History Videogame / Metro2033

17th Feb '17 7:14:09 PM Rmpdc
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** ''Redux'' also allows the lighter to be used on cobwebs that hinder progress in especially dark and narrow tunnels or passages.
17th Feb '17 9:50:06 AM Aggron9988
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* OnlyALighter: Artyom carries a lighter that looks like (or is possibly made from) a bullet, used to read the [[DiegeticInterface journal which displays the current objectives]] in the darkness of the metro tunnels. It can also provide light in situations where the proper flashlight would be too dangerous.
7th Feb '17 2:20:01 AM Chrinik
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* VideogameCrueltyPotential: Plenty, but what alot of people miss is that you can even stealth through the outside levels in most cases. Meaning all those mutants you wasted precious ammunition on did not need to die. The game hammers this home with scenes where the watchers will look at you in the dead city, but disregard you uninterested. In the same level, you can explore a ruined building only to hear roaring from a corner. When you look up, it´s a Watcher with two Lurker "Cubs" angrily yelling at you for intruding on their home. You can walk out...but you can also level your gun and waste them indiscriminately.
31st Jan '17 12:53:19 PM SentientShrimp
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* AdaptationalHeroism: Bourbon is presented much more sympathetically in the game than in the book, going from a sleazebag opportunist and coward [[spoiler:who planned to kill Artyom]] to a CoolOldGuy BigBrotherMentor [[spoiler:who takes a bullet for Artyom instead]].

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* AdaptationalHeroism: Bourbon is presented much more sympathetically in the game than in the book, going from a sleazebag opportunist and coward [[spoiler:who planned to kill Artyom]] to a a, CoolOldGuy BigBrotherMentor [[spoiler:who trying to put his past behind him. He even [[spoiler: willingly takes a bullet for Artyom instead]].Artyom]].



* AnachronismStew: The game's world looks more archaic than it should be, considering nuclear war occured in 2013 / twenty years prior. Most of the pre-war items are taken right from the Soviet Seventies or even Fifties.

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* AnachronismStew: The game's world looks more archaic than it should be, considering nuclear war occured in 2013 / twenty years prior. Most of the pre-war items are taken right from the Soviet Seventies or even Fifties. Compunding this is the straight up ScienceFiction gadgets common in the Metro, like railguns, or handheld generators far more efficient than any gas generator that exists in real life.
25th Jan '17 4:47:41 AM REV6Pilot
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* DisasterScavengers: Stalkers.
* DiscOneNuke: The non-''Redux'' version's Ranger DLC release has the Volt Driver (home-made rail gun) as early as Chapter 2: Lost Tunnels (the bandits stole it from a caravan). It kills [[MadeOfIron Librarians]] in five shots or less when overcharged (and most other foes in one), uses the cheapest ammunition in the game, and its SecondaryFire can kill most common {{mooks}} in one hit without expending any ammunition.
** Also from the Ranger DLC is the [[AwesomeButImpractical Abzats Heavy-Automatic Shotgun]], which is effectively [[ExactlyWhatItSaysOnTheTin a shotgun that fires like an automatic rifle.]] It eats through a full belt of shotshells in seconds (20 in about 8 seconds), is thus incredibly expensive to use, and limits use of the shotgun/secondary slot in the original version. However, provided you're not too distant, '''''anything that can be killed will not survive a full magazine, including Demons.'''''

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* DisasterScavengers: Stalkers.
Stalkers, who regularly go to the surface to look for anything of value they can carry.
* DiscOneNuke: DiscOneNuke:
**
The non-''Redux'' version's Ranger DLC release has the Volt Driver (home-made rail gun) as early as Chapter 2: Lost Tunnels (the bandits stole it from a caravan). It kills [[MadeOfIron Librarians]] in five shots or less when overcharged (and most other foes in one), uses the cheapest ammunition in the game, and its SecondaryFire can kill most common {{mooks}} in one hit without expending any ammunition.
** Also from the Ranger DLC is the [[AwesomeButImpractical Abzats Heavy-Automatic Shotgun]], which is effectively [[ExactlyWhatItSaysOnTheTin a shotgun that fires like an automatic rifle.]] It eats through a full belt of shotshells in seconds (20 in about 8 seconds), is thus incredibly expensive to use, and limits use of the shotgun/secondary slot in the original version. However, provided you're not too distant, '''''anything ''nothing'' that can be killed will not killed, including Demons and Black Librarians, can survive a full magazine, including Demons.'''''belt.



