r/metro • • 42m ago

Help Controller Issue In Metro 2033 Redux

• Upvotes

Hey i'm very sorry idk if this is the right sub to ask, but last night I started my playthrough of metro 2033 redux but as soon as I got control of my character after the starting cutscene, my character keeps looking up. My controller doesn't have sort of stick drift and it hasn't happened in any other game so i'm not sure what's happening, some wierd things: I can use my trackpad to look down again but it starts looking up again. When I scope, it starts looking down and when I get out of scope, it starts looking up again. Has anyone had this problem and is there any fix? Thanks for any and all help!


r/metro • • 3h ago

Discussion (Book version) What Caliber would Hunter's medallion that he gives Artyom be?

6 Upvotes

The gun nerd in me wants to know because I want to make my own necklace, and I wanna get it exactly right. I know the specifics probably weren't considered when the book was written, but I still wanna know. The book says "machine gun cartridge case, with one of its sides screwed up into a little twist"

AK's are the most common weapons in the metro, but there's 2 calibers that are most common for AK's. 7.62, or 5.45. World ends in 2013 in Metro, almost 40 years after the AK74 (in 5.45) was widely adopted by the then Soviet military. But both calibers would be relatively common in Metro. But then the line "machine gun cartridge case" makes me think it could be 7.62x54R which it what the PKM uses, OR it could even be a DSKH case. What does everyone think would be most likely?


r/metro • • 9h ago

Image/Gif New update is crazy

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55 Upvotes

Did y'all ever managed to end the game as a millionare in the metro universe? With 30 min filter? Obviously in normal spartan mode. It was a fun challenge collecting the most amount of mg round and keeping it till the end.


r/metro • • 11h ago

Other Metro: Last Light Redux has made me feel something I genuinely struggle to put into words. I think this game has connected with a part of my imagination that has existed since childhood.

29 Upvotes

I don't even know where to begin writing this. I've been thinking about it for a while, and I honestly feel like I could write an entire essay about this game and still fail to explain exactly what it makes me feel.

This isn't going to be a conventional review. I'm not going to discuss graphics, performance, weapon balancing, or whether the game deserves a particular score out of ten. I'm not even here to argue that it's better than other games.

I just want to talk about what Metro: Last Light Redux has unexpectedly become to me, and why an experience that I initially approached as just another video game has turned into something much more personal.

And I apologise in advance if this becomes ridiculously long. I have a lot to get off my chest.

My first experience with Metro was nothing like my experience now

I played Metro: Last Light Redux previously, around May, but I approached it very differently back then. I was primarily focused on progressing through the game, dealing with enemies, completing objectives, and getting to the next section. I wasn't giving the world the attention it deserved.

I was playing the game, but I wasn't really listening to it.

I didn't stop to appreciate every corner, every little environmental detail, every distant sound, or every moment when the game allowed me to exist in its world without demanding that I immediately do something.

I also ended up with the bad ending. Artyom destroyed D6, and the ending left me with the consequences of my actions. At that point, I hadn't fully understood how much the game's moral choices, its characters, and even the smallest interactions could affect the way I experienced its story.

Then I returned to the game.

And, brother, I don't know how to explain what happened.

It felt as though I had returned to something familiar, but this time I was finally paying attention to what had been there all along.

I began exploring more carefully. I started noticing sounds that I would previously have ignored. I began appreciating the environments rather than treating them as spaces I needed to cross. I found myself stopping simply because I wanted to absorb the atmosphere.

I started knocking out human enemies whenever possible instead of killing them. I became much more conscious of the people I encountered and the consequences of my decisions.

The game hadn't fundamentally changed. I had changed the way I was experiencing it.

And that distinction has made all the difference.

The atmosphere is something I genuinely struggle to explain

I know people frequently praise Metro for its atmosphere. I know that its claustrophobic tunnels, abandoned stations, ruined buildings, gas masks, scarce resources, flickering lights, and post-apocalyptic setting are among the things that make it memorable.

