successor. The result is fascinating. Comparing the original Xbox 360 and Redux Xbox One, we strongly suspect that where Last Light assets could help out, 4A used them where they could as direct like-for-like replacements: the mutated wild-life - showcased effectively in 2033's initial level - looks much better and character models are routinely switched out for far superior versions. Outdoor environments share the same basic geography (although we note some subtle tweaks) but the detail level is ramped up significantly - debris and other new geometry elements pepper the landscapes and additional blasted dead trees and foliage are commonplace. The gloomy lighting scheme of the original game's outdoor environments has also been swapped out for a brighter, yet harsher look utilising 4A's global illumination technology. Atmospheric rendering gets an upgrade, and even the icy weather systems are improved with denser flurries of dynamically generated snow. First impressions are promising then - from a developer's point of view, remasters can be a learning exercise, a chance to get to grips with the new hardware. There's the sense that 4A went the extra mile, revisiting and retooling the older game to improve continuity with its more advanced sequel. Metro 2033 - a commentated walkthrough of some of the changes found between the new Redux edition and the Xbox 360 original. Use the full-screen button and the 1080p resolution setting for the best experience. That push for continuity extends to the control system. 4A refined its interface in Last Light, bringing it more into line with the established norms in the first-person shooter genre while at the same time adding a new interface for dealing with the various equipment Artyom carries on his journey. Revisiting the original Metro 2033 on Xbox 360, the older control system feels clunky and ineffectual. 4A's solution is simple enough - the Last Light interface is ported over lock, stock and barrel to the older game. The further you play into the Redux version of Metro 2033, the more the differences stack up. The subterranean sequences still hold up rather well on Xbox 360 - especially in terms of lighting - but the Redux improves things with small environmental detail boosts backed up by far superior precision in effects work, much higher detail artwork and what we suspect is a completely revised take on the lighting. It's definitely more nuanced - the harsher direct lighting of the original is replaced with a more natural look, with a great overall dynamic range. As well as looking better, there are gameplay benefits too - one particular stealth section proved highly frustrating on Xbox 360. Turning on your headlamp to see where you were going attracted death by bullets, navigating by memory led to death as you fell off the platforms and plunged to your doom. The frustration level is dialled back considerably in the Redux - it's still very dark, but there's enough visual detail to navigate effectively. It just feels better to play. Other gameplay enhancements include the improved AI, weapons customisation and stealth options from Last Light - and even the signature 'gas mask wipe'. There's the sense that a lot of work has gone into improving the experience to the point where even the occasional minor encounter gets an upgrade. One bestial face-off in particular springs to mind - on Xbox 360 we would walk through an open doorway to be confronted by a creature dispatched with a quicktime event-powered knife to the side of the head. In the Redux, the doorway actually has a door. As it opens, the beast leaps at you and an entirely new jump-scare take on the sequence plays out. Other changes are more subtle - a jarring third-person cut-scene gets the chop in favour of a first-person version more in keeping with a game viewed entirely from Artyom's viewpoint. In essence, we're not looking at a wholesale changes to the game - just a subtle retooling in places, backed up with visuals, lighting and effects that are a clear upgrade over the original. Revamped models, brand-new lighting, additional environmental detail - and lots more besides. Welcome to the Redux edition of Metro 2033, more than just the original version running at a higher resolution and frame-rate. Additional atmospherics, revised weather systems, a new take on illumination from the moon - the initial scenes of the 2033 Redux keep on giving. It looks like dynamic lighting also receives some attention here too. Metro 2033 is well over four years old now - 4A has refined its technologies and rolled them back into its debut game. As this dragon-like creature swoops in to deliver what looks like a killing blow, we get the chance to see the revised model up-close and personal. It's a night and day difference. Artyom struggles to find grip on an iced-over car bonnet. Low resolution assets with no real depth give way to a much more impressive showing in the Redux, with real texture and depth to the artwork. Metro 2033 on Xbox 360 has actually aged rather well - especially in terms of subterranean detail and lighting. However, characters have aged somewhat. 4A has addressed this in places in the Redux, introducing better quality replacements. Some models are lifted from Metro Last Light, where appropriate. Interior lighting was often overly harsh in the original Xbox 360 version of 2033, either too bright or too dark. The Redux aims for a more nuanced look. Seeing in the dark is easier too - which helps immensely when you want to tackle an encounter with stealth. The original Xbox 360 version holds up surprisingly well considering it's now over four years old - but it's interesting to note that the areas that have aged the most aren't really so much different in the Redux. Most notable is character definition and in the way they move. Not all of the character models are swapped out with higher detail alternatives and those do stick out somewhat. Facial and body movement is a step behind Metro Last Light, which in turn falls short of the more advanced performance capture seen in latter-day last-gen titles. However, in combat, 2033 does see improvement in the animation as bodies stagger and crumple from the impact of bullets and knives. It's important to point out that the Redux doesn't try to re-invent the Metro titles as modern AAA games with all the bells and whistles - but there is the sense that 4A has put a lot of work into 2033 so that it comfortably compares with the quality level set by its sequel. Together, the two complement each other nicely. That being the case, it's safe to say that the enhancements in Metro Last Light aren't quite as wide-ranging and extensive as those seen in the 2033 Redux. In truth, they don't really need to be. 4A's sequel was created for an age where 2.5K monitors were already established in the core PC gaming community, so there's little point bolstering the quality of the existing assets when they're already so detail-rich. Last Light on PC was both optimised over 2033 and scalable: ramp up the settings and even a GTX Titan graphics card could crumble, yet at the same time, on the lower quality presets, it's perfectly playable on Intel integrated graphics at 720p. In effect, development of Last Light on the new wave of consoles is all about 4A Games picking and choosing its battles to get the best possible balance between image quality and performance. Some of the high-end options found on PC don't make their way across to the Redux - if tessellation is utilised, it's to nowhere near the same degree as the PC version for example, and extreme rendering options like super-sampling are obviously off the table too. 4A has utilised the expansive memory of the new wave of consoles to retain the high-end detail level of the PC game, then aimed for the prettiest locked 60fps experience it can deliver. Metro Last Light - PlayStation 3 vs PlayStation 4. Use the full-screen button and the 1080p resolution setting for the best experience. Comparing the Redux PS4 version of Last Light to its PS3 predecessor is an interesting experience. It's the same game but the level of refinement the new version brings is obviously a highly worthwhile upgrade. The raw mathematics explain much of the differential: 4A opted for a 1152x640 framebuffer on PS3 (1280x672 on 360), while the PlayStation 4 offers up the full monty at native 1080p. The additional pixel-count gives Last Light's intensely detailed texture work the real estate to shine - this more than anything offers up a good proportion of the top-end PC experience on your new console. On top of that we note a more muted range of upgrades over the original game compared to the more radical revamps found in the Redux edition of Metro 2033 - once again, the outdoor scenes are given a refresh (particularly in terms of lighting), but there's also the sense that interior illumination has been given an additional parse too. Light reflects more accurately over materials - a subtle difference perhaps in the heat of the action, but particularly in close-ups it works beautifully in concert with the higher resolution. At its absolute best, Metro Last Light still holds its own against even the most beautiful of current-gen titles - the first outdoor scene in particular looks simply sumptuous on the new wave of consoles. However, it remains rooted in the past - just like Metro 2033, breaks for loading are commonplace, and while improved over its predecessor, character modelling and animation have clearly moved. It's interesting to note that 4A itself discussed its own take on current-gen character modelling in our last tech interview. Not only is texture and shadow detail enormously improved moving from PS3 to PS4, but lighting gets an upgrade too, with materials reacting more realistically to the light sources present in the scene. Up-close, the vast gulf in texture quality is almost revelatory. Streaming speeds also appear significantly improved on the new consoles too. Exterior lighting also sees improvement in the Redux. This scene also illustrates that post-process anti-aliasing works much better on a native 1080p presentation than it does on the 640p PS3 original. Another example of the layer of fine detail the Redux version possesses in comparison to the last-gen console releases. Not the additional ground textures present. The intricate artwork doesn't really play nicely with post-process AA on PS3 - it's a different story on PS4. Similar to Metro 2033's Redux, lighting is more nuanced in the new versions of Last Light. Light and shadow is more accurately simulated with a wider dynamic range, and less detail is lost owing to white and black crush. An interesting shot demonstrating that materials have more three-dimensionality in the new version of the game. Also note that time of day has been adjusted too - this impacts several exterior scenes, while others benefit from revised lighting. What initially looks like a missing light-source on PS4 is actually a case of it being obscured by a banner not found in the PS3 original. Note the additional detail on the characters, and the reflections on the leather jacket not found on PS3 - another example of how light interacts more accurately with materials in the Redux console build. A scene that on the face of it looks pretty similar between the PS3 and PS4 versions, but once again foreground detail is on another level, while light and shadow have a wider dynamic range on the new console. So let's talk performance. In our recent article on the last-gen games that were next-gen before their time, we were bullish about 4A's achievements when it comes to performance based on experience the Metro Redux PS4 E3 demo. In an age where marketing often promises 60fps only for the final product to fall short, it's refreshing to see that 4A's approach is brutally uncompromising. There is indeed no 60fps 'target', or even what we like to call a 'perceptual' 60fps - where performance often dips below the ideal, but not to any great, noticeable detriment to the experience. This looked absolutely rock solid. Hands-on time with both versions of the game confirms that to all intents and purposes, performance is locked. We have two videos here drawn from our comparison captures. 4A utilised adaptive v-sync on its last-gen titles - capping performance at 30fps, scanning out frames as soon as they are ready should the engine fail to meet its 33ms per-frame budget (causing screen-tear). Adaptive v-sync is used again on the Xbox One and PS4 builds, only the performance cap is increased from 30fps to 60fps, with a much more stringent 16ms render time for each frame. So the question is to what extent the game fails to hit its budget. On PlayStation 4 running Last Light, we see a solid 60fps from start to finish (screen-tear is only evident on FMV cinematics, curiously enough). Across 26,000 sample frames, each is entirely unique. For our Metro 2033 Xbox One captures, just two frames are dropped - one accompanied by a fleeting screen-tear cascade, again proving that adaptive v-sync is in place. What this means is that the Metro Redux offers up a consistency in visual and controller feedback that is transformative in nature, significantly improving the feel of the interface between player and game. In a first-person shooter, that kind of improvement is priceless. Metro Last Light - a performance analysis pitching the last-gen PS3 version up against the pristine 1080p60 presentation of the more refined PlayStation 4 release. We'll cover like-for-like performance on Xbox One and PlayStation 4 in a forthcoming pre-launch update, but we're going into that testing with the expectation of very close results. Differences kick in at the resolution level: PS4 hits its 60fps target at full 1080p, while Xbox One currently stands at a curious 912p native resolution - that would be something in the region of 1620x912 (assuming square pixels). The original plan for Xbox One was to ship at 900p, but the June XDK update (returning the Kinect GPU resources to developers) has allowed for a tiny resolution boost - our guess here is that 4A opted to bank the additional resource to help lock down that all-important frame-rate rather than really push the pixel-count. If so, that's the right trade. As it happens, there's not much in the way of difference between Xbox One and PS4 - high contrast areas that would expose jaggies are few and far between (both Metro titles are mostly played out in very dark environments) and the Redux's post-process anti-aliasing does a good job in smoothing out edges. The biggest difference comes from the level of 'shimmer' generated by post-processed smoothed-off geometry - this is marginally more noticeable on Xbox One. In summary, Metro Redux works for us. What's clear is that this is no smash and grab raid on the fans - 4A has put in the work to bring 2033 up to standards with it successor, with both games significantly improved with the move to higher resolutions and that locked 60fps. These aren't state-of-the-art shooters - they are still the games of their time - but they do a good job of respecting both the original releases and the new hardware they're running on. And of course, this is far from the end of the story - Metro Redux is coming to PC too, where the idea of providing a truly improved experience over the original releases is much more challenging than a last-gen vs current-gen comparison. We'll be looking at that soon. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here. Games in this article. Metro 2033. Metro: Last Light. Metro Redux. Xbox One, PlayStation 4. Follow the games you're interested in and we'll send you an email the instant we publish new articles about them. Performance Analysis: Metro Redux. Last Light and 2033 head-to-head on PS4 and Xbox One. Platforms: PlayStation 4, Xbox One. Last week we presented a first look at the forthcoming Metro Redux - remastered versions of the classic Metro 2033 and Metro Last Light coming soon to Xbox One, PlayStation 4 and PC. We compared the new editions to the original console versions, noting some remarkable differences - not least the impressive boosts to both physical and temporal resolution. Xbox One renders at 912p vs the PS4's 1080p, but it was the frame-rate lock to 60fps that really caught the eye. The Xbox One version of Metro 2033 dropped just two frames throughout our test duration, while PlayStation 4 proved flawless across the length of our Metro Last Light tests. However, questions remained unanswered from last week's article - could PS4 match Xbox One's excellent performance on Metro 2033 while retaining its resolution advantage? And perhaps more importantly, could the Xbox One handle the more technologically ambitious Metro Last Light with the same aplomb as the PlayStation 4 version? We went back to the Redux versions this week and captured several hours' worth of footage, producing new assets to match our existing work, and the results are all good. Our first port of call is Metro Last Light - the more modern of the two titles and thus the game more likely to challenge the Xbox One hardware. We see adaptive v-sync kick in twice during our test session, resulting in a minute amount of fleeting tearing at the very top of the screen - essentially invisible then, tucked into the overscan on most displays. To all intents and purposes, this is a locked 60 frames per second. Metro Last Light compared on Xbox One and PlayStation 4. Adaptive v-sync tearing manifests occasionally on both consoles, but it's unnoticeable during the run of play. As expected, Metro 2033 on PlayStation 4 at 1080p doesn't throw up any particular problems either - a single dropped frame across the entire duration, making it a close match for its Xbox One 912p sibling. 