* DoNotGoGentle: The Rangers Pavel and Boris, upon realizing the mutants are dragging them off, each set off a pipe bomb in their respective chapters
--> '''Pavel''': Take this you bitches!!!
* DownerEnding: [[spoiler: The default (and canon/book) ending, in which Artyom opts to destroy the home of the Dark Ones and is left to wonder whether he did the right thing.]]
* EasyLevelTrick: On the mission Frontline, if you listen to the right conversation you can find a shortcut that takes you right to the other side of the level, missing out most of the harder parts of the mission and making getting the [[PacifistRun no casualties achievement]] for that level much easier to get.
* EldritchLocation: The entire Metro is in the "ordinary building" variation, seeing as it's a man-made, perfectly mundane object/system that turns into the trope during the game's backstory. The mutants can be [[{{HandWave}} semi-explained away as a product of the radiation]], [[{{WillingSuspensionOfDisbelief}} although real radiation does not cause such fundamental changes]]. However, there is obviously *much* weirder, inexplicable stuff going on in a lot of seemingly-deserted tunnels...
* EmergencyWeapon: The original version's Trench knife, as well as throwing knives and the Hellsing (sort of). If you don't forget to pick up knives and arrows you will never run out of ammunition. The knife can be used to kill almost any foe, except for amoebas and demons. As you would expect, you're going to use this a lot more than firearms when you're playing Ranger mode.
* EscortMission: Two formal ones, both towards the end of the game. The first is difficult to fail as you have plenty of backup otherwise, whereas the second requires you to play in a very specific (and rather vague) way to keep from having your escort be overrun by amoebas. It's not too infuriating if you run through the MeatMoss before him and simply allow him to catch up, as he's capable of taking care of himself most of the time. Story-wise, Bourbon essentially hires you to escort him to where he wanted to go, although only the first few levels before Market station play out like this, and even then does not impact the gameplay. Afterwards, you get split up, briefly reunited, and are split up once more.

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* DoNotGoGentle: The Rangers Pavel and Boris, Pavel, upon realizing the mutants are dragging them him off, each set sets off a pipe bomb in their respective chapters
that takes out a number of Nosalises along with himself and frees up Artyom to escape the Depot alive.
--> '''Pavel''': Take this you bitches!!!
bitches!
* DownerEnding: [[spoiler: The [[spoiler:The default (and canon/book) ending, in which Artyom opts to destroy the home of the Dark Ones and is left to wonder whether he did the right thing.]]
* EasyLevelTrick: On the mission Frontline, if you listen to the right conversation you can find a shortcut that takes you right to the other side of the level, missing out most of the harder parts of the mission and making getting the [[PacifistRun no casualties achievement]] for that level much easier to get.
get, moreso on the ''Redux'' version where you don't lose out on the moral point of saving the Red prisoners from their Nazi executioner (you can [[TapOnTheHead clock him on the noggin]]).
* EldritchLocation: The entire Metro is in the "ordinary building" variation, seeing as it's a man-made, perfectly mundane object/system that turns into the trope during the game's backstory. The mutants [[HandWave can be [[{{HandWave}} semi-explained away as a product of the radiation]], [[{{WillingSuspensionOfDisbelief}} [[WillingSuspensionOfDisbelief although real radiation does not cause such fundamental changes]]. However, there is obviously *much* ''much'' weirder, inexplicable stuff going on in a lot of seemingly-deserted tunnels...
tunnels, going by the conversations Artyom overhears...
* EmergencyWeapon: The original version's Trench trench knife, as well as throwing knives and the Hellsing Helsing (sort of). If you don't forget to pick up knives and arrows you will never run out of ammunition. The knife can be used to kill almost any foe, foe except for amoebas (the pores are fair game) and demons. As you would expect, you're going to use this a lot more than firearms when you're playing [[HarderThanHard Ranger mode.
mode]].
* EscortMission: Two formal ones, both towards the end of the game. The first is difficult to fail as you have plenty of backup otherwise, whereas the second requires you to play in a very specific (and rather vague) way to keep from having your escort be overrun by amoebas. It's not too infuriating if you run through the MeatMoss before him and simply allow him to catch up, as he's capable of taking care of himself most of the time. Story-wise, Bourbon essentially hires you to escort him to where he wanted to go, although only the first few levels before Market station play out like this, and even then does not impact the gameplay. Afterwards, you get split up, are briefly reunited, and are split up once more.
21st Jan '17 11:40:55 AM REV6Pilot
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* InfantImmortality: Zig-zagged. On one hand, no child is ever seen being killed or dying, with one child making a lot of noise in a station ''infested'' with rat-mutants, and yet being alright until Artyom rescues him. On the other, it is outright stated that children are killed whenever Mutants break into a station, and one of the ghost silhouettes in the lost tunnel is of a child fleeing a nosalis and screaming for his mother.
* InfiniteFlashlight: No matter the charge level, Artyom's flashlight will never go out because of low battery power. Cranking the charger only makes the light brighter.