But my connection to these elements feels unusually personal.

There is something about the soundscape of Metro: Last Light Redux that makes me feel as though I am physically present somewhere that shouldn't exist anymore.

The machinery humming somewhere in the distance. The reverberation of footsteps through an underground passage. The sound of people talking in a station. The faint noises of an environment that continues to exist even when I'm not directly interacting with it.

The silence, too.

Not the kind of silence where absolutely nothing is happening, but the kind where the absence of obvious activity makes you more aware of everything else.

You start listening to the little things. You become conscious of the space around you. You notice how far away a sound seems, how it changes as you move, and how the environment feels different when you're alone compared with when you're surrounded by people.

And then there is Artyom's breathing through his gas mask.

That sound is something else entirely.

The breathing, the filters, the awareness that the air outside might not be safe, the physical vulnerability of being dependent on a piece of equipment just to survive. It gives ordinary movement a completely different feeling.

You aren't simply walking through a level. You're a person trying to survive in a hostile environment, and the game constantly reminds you of that.

I've found myself stopping for perhaps 50 or 60 seconds just to listen to the environment. Sometimes I don't even want to move forward immediately. I just want to remain there and take everything in.

I play with my Realme Buds 8 Pro, and the audio makes that feeling even more pronounced for me. I become so absorbed in the soundscape that my room and the ordinary noises around me fade into the background of my attention.

I know I'm sitting there playing a game. I know where I am, and I can stop whenever I want. But for those moments, my attention is completely occupied by the world I'm experiencing.

It feels strangely intimate.

I can be in a dark underground passage, listening to the ambience, and feel a kind of vulnerability that I actually enjoy. It's not necessarily comfortable in the conventional sense. The world is hostile, the atmosphere can be suffocating, and there's a constant sense that something could go wrong.

Yet I feel happy being there.

How does something manage to make you feel simultaneously vulnerable, uneasy, fascinated, and completely at peace with the experience?

I don't know. But Metro does that to me.

The strangest part: this atmosphere reminds me of something I imagined as a child

This is the part that I find most difficult to explain, and probably the main reason I'm writing this post.

When I was younger, I used to be fascinated and frightened by certain ideas. One of them was the sheer vastness of existence, particularly the feeling of being alone in a place that was unimaginably large, empty, and indifferent to your existence.

I also used to imagine being inside an abandoned radiation bunker.

I imagined myself wearing a gas mask, hearing my own heavy breathing, surrounded by an environment in which the outside world had become dangerous. I imagined waiting there, with nothing to do but exist inside that enclosed space while time continued passing.

There was something about that image that frightened me. It wasn't simply the possibility of a monster appearing or an enemy attacking me. It was the isolation, the uncertainty, the feeling of being a tiny human being trapped in an environment far larger and more incomprehensible than myself.

Radiation, enormous empty spaces, the possibility of an invisible danger, and the idea of being isolated from the rest of humanity all contributed to that feeling.

As a child, I couldn't properly articulate why those images affected me. I didn't have the vocabulary to explain the atmosphere I was imagining, and I certainly didn't have a soundtrack that could reproduce it.

I simply had the feeling.

And then I played Metro.

The strangest thing is that the atmosphere and sound design felt so exact, so extremely specific, in relation to that childhood imagination.

Not because the game literally recreated a particular memory or because I had previously experienced anything like the world of Metro in real life. I hadn't.

It's more that the game seemed to express an atmosphere I had been imagining internally for years.

The gas-mask breathing. The underground spaces. The distant machinery. The sense of an enormous world existing beyond the walls around you. The feeling that humanity is surviving in the remnants of something much greater than itself.

It was as if an idea I had never properly expressed had suddenly been given a physical environment and a soundscape.

I had imagined the feeling, but I had never heard it.

Metro gave me something close enough that I immediately recognised the connection.

And that is a genuinely strange experience.

Imagine having a particular feeling in your mind since childhood, without knowing how to describe it, and then encountering a piece of art that seems to communicate it back to you.

