Later this year, the highly anticipated title is set to launch on all major VR headsets. Following its captivating announcement trailer in January, developer Vertigo Games recently shared more insights on the PlayStation blog, including new screenshots, VR implementation details, and a glimpse into locomotion mechanics.
The standalone storyline, crafted in conjunction with the game’s original creator, Dmitry Glukhovsky, is set to unfold prior to the events depicted in the series?
If you’re unfamiliar with Svetlana Alexievich’s novel “Metro 2033,” it tells the story of life in the aftermath of a nuclear war, where survivors have taken shelter in Moscow’s Metro tunnels. As I assume the role of Artyom, a hardened survivor tasked with safeguarding our beleaguered House Station from the unrelenting onslaught of human and mutant adversaries, I confront the enemy head-on, my arsenal blazing in a desperate bid for survival.
Inventive Director Martin de Ronde and Recreation Director Samar Louw offered valuable insights beyond the excitement surrounding the sport’s recent announcement. The narrative delves into the personal, emotional journey of a fresh protagonist, prioritizing a storytelling approach that is deeply human-centered and emotionally resonant.
As fans might reasonably expect, the spin-off is poised to mirror the playstyle of its mainline counterparts, blending seamless elements of stealth and combat. Although the protagonist lacks expertise in overpowered (OP) fights, this limitation allegedly leads to a more deliberate and slow-paced battle tempo.
However, rest assured for everyone, this extra setup would undoubtedly lead to a more blissful experience. Traditional motion abounds within this sport, notes de Ronde.
While scavenging for ammunition remains a pressing issue, exploration becomes a crucial aspect in locating stray bullets scattered throughout the environment.
“When designing our UI and interactions, we aimed to make them as immersive and integral to the experience as possible,” Louwe explains. “For illustration, suppose you’d like to know how many bullets remain in your firearm’s magazine; we could potentially integrate a counter feature to display that information.” However we didn’t try this. We then unsealed the clip, allowing us to count the actual bullets inside.
In collaboration with esteemed developer 4A Games, Vertigo Games is leveraging
Present existing treasures alongside crafting new pieces to harmonize the collection’s aesthetic and atmosphere. As for its VR-native features, the game sets the stage for immersive interaction with tactile experiences akin to physically checking ammunition or wiping down a fuel mask, fostering a sense of presence and engagement.
Two locomotion options are available: ‘Consolation’, which enables teleportation, and ‘Immersion’, providing a smooth, consistent movement experience. While customization options are available, the default locomotion setting is a steady stick action with snap rotation, although an alternative clean rotation option is also provided for those who prefer the locomotion style.
While acknowledging this constraint, we’re committed to exploring the frontiers of virtual reality and crafting an immersive experience that resonates viscerally with users. In Immersion mode, players can expect to be physically interacted with – literally dragged across a mattress or knocked to the ground if they fall unconscious, or even tossed from a train, as Louwe explains.
While a specific launch date has yet to be revealed, fans of the game can still express interest by wishlist it for PSVR 2 and SteamVR headsets, with the possibility of release beyond the initial “2024” timeframe. Although the hyperlink to Quest currently appears damaged, it is feasible that it will be restored and remain here in due course.