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* InfantImmortality: Zig-zagged. On one hand, no child is ever seen being killed or dying, dying in real time, with one child Sasha making a lot of noise in a station ''infested'' with rat-mutants, and yet being alright until Artyom rescues him. On the other, it is outright stated that children are killed whenever Mutants mutants break into a station, and one of the ghost silhouettes in the lost ghost tunnel between Dry and Cursed is of a child fleeing a nosalis and screaming for his mother.
mother. It also goes for the gameplay aspect of [[EscortMission escorting Sasha away from the infested Hole station]]: he stays on Artyom's back as they go, but even if you're attacked while crouching, only Artyom gets hurt Sasha is only attacked if Artyom is killed or they fall into a hole, which is instant death.
* InfiniteFlashlight: No matter the charge level, Artyom's flashlight will never go out because of low battery power. Cranking the charger only makes the light brighter.brighter, and while helpful, it's not quite necessary unless you're facing a [[BossInMookClothing Plated Nosalis]].



* InfinityPlusOneSword: The Kalash 2012. Same fire rate than the Bastard without overheating, very precise and with bigger magazines than the Bastard or Kalash. You can only get it for a high price late in the game or for free in ''Redux'' if you know where to look [[note]]One of the Nazis in the Black Station carries one, or you can get it in Church[[/note]].

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* InfinityPlusOneSword: The Kalash 2012. Same fire rate than the Bastard without overheating, very precise and with bigger magazines than the Bastard or Kalash.Kalash, with per-bullet damage almost on par with the Kalash and way beyond the Bastard. You can only get it for a high price late in the game or for free in ''Redux'' if you know where to look [[note]]One of the Nazis in the Black Station carries one, or you can get it in Church[[/note]].



* InterfaceScrew: Some of the surreal sequences can evoke this. There is also the small, low-contrast fonts not being easily legible on smaller screens.
** The "escort mission" with Sasha causes the game to forcibly ratchet up the mouse acceleration, making precise aiming much more difficult. Justified by the fact that Artyom is now lugging around a child on his back.

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* InterfaceScrew: InterfaceScrew:
**
Some of the surreal sequences can evoke this. There is also the small, low-contrast fonts not being easily legible on smaller screens.
** The "escort mission" with Sasha causes the game to forcibly ratchet up the mouse acceleration, making precise aiming much more difficult. Justified by the fact that Artyom is now lugging around a child on his back.back, adding weight and throwing off his center of balance.



* ItsAllUpstairsFromHere: [[spoiler: Ostankino tower]]
* InvulnerableCivilians: Noncombatants are never found outside fortified stations, and Artyom holsters his weapons whenever he enters a safe zone, making it impossible to harm them.
** Somewhat averted in Hole Station, which is attacked by mutants.

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* ItsAllUpstairsFromHere: [[spoiler: The last leg of Artyom's journey is climbing [[spoiler:the old and decrepit Ostankino tower]]
tower]].
* InvulnerableCivilians: Noncombatants Gameplay-wise. Living noncombatants are never found outside fortified stations, and Artyom holsters his weapons whenever he enters a safe zone, making it impossible to harm them.
** Somewhat averted in
them. In-universe, it's far from played straight, and Hole Station, which station is attacked by mutants.a big example of that.



* JumpScare: Surprisingly scarce, though they do happen. The game focuses more on NothingIsScarier to create tension.
** An almost literal one happens late in the game, after you restart the air filtration system in [[spoiler]]the D6 bunker]]. After climbing down a neglected catwalk above a large, darkened chasm [[containing the biomass on top of the reactor]], the catwalk ''almost'' breaks free when you step over it, most likely causing you to run/jump for safety before realizing it's not falling any further.

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* JumpScare: Surprisingly scarce, though they do happen. The Scarce (the game focuses more on NothingIsScarier to create tension.
tension), though they do happen.
** An almost literal one happens late in the game, after you restart the air filtration system in [[spoiler]]the D6 bunker]]. After climbing down a neglected catwalk above a large, darkened chasm [[containing the biomass on top of the reactor]], bunker[[/spoiler]]: the catwalk ''almost'' breaks you passed earlier starts to break free when you step over it, most likely causing you to run/jump for safety before realizing safety. It's a good thing that you do it, because it can break off completely and send Artyom plummeting to his death if you don't hurry over it.
** At one point of the [[spoiler]]library's depository where the grey Librarians live[[/spoiler]], there's a strip of shotgun shells on a hole in the wall. You approach it, and you hear a snarl. Grab it, and boom, [[spoiler]]Librarian in your face[[/spoiler]]! There's no real consequence to that aside from hurting Artyom for very little damage (not even worth using a medkit syrette for) and rattling the player's nerves;
it's not falling any further.also totally skippable if you go ahead and around the wall and nab the shells from the other side.
21st Jan '17 11:22:48 AM REV6Pilot
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* OptionalStealth: The game is essentially this trope, moreso after the ''Redux'' version brought the upgraded stealth and combat elements of Last Light backward. You have an otherwise-useless knife and a usually-lethal set of throwing knives; almost every weapon is naturally silent or has a silenced variant; and in the original you can purchase a set of black stealth armor that helps conceal you from enemy vision. On the other hand, you have an arsenal of grenades and can purchase such weapons as a ''heavy automatic shotgun'' if stealth isn't your thing. However, it's certainly encouraged to sneak around, and the GoldenEnding requires you to not only use stealth, but to not kill a single enemy on some of the infiltration missions.