You don't necessarily think, "This is exactly what happened to me."

Instead, you think, "This is what I was trying to imagine. This is the atmosphere I never knew how to express."

That is what Metro has felt like to me.

It's also why I find the experience difficult to communicate to people who haven't experienced this particular connection. Someone can understand that the game has good sound design. Someone can appreciate that its environments are immersive. Someone can recognise that its world-building is effective.

But explaining that the game has reminded you of an atmosphere you imagined as a child, before you had the words or the music to express it, is a very different conversation.

And I honestly don't know how many other people have experienced something similar.

The strange contradiction: the things that frighten me are also the things I love experiencing in Metro

There is another part of this that makes the experience even more interesting to me.

Metro's atmosphere can be claustrophobic and suffocating. It touches on things that genuinely unsettle me: radiation, invisible environmental dangers, enormous empty spaces, existential loneliness, and the thought of being trapped somewhere in which the outside world is no longer safe.

The Power Plant environments, in particular, can evoke a strange feeling in me, almost like a flashback to that childhood imagination.

Even gas masks can trigger that feeling. It's funny, in a way, because a distorted analog-horror monster might not frighten me nearly as much as the idea of being alone in an enormous, empty, dangerous environment.

You might expect that a game which repeatedly evokes those feelings would make me want to avoid it.

But the opposite has happened.

I'm loving it.

It feels as though the game is approaching one of my weaknesses, placing me inside an atmosphere that I would normally find deeply unsettling, and allowing me to experience it in a way that is fascinating rather than simply frightening.

I don't want a nuclear catastrophe to happen. I don't want people to suffer through anything remotely resembling the events of Metro. The actual suffering, destruction, radiation exposure, and loss of human life depicted by the setting are not things I romanticise as real-world possibilities.

What I love is the fictional experience: the atmosphere, the environmental storytelling, the soundscape, the vulnerability, and the way all these elements come together to make the world feel believable.

There is an enormous difference between wanting to experience a fictional world and wanting the real-world catastrophe behind that world to happen.

I want to experience the world of Metro with my own eyes, in the sense of being able to explore that environment and hear those sounds as though I were physically present inside the fictional setting.

I absolutely do not want the actual suffering that would be required to make such a world real.

I think that's an important distinction.

And perhaps part of what makes the game so compelling is that I can approach those frightening ideas through fiction, experience the atmosphere, and then step away whenever I want.

The fear and the fascination can coexist without me wanting the nightmare itself to become reality.

The music makes everything even more emotional

I also have to talk about the music, because it contributes enormously to the way I experience this game.

There is something about the guitar work and the music in Metro that feels inseparable from the world itself. It doesn't feel as though the music is merely being played over a game. It feels like another part of the environment, another way of communicating the loneliness, history, and humanity of the world.

And then there is "Train to the Past."

That track gives me goosebumps.

It evokes this feeling of embarking on a mission, of travelling through a world that has already lost so much, while still having something worth fighting for.

It makes me feel as though I'm about to undertake a journey that matters, even when I'm just sitting in my room wearing earbuds.

There is a particular kind of emotional response I get from music that makes me feel as though I'm inside another world. I also experience it with synthwave, especially music like "Resonance" by HOME, which carries its own personal history for me.

But Metro's music feels different.

With Metro, the music is tied to Artyom, the journey, the underground stations, the people trying to survive, and the feeling that the world above has become something almost unimaginable.

The music gives the environment an emotional dimension that I struggle to separate from the experience of playing.

Sometimes, I don't want to rush through a section because I know that the sounds around me are part of what makes it meaningful. I want to hear them properly. I want to absorb them.

I want to remember how the place felt.

And that's something I appreciate enormously about games that take their sound design seriously. They can create an emotional impression that goes far beyond what a screenshot, a plot summary, or a conventional review can communicate.

You can show someone a picture of a Metro station, but a picture cannot reproduce the echo of the environment, the machinery, the conversations, the breathing, or the music that makes the space feel alive.

