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Hello! New episode for you today, looking at the immersive qualities of Metro: Exodus and how it stands apart from the three(!!!) other post apocalyptic open world shooters released so far in 2019.

Enjoy! Episode goes live to everyone tomorrow at 5PM BST.

Files

Why Metro Exodus is 2019’s Most Immersive Open World Game | Game Maker's Toolkit

2019 has already seen the release of four post apocalyptic open world games - but 4A's Metro Exodus is by far the most immersive. So what does that phrase actually mean, and what design decisions help create that feeling? Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Games shown in this episode (in order of appearance) Metro Exodus (4A Games, 2019) Uncharted 4: A Thief's End (Naughty Dog, 2016) Alien: Isolation (The Creative Assembly, 2014) Lone Echo (Ready at Dawn, 2017) Prey (Arkane Studios, 2017) Tetris Effect (Monstars Inc. / Resonair, 2018) Subnautica (Unknown Worlds Entertainment, 2018) S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007) Event[0] (Ocelot Society, 2016) Far Cry 2 (Ubisoft Montreal, 2008) Metro 2033 (4A Games, 2010) Metro Last Light (4A Games, 2013) Rage 2 (Avalanche Studios / id Software, 2019) Red Dead Redemption 2 (Rockstar Studios, 2018) Days Gone (SIE Bend Studio, 2019) The Long Dark (Hinterland Studio, 2014) The Sims 4 (Maxis, 2014) Far Cry New Dawn (Ubisoft Montreal, 2019) Rain World (Videocult, 2017) Firewatch (Campo Santo, 2016) Music used in this episode Let’s Start at the Beginning - Lee Rosevere (https://leerosevere.bandcamp.com/album/music-for-podcasts) Metro Exodus soundtrack - Alexey Omelchuk Other credits Tetris Effect YIN & YANG STAGE - TRAP MUSIC LEVEL - PS4 PRO 1080p | PS4 & Stuff https://www.youtube.com/watch?v=T9Agh0PkGVc

Comments

Aadit Doshi

I think my favourite definition for "immersive" that accounts for all media (video games, board games, books, movies ) is When a medium maintains consistent rule sets and schemas through out the play through, with few contradictions. The more exceptions u add to the product, the more jarring and immersion breaking it can be. You can be immersed in a game of chess, but if there was a mechanic that stated whoever yelled the loudest would be able to remove an opponent's piece, your suspension of disbelief would no longer remain intact.

Anonymous

I personally felt like the counter animation lingered too long on screen and didn’t really help relate to what was being said.

Anonymous

Hey Mark just finished watching this, loved your take on it! I’ve been really enjoying it. I usually hate morality systems but I think Metro’s also plays into their system of genuine surprise. I’ve felt at times doing the ‘right’ thing was a choice not something forced the gain access to a benefit e.g side with the ‘good’ faction and you’ll get an OP weapon. I was really annoyed that during a mission my gas mask ran out and I had to engage cause I couldn’t wait until dusk, that meant I couldn’t prevent a death of a squad man. And considering how well the relationship between your NPCs is created, genuinely annoyed me. I feel like there’s a lot of replayability in this for the sake of adventure / discover. I also felt that feeling of genuine bewilderment having turned off those annoying pop up hints. I’ve completely forgot at times I can craft in the field having only been told it once and I didn’t even know I had a lighter to use until a lot later. Those little discoveries for me really added to the immersion. And Hard mode, it’s tough and really stretches resources. Really makes you think about encounters and how you take a mission. Or whether or not going up to that tower to get the teddy bear was worth it. For a game is a success if it leaves little moments that linger with you for ever and I think this game definitely does!

Anonymous

One of your strongest videos yet, Mark. Good stuff.