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* OptionalStealth: The game is essentially this trope, moreso after the ''Redux'' version brought the upgraded stealth and combat elements of Last Light ''Last Light'' backward. You have an otherwise-useless knife and a usually-lethal set of throwing knives; almost every weapon is naturally silent or has a silenced variant; and in the original you can purchase a set of black stealth armor that helps conceal you from enemy vision. On the other hand, you have an arsenal of grenades and can purchase such weapons as a ''heavy automatic shotgun'' if stealth isn't your thing. However, it's certainly encouraged to sneak around, and the GoldenEnding requires you to not only use stealth, but to not kill a single enemy on some of the infiltration missions.more moral points then Artyom can get by just running around gunning down all human opposition.
21st Jan '17 11:19:55 AM REV6Pilot
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* ConspicuouslySelectivePerception/ TheGuardsMustBeCrazy: Guards / bandits will occasionally walk past you hiding less than a foot away but step on some glass or knock some cans over? They all set fire on your exact position. In the ''Redux'' version the AI only pretends to not know you're there while slowly searching for you.
* ContemplateOurNavels: The preferred pasttime of some Metro inhabitants, generally trying to make sense of a post-apocalyptic world. Notable musings include the guy that speculates that ghosts and the like now exist because the nuclear war ''blew up Heaven, Hell, and Purgatory''.
* CoolButInefficient: Scopes on pneumatic weapons and firearms. There are only two levels in the game big enough for long-distance sniping, glares and oily thumbprints on the optics obstruct vision in the dark and the zoom is excessive for even medium-ranged combat. The scoped Tihar rifle looks awesome though.

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* ConspicuouslySelectivePerception/ TheGuardsMustBeCrazy: ConspicuouslySelectivePerception[=/=]TheGuardsMustBeCrazy: Guards / and bandits will occasionally walk past you hiding less than a foot away away, but step on some glass or knock some cans over? They all set If the slightest bit of light shines on you, they open fire on your exact position. In the ''Redux'' version version, the AI only pretends "pretends" to not know you're there while slowly searching for you.
* ContemplateOurNavels: The preferred pasttime of some Metro inhabitants, generally trying to make sense of a post-apocalyptic world. Notable musings include the guy that Khan, who speculates that ghosts and the like now exist because the nuclear war ''blew up Heaven, Hell, and Purgatory''.
* CoolButInefficient: CoolButInefficient:
**
Scopes on pneumatic weapons and firearms. There are only two levels in the game big enough for long-distance sniping, glares and oily thumbprints on the optics obstruct vision in the dark and the zoom is excessive for even medium-ranged combat. The They, especially the scoped Tihar rifle looks Tihar, look awesome though.



* CoolCar: The [[http://www.youtube.com/watch?v=VbdFuC4OpiA&feature=player_detailpage#t=15s Ranger's vehicle]]. In the book it was a regular firetruck that broke and was abandoned in the depot while the Moscow burned, in the game it's a modified [[http://en.wikipedia.org/wiki/GAZelle GAZelle truck]].

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* CoolCar: The [[http://www.youtube.com/watch?v=VbdFuC4OpiA&feature=player_detailpage#t=15s Ranger's Ranger vehicle]]. In the book it was a regular firetruck that broke and was abandoned in the depot while the Moscow burned, burned; in the game it's a modified [[http://en.wikipedia.org/wiki/GAZelle GAZelle truck]].



* CoolGuns: The AK-74M and VSK-94 are as close as you're going to get with real weapons (aside from a rare woodland camo and worn-down wooden handguards instead of plastic ones that were present in the [[http://goo.gl/7Lg73 Beta version]]), but the AK-2012 is highly reminiscent of the FN P90.
** Considerable effort went into making the homemade weapons fairly plausible. The Duplet shotgun is heavily based on weapons produced in basements during the Seige of Sarajevo, while the Bastard's unusual feed system is inspired by the rather obscure WWI-era [[http://www.forgottenweapons.com/medium-machine-guns/fiat-revelli-m1914/ Italian Fiat-Revelli M1914 heavy machine gun]].

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* CoolGuns: CoolGuns:
**
The AK-74M and VSK-94 are as close as you're going to get with real weapons (aside from a rare woodland camo and worn-down wooden handguards instead of plastic ones that were present in the [[http://goo.gl/7Lg73 Beta version]]), but the AK-2012 version]]).
** The Kalash 2012
is highly reminiscent of the FN P90.
P90 due to the stock and feeding system. It does have a number of glaring flaws, however, like a lack of an ejection port or cocking handle.
** Considerable effort went into making the homemade weapons fairly plausible. The Duplet shotgun is heavily based on weapons produced in basements during the Seige of Sarajevo, while the Bastard's unusual feed system is inspired by the rather obscure WWI-era [[http://www.forgottenweapons.com/medium-machine-guns/fiat-revelli-m1914/ Italian Fiat-Revelli M1914 heavy machine gun]].