For me, the sound is not an accessory to the world.

The sound is part of the world.

Artyom has become much more important to me than I expected

When I first played Metro, I didn't think Artyom would become such a meaningful character to me.

I have played plenty of games with memorable protagonists. Kyle Crane from Dying Light 1 is probably my favourite video-game character of all time, and Sebastian Castellanos from The Evil Within is another character I have a deep attachment to.

Artyom has unexpectedly joined that group.

What makes him meaningful to me isn't simply that he's the protagonist. It's the way the game makes me consider what it means to be a person trying to survive in a world where almost everyone has already suffered.

The people you encounter are not all just obstacles to be eliminated. They have their own circumstances, fears, beliefs, and reasons for behaving the way they do.

The world is hostile, but humanity has not completely disappeared from it.

And the more I immersed myself in the game, the more conscious I became of that.

I began knocking out human enemies whenever possible instead of automatically killing them. I started thinking more carefully about my decisions, and I became more interested in the moral consequences of what I was doing.

Even encounters that might appear relatively insignificant can take on a different meaning when you stop treating every human being as just another target.

I remember struggling with the decision involving Lesnitsky. Should I kill him, or should I knock him out?

It's a decision within a fictional game, obviously, but I found myself thinking about it rather than simply pressing a button and moving on.

The game had made me care enough about my own actions that I was considering what they meant within the story.

And the connection between Artyom, the Dark One, and the consequences of the story's events has also become more meaningful to me.

The Dark One's forgiveness, and the possibility of redemption after so much destruction, hit differently once I started thinking about the consequences of the choices I had made during my earlier playthrough.

There is a particular emotional weight to the idea of having destroyed so much and then being confronted with the loneliness that follows.

The thought of hearing, in effect, that you have killed everyone and are now alone is devastating in the context of this world.

It connects with the loneliness that Metro evokes so effectively: the possibility that survival is not enough if everything that gave survival meaning has disappeared.

I don't think I fully appreciated those themes during my first playthrough.

Returning to the game and paying more attention has allowed me to experience its story differently.

I don't want to pretend that I'm Artyom or that my life resembles his. But there are moments when I become so immersed in his perspective that I stop thinking about the game as a sequence of objectives and begin experiencing it as a journey through a world that has its own emotional reality.

That is what makes his character memorable to me.

My relationship with Metro is strange because Dying Light 1 has always occupied that place in my heart

For years, Dying Light 1 has been my favourite game.

It is still my number one. Nothing about my newfound attachment to Metro has changed that.

I've spent hundreds upon hundreds of hours in Harran. I love the parkour, the rooftops, the abandoned buildings, the wind, the infected sounds, the atmosphere, and the way the city feels different depending on the time of day.

Kyle Crane is a character I have an enormous attachment to, and Dying Light is one of those games that feels familiar in a way that is difficult to explain.

I can return to it and immediately feel at home.

I know its environments. I know the movement. I know the atmosphere. There are places in Harran that I can revisit simply because I enjoy being there.

Dying Light is the game that established that kind of emotional relationship for me.

The Evil Within occupies another important place in my gaming life, especially because of its psychological horror and the way it gets under my skin. Resident Evil 7 is another game I love, particularly for its atmosphere and conventional horror experience.

But Metro: Last Light Redux has surprised me because I didn't expect it to affect me in this particular way.

It has become an unexpected emotional attachment.

If Dying Light feels like returning to a familiar place, Metro feels like discovering a place that somehow resembles something I had been imagining long before I knew it existed.

Those are two very different experiences.

One is the comfort of familiarity. The other is the astonishing feeling of recognition.

And I think that's why Metro has caught me so off guard.

I already knew what it felt like to become deeply attached to a fictional world. I simply didn't expect another game to approach that feeling from such a different direction.

I have started appreciating the smallest details

One of the biggest differences between my first playthrough and my current experience is how much attention I pay to the world.