4A has done an excellent job in upgrading its debut release to match the quality of Last Light, the only real difference coming in terms of raw texture quality. Here, the more modern title has a clear edge. So with good results handed in during all of our test clips - designed to test engine performance across the run of play in a range of conditions - the end product is two remasters that are the closest we've seen to a locked 60fps in quite some time. The only remaining question is whether we saw any drops in performance outside of our test clips. There's an occasional flicker of screen-tear caused by the adaptive v-sync kicking in, similar to this moment in the Metro 2033 test, but it's a rare occurrence and owing to the game's aesthetic, it's very difficult to pick up by eye. The one exception we picked up on concerns a single, non-playable cut-scene just before the Venice stage in Metro Last Light, where a judiciously tossed box of dynamite annihilates a bunch of pursuing mutants during a water chase, producing a mini-tidal wave that momentarily causes the only noticeable frame-rate drop we saw over multiple hours of play on both versions of each remaster. It's not representative at all of general performance but demonstrates that both versions use similar adaptive v-sync techniques. Metro 2033 hands in similarly uniform performance on both Xbox One and PlayStation 4, with just the resolution differential setting them apart. Overall, it looks like 4A Games has done good work here in balancing image quality presets with resolution in order to lock frame-rate on both Xbox One and PlayStation 4 versions of Metro Redux. The result is a release that looks impressive on both consoles, with the PS4 occupying the higher ground owing to its native 1080p resolution. Raw mathematics would suggest that the increase in image quality on PS4 is pronounced, but in actual fact, both versions resolve detail extremely well - as the zoomer shots below demonstrate. A couple of image quality factors do separate the two games - outdoor foliage quality (it's cleaner and crisper on PS4) but more importantly temporal instability. Post-processing anti-aliasing has come on by leaps and bounds in recent times, but it still has its drawbacks: edge-smoothing is typically done on a per-frame basis with no consideration to the frame before or the one after. Viewed in sequence, blended edges exhibit shimmering or pixel crawl as a result. The lower the resolution, the more pronounced the temporal instability is - something developers are actively attempting to address with new anti-aliasing techniques. In the case of Metro Redux, both Xbox One and PlayStation 4 versions look extremely similar, with just the level of post-process AA pixel crawl separating them. Outside of anti-aliasing artefact, in terms of actual boosts to detail on PS4, the comparison zoomers below demonstrate the difference - for the most part, there's not much in it, with only foliage and extreme close-ups on textures yielding much in the way of an advantage. On the face of it, a 912p vs 1080p resolution differential is pretty big. The combination of good anti-aliasing and low contrast art equals the playing field somewhat. Pixel crawl/shimmer on movement - something we can't show in a screenshot - is where PS4 shows the biggest improvement. Only at extreme close-range, with exceptionally high detail art does 1080p make a noticeable difference. In this outdoor scene, we see that the two versions look very much alike, although single-pixel detail - like the background foliage on the left - lacks a little definition on Xbox One in comparison. Again, foliage is the only real point of differentiation in this comparison shot of an outdoor scene from Metro Last Light. Assuming that 912p resolves as a native 1620x912, that works out at just 71 per cent of a full 1080p framebuffer. However, perceptually, that drop in resolution comes across more as a slight blur in what is a generally dark game as opposed to anything likely to impact your enjoyment of the title. UPDATE 17/8/14 4:13pm: Looks like some limited range RGB shots from an early PS4 capture session made their way into this article. These have been updated with fresh captures - apologies for any confusion. Away from the rendering specifics, one platform-exclusive feature we do rather like is 4A's utilisation of the Dual Shock 4's light bar. Artyom's in-game wrist-watch has an indicator that signals whether you're visible to enemies or not. It's a useful aid for those more inclined to choose stealth over blasting, but it's not particularly convenient to look at in-game. The light bar mirrors the wrist-watch indicator in real-life and helps to address that somewhat. Overall, we're rather impressed with 4A's work here. Genuine effort has gone into bringing these two games up to scratch for the new wave of consoles, and the 60fps performance level is a game-changer if you've only played these titles previously on last-gen hardware. We look forward to stacking up the Redux PC versions with the console editions and checking out the technical improvements made there - it should be an interesting exercise in comparing image quality boosts with the impact to performance high-end rendering inevitably has. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here. Games in this article. Metro Redux. Xbox One, PlayStation 4. Follow the games you're interested in and we'll send you an email the instant we publish new articles about them. Metro: Last Light Redux PC vs PS4 vs Xbox One 1080p Video Comparison: PC Version Wins With Better DoF and AA. Earlier this week, 4A Games and Deep Silver launched Metro Redux, a next-gen package that adds the remastered versions of two previously released most critically acclaimed post-apocalyptic-themed first-person shooter survival horror video games to the library of the latest triple A video games, for PC and the latest consoles. Both Metro 2033 and Metro: Last Light looks amazing with improved visuals on all next-gen platforms, however, the Metro: Last Light Redux 1080p video comparison shared below shows that while the game looks slightly better on the Sony’s console compared to Microsoft’s, PC takes the lead with incredible Depth of Field and Anti-Aliasing. Metro: Last Light Redux 1080p Video Comparison Shows PlayStation 4 Version is Slightly Better Than the Xbox One version. Portraying an ugly image of a terrible post-apocalyptic future, Metro 2033 and Metro: Last Light are two last-gen games that captivated a lot of audience when they were originally released in back in 2010 and 2013 respectively. Focusing on compelling storytelling and world-building through bold activity arrangements and stylishly sketched scenes showing life in disused Russian tube station, Metro games prove that 4G Games is not only a talented video game developer, but that they also rank among the most technically skilled game designers in Europe. Following the trend of remakes, 4A Games also remastered Metro 2033 and Metro: Last Light by carefully refining and graphically enhancing them while preserving the best aspects of the original versions, and then launched them on PC and the latest consoles in form of Metro Redux. Both the games look amazing with boosted visuals, but while PC takes the lead, the remastered version of Metro: Last Light looks a bit more awesome on the PlayStation 4 compared to the Xbox One. Metro: Last Light Redux 1080p video comparison between PC, PlayStation 4 and Xbox One versions of the game shared below shows that PC version takes the lead in overall visuals and textures. The amount of detail exhibited in