* PacifistRun: Completing certain missions without killing any human opponents earns you a morality point that influences [[spoiler:whether or not you can get the good ending]]. In fact, one can finish the game without killing any humans except for the obligatory unskippable massacre at the Lost Tunnels level, but it takes a lot of effort. See the [[http://www.youtube.com/playlist?list=PLEE7FB05B4CF38AD0 pacifist/stealth walkthrough]] playlist.\\
\\
4A Games confirm they did a stealth overhaul for Last Light and plan to let the player do a full stealth run as a viable option, unlike M2033 where there were certain moments where Artyom had to shoot his way through.

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* PacifistRun: Completing certain missions without killing any human opponents earns you a morality point that influences [[spoiler:whether or not you can get the good ending]]. In fact, one can finish the game without killing any humans except for the obligatory unskippable massacre at the Lost Tunnels level, but it takes a lot of effort. See the [[http://www.youtube.com/playlist?list=PLEE7FB05B4CF38AD0 pacifist/stealth walkthrough]] playlist.\\
\\
4A Games confirm they did a stealth overhaul for Last Light and plan to let the player do a full stealth run as a viable option, unlike M2033 where there were certain moments where
In ''Redux'', it's easier since Artyom had to shoot his way through.has the whole arsenal of tricks from ''Last Light'', including the NonLethalKO punch.
19th Nov '16 8:17:11 AM Hyokai
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* AbandonedPlayground: And how! While Artyom is walking through a ruined district he starts to hear voices and see things that are not actually there. At some point he comes across an old and rusty playground. Suddenly a freaking FlashbackEcho [[http://pix.playground.ru/download/gallery/276634/b9017abdef819a5d9c8a52ca98ee0af2.jpg happens]]. After a couple of seconds a vision vanishes and Artyom [[http://pix.playground.ru/download/gallery/276634/79e7dd859f28a86cc5e7798e8fcbf6d1.jpg notices]] that the Dark one who was stalking him for a while was behind all that crazy stuff (cue awkward silence).

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* AbandonedPlayground: And how! While Artyom is walking through a ruined district he starts to hear voices and see things that are not actually there. At some point he comes across an old and rusty playground. Suddenly a freaking living FlashbackEcho [[http://pix.playground.ru/download/gallery/276634/b9017abdef819a5d9c8a52ca98ee0af2.jpg happens]]. After a couple of seconds a the vision vanishes and Artyom [[http://pix.playground.ru/download/gallery/276634/79e7dd859f28a86cc5e7798e8fcbf6d1.jpg notices]] that the Dark one who was stalking him for a while was behind all that crazy stuff (cue awkward silence).



* AbnormalAmmo: Zigzagged. Military-grade (A.K.A. Shiny) 5.45x39 rounds are normal in other games, but here they are the only form of currency, which means that using them literally means you're shooting money away. You'll be using crudely-reloaded ammunition for your bullet- and shell-firing guns. Some of the improvised guns like the Tihar pneumatic rifle and the Volt Driver[[note]]Hellbreath in the ''Redux'' version[[/note]] electromagnetic gun play this straight, using ball bearings propelled by compressed air (Tihar) or electrified rails (Volt Driver) as ammunition. The Helsing speargun is another example similar to the Tihar, although it uses compressed air to fire arrows instead.

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* AbnormalAmmo: Zigzagged. Military-grade (A.K.A. Shiny) 5.45x39 rounds are normal in other games, but here they are the only form of currency, which means that using them literally means you're literally shooting money away. You'll be using crudely-reloaded ammunition for your bullet- and shell-firing guns.guns the rest of the time. Some of the improvised guns like the Tihar pneumatic rifle and the Volt Driver[[note]]Hellbreath in the ''Redux'' version[[/note]] electromagnetic gun play this straight, using ball bearings propelled by compressed air (Tihar) or electrified rails (Volt Driver) as ammunition. The Helsing speargun is another example similar to the Tihar, although it uses compressed air to fire arrows instead.



** Same goes for the spiderbugs that replace them in ''Redux'', only this time [[spoiler: it can even kill them if exposed to long enough.]]

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** Same goes for the spiderbugs that replace them in ''Redux'', only this time [[spoiler: it can even kill them if exposed to it long enough.]]



* BarredFromTheAfterlife: The fate of everyone in the Metro, according to Khan. The war was so great, it destroyed even Heaven and Hell.

to:

* BarredFromTheAfterlife: The fate of everyone in the Metro, according to Khan. The war was so great, it destroyed even Heaven Heaven, Hell, and Hell.Purgatory.