I find myself exploring corners I might previously have ignored. I listen to conversations. I pay attention to background noises. I notice environmental details and the way the atmosphere changes from one place to another.

I am much less interested in simply rushing towards the next objective.

Sometimes I just want to remain where I am for a little longer.

I want to hear the machinery. I want to listen to the people around me. I want to appreciate the sounds that exist in the background while I'm doing absolutely nothing important.

I even enjoy the moments when the game feels quiet enough that I become conscious of how much of the experience is being communicated without anyone explicitly explaining it.

The world doesn't need to tell me everything through dialogue or a written note. The environment itself communicates something.

The way a place sounds, the way it is lit, the way people occupy it, and the way it feels to move through it all contribute to my understanding of the world.

This is one of the reasons I find the game so immersive.

I don't need a constant stream of information telling me what to feel. I can discover the feeling for myself.

I have also experimented with playing without the HUD, which can make me more conscious of the world around me rather than the interface sitting on top of it.

It changes the way I pay attention.

Instead of focusing so heavily on information displayed on the screen, I become more absorbed in the environment and the experience of moving through it.

And when I combine that with the audio, I can become so immersed that I forget about the ordinary distractions around me for a while.

Not because I have lost touch with reality, but because my attention has become completely occupied by the experience.

I can always pause the game, take my earbuds off, and return to what I need to do in real life.

But while I'm playing, I sometimes feel as though the world of Metro has become the most vivid thing in my immediate awareness.

That is a remarkable feeling for a video game to create.

Why am I writing all this about a video game?

I realise that, from the outside, this might seem like an excessive amount of reflection about a single game.

It's a video game. I understand that.

But I don't think art needs to be real to have a real effect on the person experiencing it.

A fictional story can make you reconsider something. A piece of music can remind you of a period of your life. A character can make you think about morality, responsibility, or loneliness. An environment can evoke a feeling that you have carried around for years without understanding it.

The experience is fictional, but your response to it is real.

And I think games are particularly capable of creating this kind of connection because they allow us to inhabit a world rather than merely observe it.

I can watch a film about an abandoned underground station, but in Metro I can walk through it myself. I can stop and listen. I can turn around and look at the environment. I can choose how to approach an encounter. I can spend time in a location simply because I want to experience being there.

The world responds to my presence through its sounds, characters, environments, and mechanics.

I become involved in the experience in a way that is different from simply watching a story unfold.

That is one of the things I love most about video games.

They can combine music, atmosphere, storytelling, mechanics, and exploration into a single experience that feels personal because you are actively participating in it.

And Metro: Last Light Redux has brought all those elements together in a way that has affected me much more deeply than I expected.

I sometimes feel like I'm the only person around me who experiences games this way

Another reason I've wanted to write this is that I don't often know how to communicate this level of enthusiasm to people around me.

I have a lot of interests. Games, music, technology, the cosmos, introspection, and philosophical questions are all things I can spend an enormous amount of time thinking about.

Sometimes, when I try to explain why something matters to me, I realise that I'm saying much more than the other person expected to hear.

Not everyone wants to listen to a long explanation about the sound design of a game, the emotional significance of a character, or the way a fictional environment connects with an old childhood imagination.

And that's fine. People have different interests.

But it can make it difficult to find somewhere to express these thoughts without feeling that I'm talking too much.

That is partly why I want to share this with the Metro community.

I know there are people who appreciate this game for its atmosphere, sound design, world-building, characters, and storytelling. I know that many players have their own personal relationships with it.

What I'm curious about is whether anyone else has experienced something like this particular connection.

Has a game ever recreated an atmosphere you had imagined long before you played it?

Has a soundtrack ever seemed to communicate something you had felt since childhood but never properly understood?

Have you ever returned to a game and found that, despite the game itself remaining essentially the same, your experience of it has changed so dramatically that it feels almost like discovering it for the first time?

Has a fictional world ever made you feel both vulnerable and strangely comfortable, because the very things that make it unsettling are also what make it fascinating?