the in-game objects is stunning, and the anti-aliasing and lighting is all in place. Metro: Last Light Redux looks amazing on consoles as well, however, while running on the PlayStation 4 console, the game displays better depth of field and shadow effects compared to the Xbox One version, other than that and some other minor details, the game performs equally well on both the latest consoles. You can check out the differences between PC, PlayStation 4 and Xbox One versions of Metro: Last Light Redux in the 1080p video comparison shared below, courtesy of GamingBolt. Metro Redux Review. GameSpot Metro Redux Reviews PS4 and XONE and PC. Let your light shine before men. by Kevin VanOrd on Aug 19, 2014 05:35 AM. Some games are about people--their struggles, their hopes, their dreams, their powers. Other games are about systems and logic. Blocks fall from above and you maneuver them into place, you twist dials into the correct pattern, or you collect enough currency until you can afford a stronger helmet or a sharper sword. Then there are the games about place. The Chronicles of Riddick, for instance, is less about Richard Riddick and his throaty threats than it is about Butcher Bay, a stifling prison that serves as a parched planet's only bastion of intelligent life. Assassin's Creed features plentiful characters--heroes, lovers, and betrayers among them--but the cities of Damascus and Jerusalem, their temples and mosques, the way the golden spires reflect the sun, are the centerpieces of the historical journey. And so it is with Metro Redux, a collection of two melancholy games, each of them crushed by the weight of a ruined Earth with little hope to tender. Both adventures allow you time to choke on their dusty, irradiated air, time in which you simply are, time that makes you wonder how the survivors of humankind's nuclear error find the will to carry on. In both Metro: Last Light and in the refashioned Metro 2033, there is more dread in the deafening silence than there is in the retort of a shotgun. In the metro tunnels beneath Moscow, you scavenge for ammo to use as currency as well as munitions, burn away cobwebs with your lighter, and search for gas masks that allow you to breathe the perilous air should you approach the surface. There are pockets of humanity within these depths, and while they provide you some companionship and even an occasional shimmer of joy, even outposts prove perilous. You might weather the factional turbulence that pits brother against brother, but the emotional fog of desperation still proves noxious. It's possible you may have filled the role of series hero Artyom and trudged through this thick misery before. Returning to such a dismal place may not sound too appealing, but there's something to be learned about the resilience of humankind down there, where mutants and other grotesqueries lurk. Metro 2033 most benefits from this new iteration, practically feeling like a new game given the newly structured storytelling and a visual upgrade that raises it close to the bar Metro: Last Light later set. Given the recency of Last Light, your memories of 2033 may be colored by the more recent game, which featured far better lighting and a more sensible user interface, but a side-by-side comparison of the original and the remastered 2033 is striking. Consider, for instance, the first moment you emerge into the Russian winter. The original game suggested the frigidity in part by way of crystalline fractals upon your gas mask; in the Redux version, a full snow is underway, and the sense is less of a brisk chill than it is of a piercing bite. When a massive door opens and an explorer returns from his excursion, you now see the passage behind him rather than a murky suggestion of it. Character models are brand-new, replacing the dead-eyed originals with faces and bodies that look somewhat more natural, if still a bit stiff. In some cases, I prefer the original vision to its replacement; I still find vanilla 2033's nosalises more terrifying than their newer models, and hunters that once donned alien-looking gas masks with night-vision goggles attached sometimes wear more mundane masks now. But once was a high-contrast haze now looks more natural, objects casting proper shadows and beams of light no longer washing away the finer details. You might weather the factional turbulence that pits brother against brother, but the emotional fog of desperation still proves noxious. You'd be harder pressed to find sweeping visual changes in Redux's version of Metro: Last Light; it is the standard to which 2033 has been raised. The more meaningful difference here is the ability to apply 2033's more stringent supplies of gas masks and ammunition, thus addressing a shift in difficulty that the original's most strident fans bemoaned. Conversely, should you prefer Last Light's original balancing, you can apply it to 2033. In either case, choosing similar levels of challenge between the two games helps smooth their differences, making playing both games in succession a heartrending and rewarding experience that feels less like playing a game and its sequel, and more like playing a single game that has been split into two units. The differences between Last Light's and 2033's innate levels of difficulty aren't so vast that they evoke different emotions. Instead, the difference is in degrees--degrees of tension, degrees of fright. However you choose to play, the tunnels and the surface above are both fraught with dangers, dangers that feel all the more harrowing when you confront them after long stretches of only seeing signs of them and being warned of their presence. In both games, I remember the first time a winged demon soared in from above, grabbed me with its fearsome talons, and dropped me to the ground. It was terrifying, this sudden loss of control, the sight of the scorched earth beneath me, the demon drilling its screeches into my skull. I knew these moments were coming but I was still left breathless each time. And when the creature dropped me into the poisonous water below, I grimaced as I caught a glimpse of another victim's visage before succumbing to death. However you choose to play, the tunnels and the surface above are both fraught with dangers, dangers that feel all the more harrowing when you confront them after long stretches of only seeing signs of them and being warned of their presence. Clearly, Metro Redux owes as much of a debt to survival horror games as it does to shooters, no surprise given how so many members of its development team lent their talents to the S.T.A.L.K.E.R. series. You spend as much time if not more soaking in the darkness as you do firing a weapon, and even when violence is imminent, you can approach many situations as a stealthy hunter. Metro: Last Light's levels are more carefully structured than 2033's, giving AI-controlled Nazis and Communists room to spread out and flank, whereas a few too many of Metro 2033's levels squeeze the action into chokepoints that can give the game a smidgen of a shooting gallery feel. I enjoy the silent lurking, sneaking from one light source to another to plunge the area into darkness and then knifing soldiers one by one. When guns begin to blaze, it is the Valve rifle with reflex sight that I am most drawn to when at medium range, thanks to its powerful blast and the way headshots land with such drama. Up close, each shotgun proves a vital tool of brutality. The weapons and enhancements introduced in Metro: Last Light are available in Redux's version of 2033, again making this package feel like a single cohesive experience. Whether or not the AI is aware of your presence, it doesn't go out of its way to prove itself resourceful. Once on alert, enemies are aware of potential danger but not of each other, allowing you to pick one off after another as they turn the same corner, or simply bump into each other and walk in place should their respective destinations force them cross paths. Off the battlefield, your fellow humans prove somewhat more capable as conversationalists; they're weary and sometimes wise. I cannot speak to the authenticity of the Russian accents, but I am struck by how so many characters find ways to laugh and sneer at destiny. You are often joined by others, on the battlefield and off, each of them speaking with both regret and a kind of morbid cheer, as if they had just recently drowned their sorrows in a liter of vodka. Other attempts to bring