** [=DShK=] mounted machine gun in the Frontline level. It uses 12.7x108 mm bullets and leaves big holes in concrete and flesh. Sadly, no LudicrousGibs. Also has a very limited supply of ammunition, roughly a hundred bullets [[spoiler:(Unless you are riding a stolen Nazi cart. During this part of the game it can only overheat and never runs out of ammo).]]
** The Abzats Heavy Automatic Shotgun fits as well. Basically, it is a [=DShK=] that was modified to use 12x70 shotshell ammunition and is light enough to be carried by a single human. Initially it was available only in a pre-order version of the game from Gamestop, but the Russian community made it available for all versions shortly after it's release.

to:

** The [=DShK=] mounted machine gun in the Frontline level. It uses 12.7x108 mm bullets and leaves big holes in concrete and flesh. Sadly, no LudicrousGibs. Also has a very limited supply of ammunition, roughly a hundred bullets [[spoiler:(Unless (Unless you are riding [[spoiler:riding a stolen Nazi cart. cart]]. During this that part of the game it can only overheat and never runs out of ammo).]]
ammo).
** The Abzats Heavy Automatic Shotgun fits as well. Basically, it It is a [=DShK=] that was modified to use 12x70 shotshell ammunition and is light enough to be carried by a single human. Initially it was available only in a pre-order version of the game from Gamestop, but the Russian community made it available for all versions shortly after it's release.



* BlobMonster: Giant Amoebas.
** ''Redux'' makes the Biomass this rather the CombatTentacles it was in the original.

to:

* BlobMonster: Giant Amoebas.
Amoebae.
** ''Redux'' makes the Biomass this rather than the CombatTentacles it was in the original.



* CreepyChild: One of the child models in the game looks disturbingly [[http://namelessclan.ucoz.ru/img/877.jpg similar]] to a Type 3 Screamer from the 1995 film [[Film/{{Screamers}} with the same name.]] It even seen holding the same teddybear on promo screenshots.

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* CreepyChild: One of the child models in the game looks disturbingly [[http://namelessclan.ucoz.ru/img/877.jpg similar]] to a Type 3 Screamer from the 1995 film [[Film/{{Screamers}} with the same name.]] It is even seen holding the same teddybear on promo screenshots.



* CyanidePill: Conscripts are issued one, just in case. One Red Line soldier claimed that he could never take his own life, so he gave his capsule to another comrade.

to:

* CyanidePill: Conscripts Red Line conscripts are issued one, just in case. One Red Line soldier claimed that he could never take his own life, so he gave his capsule to another comrade.



** Military ammo also qualifies for this; it's available from the intro onwards, and will kill any non-boss pretty fast. The only reason it isn't a game breaker is that it doubles as currency, and overuse means you'll literally be wasting money.

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** Military ammo also qualifies for this; it's available from the intro onwards, and will kill any non-boss pretty fast. The only reason it isn't a game breaker is that it doubles as currency, and overuse means you'll literally be wasting money.money literally.



* EvilPhone: Twice in the D6 bunker: In an airlock during Prologue and in the main chamber during the "D6" chapter. The place was abandoned and decaying for twenty years and the government was destroyed or dissolved shortly after the third world war, yet the phone rings when you restore power and press some buttons on the control panel. The player can't answer the call and other NPC don't seem to react at all though.

to:

* EvilPhone: Twice in the D6 bunker: In an airlock during Prologue and in the main chamber during the "D6" chapter. The place was abandoned and decaying for twenty years and the government was destroyed or dissolved shortly after the third world war, yet the phone rings when you restore power and press some buttons on the control panel. The player can't answer the call and the other NPC [=NPCs=] don't seem to react at all though.



* FridgeLogic: The ammunition dealers' item descriptions mention that the firearm ammunition has been used, reloaded, and re-used extensively over the past twenty years. Yet no effort is taken to recover spent shell casings (or even equip the guns with brass catchers), as there would be an industry of its own in collecting and refurbishing them.



* GasMaskMooks: Anyone (including you) in a heavily irradiated/poisoned area. Also notable is that it's possible to shoot off the gas masks and/or their filters during one level on the surface, [[VideoGameCrueltyPotential suffocating them]]. But what the hell, why not, when the people you're killing on that level are increasingly-fascist Neo-Nazis!

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* GasMaskMooks: Anyone (including you) in a heavily irradiated/poisoned area. Also notable is that it's possible in the original game to shoot off the gas masks and/or their filters during one level on the surface, [[VideoGameCrueltyPotential suffocating them]]. But what the hell, why not, when the people you're killing on that level are increasingly-fascist Neo-Nazis!



* GoOutWithASmile: The dead soldier with a broken gun on a pile of nosalis corpses at the airlock of the Hole Station is smiling.

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* GoOutWithASmile: The original game has a dead soldier with a broken gun on a pile of nosalis corpses at the airlock of the Hole Station Station. It is smiling.



** 4A Games team made an armor attachment system that worked just [[GoneHorriblyRight like it should]]: Every pouch, helmet, magazine or armor plate honestly did its job and substracted a certain amount of damage dealt by a projectile that hit them. But it was never explained to the player in the non-''Redux'' version, which led to mass confusion and complaints that enemies are literal bullet sponges, while all it took was a single bullet to the neck.

to:

** The 4A Games team made an armor attachment system that worked just [[GoneHorriblyRight like it should]]: Every pouch, helmet, magazine or armor plate honestly did its job and substracted subtracted a certain amount of damage dealt by a projectile that hit them. But it was never explained to the player in the non-''Redux'' version, which led to mass confusion and complaints that enemies are literal bullet sponges, while all it took was a single bullet to the neck.