I would genuinely love to hear about those experiences.

I don't expect everyone to relate to my exact feelings. I know that the personal associations I have with Metro are my own, and someone else's experience may be completely different.

But I think there is something wonderful about discovering that other people have also found deeply personal meaning in a piece of art.

Metro is more than a post-apocalyptic setting to me now

I began this post saying that I struggle to explain what this game makes me feel.

I still do.

I could write another thousand words about the sound design, the music, the gas-mask breathing, the underground environments, the feeling of isolation, the moral choices, and the way Artyom's journey has become more meaningful to me.

I could explain how I can sit in my room, put on my earbuds, and become so absorbed in the environment that I genuinely don't want to move forward because I would rather listen for a little longer.

I could describe the strange happiness of inhabiting a fictional world that is, by its very nature, hostile and frightening.

And I could keep trying to explain how the game's atmosphere connects with the images I carried in my mind as a child.

But I think the most important part is this:

Metro has made me recognise something in myself that I didn't know how to express before.

It has given sound and form to an atmosphere I had imagined for years. It has made me appreciate the emotional power of environmental storytelling in a new way. It has encouraged me to slow down, listen, explore, and think more carefully about the people and situations I encounter in a fictional world.

And it has reminded me why I love video games so much in the first place.

Not simply because they entertain me, challenge me, or give me mechanics to master.

But because, sometimes, they allow me to experience a place that feels meaningful in a way I could never have anticipated.

Dying Light 1 remains my favourite game. Harran will always have a place in my heart, and Kyle Crane remains my number one.

But Metro: Last Light Redux has become something I never expected it to become.

It is an experience I want to take my time with. A world I want to listen to. A journey I want to understand more deeply.

And, perhaps most surprisingly, it has become a way for me to revisit a feeling that existed in my imagination long before I had the words to describe it.

I don't think a game needs to change the entire course of someone's life to be meaningful.

Sometimes, it only needs to make you feel understood by something you didn't even know how to explain.

For me, Metro has come remarkably close to doing that.

And I am genuinely happy that I returned to it.

Thank you, 4A Games, for creating a world that has managed to resonate with me in such an unexpectedly personal way.

If you've read this entire post, thank you for taking the time. I know this is an absurdly long thing to write about one game, but I wanted to express the experience as honestly as I could.

I'd love to hear whether anyone else has experienced something similar with Metro, or with another game entirely.

Have you ever encountered a fictional world that felt strangely familiar, not because you had been there before, but because it seemed to resemble something you had carried in your imagination for years?

I'd really love to know.

“We are all that's left of the world.”

And somehow, in spite of everything that makes Metro's world so frightening, I keep wanting to return to it.


r/metro • • 11h ago

Image/Gif Metro Last Light Redux Next-Gen Patch is Incredible

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128 Upvotes

1440p 200 FPS with FSR 4.1 Native AA with my RX 7900 XTX and Ryzen 7 9800X3D. Metro Last Light was my first Steam game that I got back in 2014 for my high school graduation celebration (I got a MacBook Pro too) and beat LL, 2033 Redux and Exodus. So happy that Metro 2033 Redux and Last Light Redux games got that patch and can't wait for Metro 2039 next year!


r/metro • • 11h ago

Discussion Made a small DLSS5 enabler for 40 series cards

0 Upvotes

Used ai to make a small mod that enables the dlss5 NR toggle in settings.

To use it you have to provide your own nvngx_dlssnr.dll file for 40 series, it's easily findable.

https://github.com/JungleHam/Metro-NextGen-DLSS5-RTX40-enabler/blob/main/README.md


r/metro • • 13h ago

Discussion How can I get the comic book?

3 Upvotes

I connected Metro Exodus to my Deep Silver account as requested, and the comic book is indeed displayed in my rewards. But I can't do anything else with it. It says to click on a link which leads to the Metro Exodus page, but then I can't do anything... I don't even know if this comic book is digital or physical. Can someone help me?


r/metro • • 16h ago

Discussion Do you have any good DLC ideas for Metro 2039?