humanity to the shadows are ultimately more laughable than they are compelling. In Metro 2033, you encounter a little boy who, like so many children in video games, neither looks nor sounds like a boy but instead like a miniature adult doing his best impersonation of a kindergartner. The following sequence, in which your movement is hindered because you must carry the child, would have been tense were it not for the the unrealistic way your ward speaks, acts, and moves. Metro: Last Light, in the meanwhile, raises its supernatural stakes during the final third with a gameplay hook that isn't to everyone's taste. I am still moved by the events that follow, and by the way Artyom acts as a conduit between forces that don't understand each other. Yet I can't help but recognize that many of the game's most poignant moments come by way of the metro's residents and their stubborn refusal to succumb to travesty. The later moments feel more forced and manipulative, less about the needs of those that suffer and more about the needs of the writers to lead the game to its natural and heavily foreshadowed conclusion. Then again, Metro Redux isn't really about any one of these people--not Artyom, not any so-called Dark One, not Bourbon, and certainly not any of the game's few women, most of whom exist as entertainment for men, whether as can-can dancers or as naked silhouettes. No, this compilation is about a place. It's a place where you can hear the laughter of children long since dead, and the screams of aircraft passengers moments before their incineration. It's a place where you must fear both the hideous mutants that prowl as well as humankind--and yet it's only with humankind that you might find safety. It's that ebb and flow, that movement in and out of danger, and the panic you feel when danger finds you even when you think you should be most at peace, that makes Metro Redux such an excellent tour through the best and worst of a society in ruins. Metro: Redux Review. As dank, irradiated hellholes go, the Moscow Metro might be my favorite one to visit. Sure, it's part of a post-apocalyptic future where mutant predators run rampant and the remnants of humankind live in crumbling subway stations masquerading as city-states, but the Metro has a distinct culture, colorful survivors, and haunting secrets that are almost as much fun to discover as they are horrifying. It's also the setting of two games – Metro 2033 (review) and Metro: Last Light (review) – that smartly weave storytelling, stealth, and first-person gunplay into one long, darkly beautiful narrative, and Metro: Redux brings them together in one enhanced package for PlayStation 4, Xbox One, and PC. If you've never plumbed the Metro's murky depths (or are itching for an excuse to return), this is a fantastic way to experience them. It’s a journey that takes you through creepy tunnels and ruins haunted by shaggy monsters and eerie phantoms, in which tense moments of stealth or exploration might suddenly give way to explosive, crowded firefights. Here, bullets are currency, guns are ugly and homemade, gasmasks spell the difference between life and death, and everyone calls them "gosmosks" in hokey faux-Russian accents. (Also, get ready to hear lots from veteran anime-and-game actor Steve Blum, who lends his gravelly voice to roughly half of the characters.) That’s all unchanged from the original version on Xbox 360, PlayStation 3, and PC, but Redux improves on both the graphics and gameplay in significant ways - mostly for the better. It begins with the choice of whether to scuttle through the tunnels in Survival mode – which promises harsher, Metro 2033-esque threats and scarce resources – or storm them with plentiful ammo and faster pacing in the Last Light-inspired Spartan mode. (If you forget which one you chose, just look at your watch – 2033's analog model shows up in Survival, while Spartan features Last Light's digital timepiece. This makes no difference gameplay-wise, but it's a nice touch.) Being able to pick your pace and style of gameplay is a cool feature, although it's worth noting that playing through Metro 2033 on Survival mode in Normal difficulty definitely feels more forgiving than the original, so players looking for a serious challenge should immediately kick it up to Hardcore. In Survival, gasmask filters – which put a timer on your lifespan when you're exploring Moscow's toxic surface streets – were often in short supply, but I never had to use military-grade bullets (which double as currency and powerful last-resort ammunition) until the very end, I never ran out of medpacks, and devastating weapons – like silenced shotguns and Kalashnikovs – were usually within easy reach. Watch our original Metro 2033 review. Then again, part of the reason this new Metro 2033 is easier is that it's no longer tripping over its own feet. Not only do its new character models and brighter lighting make it easier to spot enemies and see detail (at the expense of some of the original's moodiness), but its clunky menus and controls have been ditched in favor of Last Light's more intuitive equipment wheels and Call of Duty-esque handling. That's a big improvement, but the biggest one is that the enemy AI feels more consistent, making it possible to sneak around or stealth-hunt packs of hostile guards without the risk of arbitrarily bringing all their friends crashing toward your exact location once they spot a body. Also, Metro 2033 has been retrofitted with the same little touches that make guard-hunting especially fun (if not particularly challenging) in Last Light – like musical cues that tell you when guards are near, what their alert status is, and when you've scored a kill or are in danger of being spotted. Not all of the battles are as interesting as the stealth opportunities, though. 2033 still loves hurling fistfuls of monsters at you in open areas, particularly in the final levels, where you'll get so badly mobbed that it starts to feel like some level designer went berserk with a rubber-stamp tool when placing them. Those moments fall just short of lasting too long, though, and while it lacks some of the original's tough, dismal charm, Redux is overall a much smoother, more enjoyable, and better-looking way to experience Metro 2033. Watch our original Metro: Last Light review. The same can't be said of Redux's version of Metro: Last Light – but only because Redux doesn't tinker with it nearly as much. As before, Last Light Redux’s gameplay is more exploration-focused and diverse than Metro 2033 (and includes bosses and more overt moral decisions), and it tells a more compelling story that focuses on the Metro's human characters, political intrigues, and supernatural weirdness. It also spends a lot more time above ground, amid Moscow's more dazzling ruined landmarks, and it’s just as much fun to play through now as it was in 2013, with plenty of monsters to shoot at, lots of opportunities to hunt guards in big environments filled with hiding places, and more side activities to get distracted by. Already a great-looking game, this Last Light is visually a step up from the previous PS3/360 iteration, although Redux's PlayStation 4 and Xbox One editions still aren’t on par with the 2013 PC version running at high settings – which is disappointing, if not surprising. Actually, both Last Light and Metro 2033 look notably sharper on PC, while PS4 feels like a small visual step down; things like floating particles might not have the same crisp definition, but otherwise I wouldn’t notice the difference unless you’re looking at them side by side. The Xbox One version, meanwhile, runs in 912p rather than 1080p, making it technically the weakest of the bunch - although each version plays identically, and again, it’s hard to notice a difference unless you’re playing each version one after the other. Console differences aside, Last Light Redux is clearly the definitive version, packing in every single piece of DLC (including the excellent, Dark Souls-esque Kshatriya add-on, set in a freely explorable version of the monster-filled Moscow Library) and even bringing back the ability to get a close-up view of Artyom's watch – an essential tool for knowing how much gasmask time you have left, if you're playing in the HUD-disabling Ranger difficulty mode. Despite their seemingly miserable setting, both Metro games are in fact fun, diverse shooter-adventures, and the remastered 2033 does a good job of smoothing down the original's rougher edges at the expense of some of its brutal personality. Getting both in a single, enhanced package is a great way to discover (or rediscover) the Moscow Metro's unconventional charms. Packing in two remastered adventures and tons of bonus content, Metro: Redux is Moscow's underworld at its best. Survival and Sentinel modes Better AI Stealth hunting Monster crowds Silly accents. © 1996-2018 Ziff Davis, LLC. We have updated our PRIVACY POLICY and encourage you to read it by clicking here. IGN uses cookies and other tracking technologies to customize online advertisements, and for other purposes. IGN supports the Digital Advertising Alliance principles. Learn More. Metro Redux: last gen vs. PS4 and Xbox One comparison video. By Matt Martin, Friday, 8 August 2014 14:31 GMT. Want to see the differences between Metro games on last-gen and Xbox One and PS4? Of course you do. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here. Final Fantasy 15's PC version supports Nvidia Ansel, so here's some crazy 8K resolution screenshots. Nvidia’s screenshot tool being in Final Fantasy 15 on PC can only mean one thing: 8K screenshots! They look amazing, as you’d expect. Raging Justice is an retro-style brawler from Killer Instinct vets coming to PC and consoles. A new beat ‘em up is in the works from MakinGames, a development studio made up of Killer Instinct vets. Kingdom Come: Deliverance story trailer shows a humble blacksmith becoming a hardened soldier. Kingdom Come: Deliverance is almost upon us, finally. Metro: Exodus' pitch makes it sound a bit like a modern S.T.A.L.K.E.R. It may have looked like Metro: Exodus is adopting an open-world approach, but that’s actually not entirely true. Metro: Exodus shown running on Xbox One X at E3 2017, also coming to PC, PS4 in 2018. The Metro franchise makes a glorious return with a brand-new entry called Exodus. Here's the new Metro Exodus trailer because we've all been such good little individuals this year. Metro Exodus is the third entry in one of the coolest shooter series around, so we were pretty excited for this new look at it. We're getting a look at Metro: Exodus during The Game Awards. We’re going to see a bit more of Metro: Exodus, the next game in the popular Russian shooter franchise, during The Game Awards. Saints Row Metro Double Pack for PC, PS4, Xbox One includes four games. There’s a rather nice game pack available for PC, PS4 and Xbox One which contains titles from the Saints Row and Metro franchises. Metro Redux Bundle headlines this week's Deals with Gold. This week’s Deals with Gold offerings for Xbox One are rather nice, thanks to 33% off Metro Redux bundle, or each of the games encompassing it. Metro Redux PS4/Xbox One vs Metro 2033 And Last Light Comparison Screens Shows Startling Difference In Graphics & Texture. Yesterday, Deep Silver announced Metro: Redux, a special collection of fully re-mastered and improved version of both Metro 2033 and Metro: Last Light. Sony via their official Playstation blog stated that Metro Redux on Playstation 4 will run at glorious 1080p/60 FPS and also released some in-game screenshots captured directly from Playstation 4. Metro Redux includes Metro 2033 (for the first time ever on a PlayStation platform) and Metro: Last Light, remastered for PlayStation 4, with all the gameplay, AI, gunplay, and graphical improvements to both games. Metro: Redux is powered by latest 4A Engine. Graphics/Visuals we saw in the debut gameplay trailer were astonishing, but there's no confirmation that everything that was showcased were running in-game on Xbox One/PS4. Left with no choice we decided to compare official screenshots of Metro: Redux on PS4/Xbox One with that of Metro 2033 and Metro: Last Light on Playstation 3. The end result is infront of you. Check them out below, and tell us in the comment section what you guys have to say about graphics/visual differences. Metro 2033 Redux PC vs Playstation 4 Graphics Comparison | Tech Tribunal. There’s a current trend in gaming for ‘remasters’, definitive editions or in the case of Metro ‘Redux’ due to us being so early in the next generation of consoles. While it’s true that in some cases, such as The Last of Us, Sony highlight many PS4 owners didn’t own a PS3 and therefore missed out on Naughty Dog’s masterpiece, it’s also a pretty damn good way for game studios and publishers to cash in on already existing titles. Enter 4A Games Metro 2033 and Metro Last Light Redux, sporting improved graphics and additional game modes (and gameplay tweaks) which it hopes will tempt you to part with your cash. I must say, before we get into the comparison as a whole – I am very impressed with the Metro Redux’s pricing. Both titles come on a single Blu-Ray (or are part of a digital download if you opt for such on the PC) and if you’re in the UK available for slightly less than thirty pounds, which is a bargain given the ratio of gameplay per GBP (or dollar) you’re getting. We’re going to be breaking this down into two comparisons, this one which focuses on the original Metro 2033, and the second which will be the focus of Metro Last Light Redux. Arguably, 2033 Redux is the more impressive of the two, because it was further behind Last Light in technology compared to Last Light. Largely improved lighting from global illumination are just one example, but we’ll discuss those as this analysis and comparison continue. Speaking about the Playstation 4 version first, we’re pleased to report that the title is indeed running the native resolution of 1920x1080P, and maintains a virtually constant 60FPS throughout. This improvement alone provides a large visual boost over the Playstation 3 and Xbox 360 versions of Metro, which ran at 1152x640P on the Playstation 3, and while the Xbox 360 managed a slightly improved 1280×672 is a far cry from full 1080P glory. The tricky part when it comes to console vs PC comparisons is always the graphics settings, and this is never more true than the resolution. If you’ve a rig that can handle it, technically you could employ downsampling from 8K, turn on SSAA and profit with a completely smooth image – but in reality few have the amount of GPU grunt to achieve this. Metro supports SSAA as Auto, .5x, 2x and finally 4x. Higher levels are going to eat up performance. For this end, we’ve decided to use 2x SSAA in Metro 2033 Redux, and AAA in the original PC title. Another decision we’ve had to make during benchmarking was whether to include Nvidia’s Hardware Physx in our tests, after much internal debate we’ve gone ahead and checked the “advanced Physx” box. We wanted both PC versions to look their best, and it also serves to see if there have been any improvements with the implementation of hardware Physx. We’ve set the native resolution of the game to ‘1080p’ and all other settings at their highest. While in our Tomb Raider Playstation 4 vs PC comparison we were of the mindset that calling the next generation iteration of the title the ‘Definitive Edition’ was perhaps a little strong. Sure, there were better facial details, improved TressFX (even over PC) and a few other things, but the title lacked Tessellation, inferior Anti-Aliasing, at times worse lighting… in other words the two versions were a toss up. This is not the case with Metro 2033 – in our humble opinion, the vanilla version of Metro clearly loses out to the next generation console outing. Graphically there are numerous improvements to the lighting, models and dare I even say it – textures, and the additional gameplay enhancements certainly help out too. High Quality PS4 vs PC Download. There are clear concessions with the console version of Redux – Anti-Aliasing falls to the task of a Post-Process AA, which does a reasonable job at eliminating ‘jaggies’ from the image. That’s not to say that the Post Process is perfect, and as is often the case with FXAA or similar techniques, the coverage isn’t always even. Areas with higher contrast can (for example, lightning flashes) can look a little ‘ropey’. There are also slight issues with shimmering or slightly strange geometry. A broke white frame can be seen around some doorways and objects against walls, and while they’re certainly present in the PC version (even with SSAA x2) it isn’t quite as noticeable. Given the choices between 4A Games lowering the internal resolution (to say 900P) or possibly targeting a lower frame rate, and the second option of using 2x or 4x MSAA, we