** Many people play through the game not realising you can buy special armour.

to:

** Many people play through the original game not realising you can buy special armour.armour to increase either your defense or stealh.



** Speaking of filters, the way the original game handles filters and the gas mask isn't explicitly stated anywhere unless you decide to look it up online (which seemed to be the only way to find out.) When you buy or find filters, the number next to the gas mask in the lower left corner of the screen pops up and says "+##", with the "##" being whatever amount of ''breathing time'' the filters added, not the ''actual amount'' of filters you bought. An astute player may be able to notice this when they buy filters from Riga or Market Station because the number will increase by ~10 even when you buy just one filter (the filters you buy in the stations are supposedly of "higher" quality and so add more breathing time than ones found on the surface, which will add 3 or 4 if you get lucky). That being said, it's easy to see that the filter system doesn't work intuitively. One would assume you buy filters, which get added to the total in the corner of the screen, and the watch tells you how much time your filter has left. Instead, in actuality, the number in the corner is how many total minutes you have to breath with the gas mask on, the watch tells you how many minutes your current filter has left, and the amount of filters you have on you seems to be infinite until you get down to the last 5 minutes, at which point it will no longer allow you to change filters. Also, the game doesn't tell you how to change filters anywhere. There are three ways: tap the gas mask button, take the mask on and off (which automatically adds a new filter), or just wait until your current filter is completely wasted and then Artyom will automatically replace it. [[RunningGag Another]] untold issue with the filter system is that it seems to cap out at around 40 total minutes or so, and the game won't let you pick up surface filters until you have less than 10 total minutes left. Also, as far as the gas mask itself goes, the game won't allow you to pick up a new replacement gas mask from the ground unless it is in better condition than the one you're wearing, which is not something readily observable when looking at the world model of the gas masks.
*** Much of this was simplified in the ''Redux'' vesion: pressing the gas mask key puts it on and the timer audibly starts with some clicking showing the minute hand moving a few minutes around the watch face. Pressing the key again wipes the mask, while holding it down removes the mask entirely. Every time the timer has one minute remaining, count on a message telling you to press the filter-swap-key showing up. Unfortunately, the maximum time seems to be reduced (20 minutes in Survival mode and 30 in Spartan mode) and you can't pick up filters until the amount to be added does not put you over the maximum. The issue with the world model showing damaged was also changed to show different grades of wear, and if a better example than what is currently worn is found, it can be easier to tell from the amount of cracks in the faceplate.

to:

** Speaking of filters, the *** The way the original game handles filters and the gas mask isn't explicitly stated anywhere unless you decide to look it up online (which seemed to be the only way to find out.) When you buy or find filters, the number next to the gas mask in the lower left corner of the screen pops up and says "+##", with the "##" being whatever amount of ''breathing time'' the filters added, not the ''actual amount'' of filters you bought. An astute player may be able to notice this when they buy filters from Riga or Market Station because the number will increase by ~10 even when you buy just one filter (the filters you buy in the stations are supposedly of "higher" quality and so add more breathing time than ones found on the surface, which will add 3 or 4 if you get lucky). That being said, it's easy to see that the filter system doesn't work intuitively. One would assume you buy filters, which get added to the total in the corner of the screen, and the watch tells you how much time your filter has left. Instead, in actuality, the number in the corner is how many total minutes you have to breath with the gas mask on, the watch tells you how many minutes your current filter has left, and the amount of filters you have on you seems to be infinite until you get down to the last 5 minutes, at which point it will no longer allow you to change filters. Also, the game doesn't tell you how to change filters anywhere. There are three ways: tap the gas mask button, take the mask on and off (which automatically adds a new filter), or just wait until your current filter is completely wasted and then Artyom will automatically replace it. [[RunningGag Another]] untold issue with the filter system is that it seems to cap out at around 40 total minutes or so, and the game won't let you pick up surface filters until you have less than 10 total minutes left. Also, as far as the gas mask itself goes, the game won't allow you to pick up a new replacement gas mask from the ground unless it is in better condition than the one you're wearing, which is not something readily observable when looking at the world model of the gas masks.
*** Much of this was simplified in the ''Redux'' vesion: pressing the gas mask key puts it on and the timer audibly starts with some clicking showing the minute hand moving a few minutes around the watch face. Pressing the key again wipes the mask, while holding it down removes the mask entirely. Every time the timer has one minute remaining, count on a message telling you to press the filter-swap-key showing up. Unfortunately, the maximum time seems to be reduced (20 minutes in Survival mode and 30 in Spartan mode) and you can't pick up filters until the amount to be added does not put you over the maximum. The issue with the world model showing damaged damage was also changed to show different grades of wear, and if a better example than what is currently worn is found, it can be easier to tell from the amount of cracks in the faceplate.



