Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The DLC is actually pretty good at storytelling, as it flips from one colonel's POV to the other. [But really, think about it: Just how would Colonel Miller have a clue about what had happened with the other colonel? It was like watching interactive cutscenes of ghosts like in Skyrim. They tell the details of a story that character couldn't possibly have known or even guessed at.]
I played the Two Colonels LAST.... and am certainly glad I did. I wasn't getting past a certain Boss fight and NOTHING I tried was working. So I went to YouTube and watched some walkthrough videos. That's when I realized something:
Throughout the entire game, there are battles that you try your darnedest towin, but winning is pointedly IMPOSSIBLE. The scene script REQUIRES you lose, about ready to die (in the right place on the battlefield, at just the right moment), but -- TADA! -- something happens (not caused by you) and the opponent dies. Either he/it falls to his/its death, and/or someone swoops in to pull you to safety and/or patch you up.
^That is not _playing_ the game. That's being PLAYED by the game.
Anyway, ^that aspect is somewhat more obvious in the Two Colonels than in most of the vanilla or other DLC (Sam's Story).
[Still, if you enjoy some good storytelling, the game is better than just okay.]
It is the perfect weapon - or tool more likely - for the first part. As for the third part, you could assume that it's the only weapon he still got sufficient ammunition for. More likely it's being reused by design due to its unique experience within Metro Exodus.
He just knows what that other colonel's son knows. Which is enough to track him down from his last known position. You're playing from Klebnikov's perspective, not from Miller's imagination.
It is the most believable one of the three storylines (including Sam's). It just feels real the most.
This dlc marks a step towards a different genre, leading to extreme consequences certain ideas already in germ in the previous chapters. The so-called moral system has taken all the space, as if someone expected to become a better person (a better father? OMG!) by playing videogames. The price to pay for this cheap morality is the almost zeroing of the gameplay, and a player who becomes a spectator.
I realy hope that the developers do not go further on this path yet.
The flame thrower is used to clean the galleries because I can't imagine going there with a shovel when the viscous matter burns well.
Now, where I am surprised not to have seen any remark, it is at the level of the filter changes and the too stupid and scrypted end game which caused the .... of the Colonel.
Personally, it bothered me but since we don't control the story, we can't avoid it.
Now the character and the tunnel immersion was really successful, it catches up to the end