feel they’ve made the correct choice. Character models then, eh? First thing that will strike you if you’re either watching both versions play side by side (so, ya know… watch our videos), or if you’ve played one version then the other are the character models. Both the PS4 and PC benefit from improved character models, which feature nicer animation, higher levels of facial and body animation and overall just feel a lot more natural. I have to say that if you’re looking super close, the newer models aren’t quite up to the standards of the newest titles out there. Considering Metro 2033 is around four years old now (which, in gaming terms is pretty old) what they’ve managed to achieve with the models is pretty impressive. However – it’s not all sunshine and lollipops, there are some models that simply haven’t been updated and can look somewhat out of place (particularly if they’re standing right next to a model 2.0 character). Fortunately the next generation consoles are outfitted with a lot more RAM than say the PS3 or X360, which lends itself to improved quality in the world. That being said, when you compare the raw GPU and CPU horsepower of the consoles it goes without saying neither Sony’s or Microsoft’s machine can match up to a high spec PC. Tessellation is an obvious victim of ‘console budgeting’, it is there – but it’s not quite as clear and defined as the PC version. Both the PC and PS4 versions of Metro 2033 Redux do indeed feature vastly improved lighting. One common complaint with the original release was the lighting often felt a little too harsh, and often left scenes (particularly above ground) washed out of color. Light didn’t seem to effect the mood or ambiance in quite the way you’d expect it too, this would leave certain areas looking rather drab and grey. While the surface isn’t supposed to reflect flowers and rolling meadows, lighting, fire and other light sources had a rather muted impact on the world around them. Interestingly enough, there are certainly improvements to the games assets. Additional lanterns and light sources dot the levels, extra detail on props, doors and walls. Improved texture detail is often noticeable and rather oddly enough even some interact able assets have been completely swapped out. Within just a few moments of starting the game you’ll come across two examples of these, with the first door you enter having its mechanism failed you need to crank it manually. On Redux, you need to pull the handle first then crank the wheel (the lever isn’t as obvious in the original Metro 2033). The next door you see is left ajar in the original release, but now has a submarine style pressure lock for the Redux. Finally, the light switches in that very room go from a single lever to a series of switches in a junction box. All of this you’ll find within just a the first 30 seconds of gameplay, and I’m cherry picking a few examples. The main thing to take away from all of this is fairly simple: 4A games haven’t simply gone in with the mindset of ‘let’s increase the resolution and run at 60FPS and charge for a brand new game’. Instead, their goal has been to improve what’s already there, adding fresh gameplay elements (some from Last Light) into 2033, and adding additional increase the level of detail in Redux’s environments. If we’re talking about pure gameplay additions, it’s not to say that Metro is an entirely different game from the original Metro 2033. As you’ve likely guessed from reading this article so far, there are instead a bunch of little touches which add to the playability of the title. Fairly early on in the game, when you’re going into the tunnels and you’re forced to use your gas mask (if you like breathing that is) in Redux there’s a gas mask waiting for you on the wall, just in case you’re running low (though you shouldn’t be yet anyway). If you’re playing the vanilla experience, the gas mask is missing. While they’re not quite gameplay related, cutscenes have been retouched, often not using the frankly awkward third person camera angle of the original, which is a welcome change. To provide you a fairly basic text based example of this… In the first ten minutes of the game, during the prologue you’ve got to meet up with your buddies on the surface. After you’ve shot the crap out of various monsters you arrive to the surface, and a rather different atmosphere awaits you. The moon has a rather bright glow, glowing crimson in the blacked storm skies and lightning flashes angrily in the distances, meanwhile your character is battered by rain. After you run over to the meeting point your character will almost be run over by the convoy truck, saved at the last second by your friend, before you’re ambushed by yet more creatures. In the original version, this isn’t quite the case. You reach the surface, and there’s no real obvious moon in the sky, and very little lightning (in comparison) is noticed. The skies also appear much darker, with less contrast between them. Finally you don’t almost get run over (apparently your comrades have gotten worse with their driving skills) and instead the vehicle just pulls up near you. While none of this might sound a ‘big deal’ when you see it, feel it and experience it in action, or the extra details from debris and rocks, the extra fog, mist and smoke as you slowly approach an ominous looking opening in the already creepy passage, mushrooms and fungus dripping goo everywhere, and your character and their friends discussing they can hear voices – it all lends itself to suck you into the atmosphere of the Metro universe, and in the end isn’t that the point? There are a few weaker areas in the environment which persist, even after the update. While the game clearly isn’t sporting the tropical forests of say Far Cry, the occasional hardy piece of vegetation remains in the wasteland, and it looks worse than what it could. Though it waves about to get your attention (in a not too convincing fashion), it doesn’t look much better than a 2d bitmap – okay, perhaps that’s a little unfair. But in comparison to the rest of the landscape, the vegetation is certainly the worst. Not the random mushrooms and fungus you’ll see in the Metro itself, but more the withered remains of the grass on the surface. This isn’t the only title that has problems conveying realistic vegetation, and likely won’t be the last. With some luck, AMD’s TressFX or Nvidia’s Fur technologies will help with this in the future… providing the consoles have the grunt to use it that is. Frame Rate of Metro Redux: When developers boast they’ll be running at a solid 60FPS, you always have niggling doubts if their claims will be backed up by reality. In this case, 4A Games have managed to push the Playstation 4 version of Metro 2033 Redux to 60FPS throughout. Even during times of chaotic shooting, blasting away at enemies with not a care in the world to our own personal well being, that of our comrades or indeed even our precious ammo counter, the frame rate would just cling to 60FPS locked for dear life. This is extremely impressive, particularly when you consider the game isn’t the same experience as Metro 2033, which bought both consoles and PC’s to their knees back in 2011. This sports larger improvements, and despite the GPU pumping out a massively larger percent of pixels over the previous generation, manages almost double the frame rate and a great deal more graphical effects. Metro 2033 Redux PS4 vs PC Conclusion. If you’ve not guessed by now, we’re very impressed by what 4A Games have achieved with their own ‘Remastering’ of their beloved franchise. We’d be so bold as to say that it puts many remasters and re-releases to shame in the amount of additional detail and gameplay tweaks compared to the original. It’s also a great pity other studios don’t follow suit when it comes to the vastly reduced price compared to a standard release. Both the console and PC versions of the title are far far cheaper than a regular game. Now there’s two parts to this conclusion – so bare with us. When it comes to either the PC or PS4 version of Redux vs the original Metro 2033 (even the PC version at the highest settings) Redux takes it, with ease. It’s not that the original version of the title looks ‘bad’, perhaps a little dated compared to modern FPS titles, but certainly not bad. It’s the exact opposite – Redux has so much additional detail that it makes the original title seem rather dull. Additional ground debris, better particle effects, nicer tessellation, improved Anti-Aliasing, better character models and animation, improved lighting – and much more is all present and happy. The original titles textures have also been cleaned up, given additional details and honestly, the extra scene details and lighting alone give certain areas a lot of extra atmosphere. Tunnels appear spookier, and the surface that much more evil and inhospitable looking. Playstation 4 vs PC version of Metro 2033 Redux is a little harder to call. On a high end GPU (for example, a GTX 680 or so) you’ll not really have a problem running at the highest detail settings, and likely could turn on higher levels of Anti-Aliasing. If you’ve a more modest rig, and can’t employ all of the graphical settings to their absolute limits then you’ll have an experience that’s more comparable to the PS4. With that said, I don’t want you to think I’m insulting Sony’s iteration of Metro. 