* JumpScare: Surprisingly scarce, though they do happen. The games focuses more on NothingIsScarier to create tension.
** An almost literal one happens late in the game, after you restart the [[spoiler]]D6 bunker]]'s air filtration system. After climbing down a neglected catwalk above a large, darkened chasm that [[contains the biomass on top of the reactor]], the catwalk ''almost'' breaks free when you step over it, most likely causing you to run/jump for safety before realizing it's not falling any further.

to:

* JumpScare: Surprisingly scarce, though they do happen. The games game focuses more on NothingIsScarier to create tension.
** An almost literal one happens late in the game, after you restart the [[spoiler]]D6 bunker]]'s air filtration system. system in [[spoiler]]the D6 bunker]]. After climbing down a neglected catwalk above a large, darkened chasm that [[contains [[containing the biomass on top of the reactor]], the catwalk ''almost'' breaks free when you step over it, most likely causing you to run/jump for safety before realizing it's not falling any further.



* PlotArmor: When you go out to the surface in order to reach the Library, you attract the attention of a Demon which won't die no matter how much you hurt it. Once you're inside the library and it appears in the window, you can kill it.
* PostApocalypticGasmask: Moscow's air and surface water has been contaminated after nuclear war. Gasmasks are required for traversing irradiated tunnels and the surface, and since the crudely-refurbished filters only last for five minutes long these sequences are effectively {{Timed Mission}}s. The ''Redux'' version includes Last Light's dedicated button function for wiping off any dirt, water, or blood that's spilled on the mask.

to:

* PlotArmor: When Played with when you go out to the surface in order to reach the Library, you Library. You attract the attention of a Demon which won't die no matter how much you hurt it. can be killed but is replaced shortly after with another one. Once you're inside the library with the Rangers and it appears in the window, you can kill it.
fight it off again. Even after the fight with the Librarian, the outcome is uncertain.
* PostApocalypticGasmask: Moscow's air and surface water has been contaminated after nuclear war. Gasmasks are required for traversing irradiated tunnels and the surface, and since the crudely-refurbished filters only last for five minutes long minutes, these sequences are effectively {{Timed Mission}}s. The ''Redux'' version includes Last Light's dedicated button function for wiping off any dirt, water, or blood that's spilled on the mask.



* ScareChord: Every enemy has a distinctive audio cue, each of which is ''usually'' heard before an encounter.
** Lurkers make a very high-pitched one which can often be heard near pipes. Except that around 50% of the time, will one actually turn up. Another sound: the wet, squelching sound you can hear where one is nearby... and feasting on a corpse.

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* ScareChord: Every enemy has a distinctive audio cue, each of which is ''usually'' heard before an encounter. \n May also apply to the sound that occurs when you stealthily kill human enemies.
** Lurkers make a very high-pitched one which can often be heard near pipes. Except that only around 50% of the time, will one actually turn up. Another sound: the wet, squelching sound you can hear where one is nearby... and feasting on a corpse.



** Also from ''Redux'', amphibian shrimp make a unique gurgling roar whenever you approach bodies of water on the surface.

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** Also from ''Redux'', amphibian larval shrimp make a unique gurgling roar whenever you approach bodies of water sound when encountered on the surface.surface levels.



* ToAbsentFriends: Bandits at the Dry station.

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* ToAbsentFriends: Bandits at the Dry station.station drink to the memory of their friends... which the player realizes were the bandits encountered with Bourbon between Riga and Market.



*** Some events have been altered or shifted, occasionally even deleted. In the original 2033 Bourbon would kill the first bandit you saw with a throwing knife (his tutorial on how to kill people silently). Since you can take people out from behind with a melee attack now, that bit never happens.

to:

*** Some events events, set pieces, or map layouts have been altered or shifted, occasionally even deleted. In the original 2033 Bourbon would kill the first bandit you saw with a throwing knife (his tutorial on how to kill people silently). Since you can take people out from behind with a melee attack now, that bit never happens. When searching for D6 in the original, the skeleton that Ulman suggests keeping as a memento has two heads; in ''Redux'' it is a regular half-decayed skeleton.
19th Oct '16 8:11:45 AM dlchen145
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* ShiningCity: Polis, at least by the standards of [[CrapsackWorld the rest of Moscow]]. The largest underground station with luxurious amounts of open air, fully-functional lighting and utilities, with an ordered layout and filled with [[TheOrder Rangers]] who are all well-fed, well-equipped, and all highly self-disciplined {{badass}}es.

to:

* ShiningCity: Polis, at least by the standards of [[CrapsackWorld the rest of Moscow]]. The largest underground station with luxurious amounts of open air, fully-functional lighting and utilities, with an ordered layout and filled with [[TheOrder Rangers]] who are all well-fed, well-equipped, and all highly self-disciplined {{badass}}es.badasses.
This list shows the last 10 events of 364. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Videogame.Metro2033