4A Games have proven a great point – that Sony’s machine is a powerhouse when you consider the price point. The title runs at a virtually 100 percent solid 60 FPS, all at 1080P too. The Post-Process Anti-Aliasing does ruin the overall look slightly (and we do mean slightly), and the lower levels of tessellation and overall compromises to the highest PC settings means that the PC version does take it. But if you’re going to buy the PS4 version then you certainly shouldn’t feel slighted by the version you’ll be playing – in fact you should be damn proud of it. If you’re the owner of a good PC (medium to high end GPU) then you’ll have a better visual experience than your console owning brethren, all while maintaining a very solid frame rate throughout. Ladies and Gentlemen, this is how a Remastering is done. The real question perhaps for many is if you’re already the owner of the title (or both) should you pick it up? If you own it on the PS3 / X360 then the answer is a resounding yes. Double the frame rate, a massive bump in pixels, improved gameplay – if you liked the original game it’s well worth a second playthrough. If you’ve played the PC version of Metro 2033, particularly if it was close to the games release back in 2011, then I’d still say yes, go ahead and pick it up. The narration, story telling, gameplay and graphics have all been improved. Unlike some remasters, many of the frustrations of the original have been removed or revamped. I’ve no problem recommending either version, the PC iteration being superior yes, but if you’re a console gamer you’ll still be in for one of the best titles out there for your system right now. Buy Metro 2033 Redux. If you’re considering picking up the title on either console or PC please considering using the following affiliate links to provide us a few pennies to help us maintain the website, it’d be greatly appreciated. Other Articles You Might Like. Resolution & Frame Rate How They Work & Analysis On Impact in Games |Tech Tribunal (7) Assassins Creed Unity 900p / 30fps For Both PS4 & Xbox One. Is it Really Any Consoles Fault? (6) Call of Duty Advanced Warfare Playstation 4 Vs Xbox One Graphics Comparison (6) Thief – Playstation 4 Vs PC Graphics Comparison & Analysis (6) Metal Gear Solid 5 Ground Zeroes PC Vs Playstation 4 (6) Comments are closed. Popular Posts. 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Metro Redux is a post-apocalyptic first person shooter, and a two-part remake of Metro 2033 and Metro Last Light for next generation consoles. It was developed by 4A Games and published by Deep Sliver. The enhanced versions of both games can be bought together as a bundle or separately. The remake was also Metro 2033's debut on a PlayStation console. Overview Edit. Metro Redux features remakes of both games in a improved 4A Engine. While Metro Last Light Redux includes general improvements, Metro 2033 Redux has been completely remade in the Last Light engine and updated to include the same features as Metro Last Light. Metro Redux has been released for the next-generation consoles, the Xbox One and PS4, as well as PC. Major Changes Edit. Ranger Mode is included in both games. Metro 2033 has been rebuilt in the same engine used to create Metro Last Light. This means that both games now look the same, handle the same and have the same in-game mechanics and additions that were made to Last Light e.g. the mask wipe, new UI, take downs etc. Each title can be played in one of two difficulty modes: Survival or Spartan. Survival is modeled after Metro 2033, having more limited supplies and ammunition, lower reload speeds and tougher enemy AI. Spartan makes the game more action-oriented and gives players more resources, in the style of Metro Last Light. Support for Linux and SteamOS on the PC. More realistic weapon handling; both games track whether or not there is still a round in the chamber when reloading. Nvidia Physx effects have been re-built with the 3.X SDK. Both games now have an added "safe and key" mechanic similar to the "Pavel" level from the "Chronicles Pack" DLC level. This has also led to several small secret areas that have been added in which some of these safes or keys can be found. Metro 2033 Redux Edit. In the Redux version of Metro 2033 several levels have been combined into very long single levels with no loading screens in between them; these are as follows: The "Prologue" level is now called "Tower" The levels "Lost Tunnels", "Bridge" and "Lost Catacombs" are now one long level called "Lost Tunnel" The levels "Dead City 1" and "Dead City 2" have been combined into one long level called "Dead City" The levels "Ghosts" and "Anomaly" have been combined into one long level called "Ghosts" The levels "Defense" and "Child" have been combined into one long level called "Defense" The levels "Alley" and "Library" have been combined into one long level called "Alley" "Driving to Sparta" is now called "Church" The levels "Dungeon" and "Caves" have been combined into one long level called "Cave" The chapters "D6", "Biomass", and "Separation" have been combined into one long level called "D6" The levels "Tower", "Top", "Ethereal" and "Endings" have been combined into one long level called "Tower" Other small changes include: The level "Outpost" now takes place at night, and the sun slowly sets during the level "Dead City". Reception Edit. Metro Redux received generally favorable reviews, scoring 84/100, 84/100 and 83/100 on Metacritic for the Xbox One, PC and PS4 versions respectively. Reviewers praised the improved graphics and gameplay for both games, especially for Metro 2033 in which most reviewers would agree got the better graphical and gameplay treatment than Metro Last Light. Gallery Edit. Videos Edit. Last Light - From a hardcore nuclear winter to an accessible nuclear spring (ft. Komo)-1. Wiki admins Karmazynowy Wilk (Bamul) and Komodo Saurian (Komo) discuss some of the gameplay changes between the original Metro 2033 and Last Light, as well as the Redux versions. Metro: Redux Officially Announced For Xbox One, PS4 and PC. Metro: Redux, a fully remastered collection of both Metro 2033 and Metro: Last Light, has been announced for PS4, Xbox One and PC. The rumours we heard previously have come to pass, with the games being available individually via digital download for $24.99 / €19.99 / £15.99 or together in a boxed compilation for $49.99. Linux and SteamOS are planned for later in the year. While both games are set to run at 60fps, Metro 2033 in particular has been revamped using the engine pioneered for Last Light. Other changes include improved AI, combat and stealth, along with weapon customisation, silent kills and takedowns. Visuals have been updated for both games, and Metro: Last Light will come with all 10 hours of the Season Pass add-on content bundled in. Three modes will be available to play: the Survival Play style, which offers limited resources, tougher AI and slower reloads; the Spartan Play style, which adds more skills and resources; and the Ranger Mode, which strips away the HUD and applies hardcore rules. Luke Karmali is IGN's UK News Editor . You too can revel in mediocrity by following him on Twitter. © 1996-2018 Ziff Davis, LLC. We have updated our PRIVACY POLICY and encourage you to read it by clicking here. IGN uses cookies and other tracking technologies to customize online advertisements, and for other purposes. IGN supports the Digital Advertising Alliance principles. Learn More.

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