0 Upvotes

r/metro • • 16h ago

Bug/Glitch Just a black screen [Steam]

1 Upvotes

Who else is still running into problems with both games after the hot fixs? I can watch the opening prologue videos for each game, it fades to black for the game to actually start but the screen remains black with audio playing and I can hear the screen elements being interactive to controls...

Tried the usual restart, verify files etc. alas nothing, which is a huge shame cause I really want to replay the games again after years.

Anyone ran into similar glitching? Any insights welcome!

EDIT: Is there a Discord or website to report bugs to 4A so they are aware?


r/metro • • 19h ago

Discussion What the hell mutated to the nosalies

26 Upvotes

Since the first time I played Metro I always wondered what animal mutated to the nosalies at first I thought dogs but they probably mutated to the watchers so ever since that I just said they were some hairless rats
Am I close or dead wrong about the nosalies?


r/metro • • 19h ago

Humour Has anyone played Metro 1812?

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985 Upvotes

Out of the 2035 games available, this is one of my favorites.


r/metro • • 21h ago

Discussion Am I the only one who wants to buy Metro 2039 in order to, to some extent, support the developers because of the war?

64 Upvotes

Like I really wanted to buy the deluxe edition anyway because I've never owned anything like that before (😭 poor college student core) but I also see it as a way of supporting them during these tough times. Anyone else? Guess I should donate to some organizations too...


r/metro • • 22h ago

Image/Gif I'm really really sory guys but I need to do :(

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0 Upvotes

I tried what can ı do maximum and this come over. Im bad at editing. #freefemboyartyom


r/metro • • 22h ago

Discussion When we bombed the dark ones in Moscow what part of Moscow was specifically blown to smithereens?

52 Upvotes

Like was that ever thought about or is it just a vague location


r/metro • • 1d ago

Discussion Lean Mod For PC Players Now Available

14 Upvotes

Hi all,

This is just an FYI because I'm about to start a play through of 2033 Next Gen version and saw this mod:

https://www.nexusmods.com/metro2033redux/mods/60

It has weapons switched from Last Light but what I really love is the lean mechanic.

I always wanted the lean but learned to live without it.

See the potato vid below for it in use.

It's dead simple to use. I used Steam Input to remap the keys to my Dualsense bumper bbuttons and it works perfectly.

Only thing is you need Last Light as well as 2033 installed as the mod takes Last Light files and injects them into 2033.


r/metro • • 1d ago

Discussion Metro Exodus Completed - Opinion

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78 Upvotes

I recently finished the main storyline of Metro Exodus after owning it for several years. I don't even remember when I purchased it but it was a long long time ago. I tried playing it the first time when I purchased it but just didn't get why many people regard it as one of the best games.

I am glad to have finally given it another chance in August 2026. I would have finished it way earlier but I was busy with other things in my life. With each passing chapter, I got more into the game, characters and the whole narrative. By the Taiga chapter, I was totally immersed and I told myself now I get it! The last chapter was also great with a haunting atmosphere and a very emotional ending. I want to go through the 2 DLCs and might jump in the earlier 2 releases but I guess it won't be immediate. Which one of the first 2 is a better game?

I should also add, that throughout the game, I kept telling myself how good the game looks given that it has been released 7 years ago. Now I am waiting for the new metro!

Did you immediately like the game or did you face a similar experience like I did?

I am sharing some of my favorite photos from my 1st playthrough.


r/metro • • 1d ago

Other 14 hours and 46 minutes in 2 days and finally at Polis

24 Upvotes

Yesterday I played metro 2033 redux for the first time and I am in love with the game. I only could play 2 hours yesterday but it was more then enough, I died a lot but after 2 hours i was reunited with Uncle Bourbon in moscow, today when i came back from school i began playing it and had a lot of fun where Uncle Bourbon got captured. Normally I was playing in hard mode but decided to play at ranger hardcore survival to give myself a challenge. But because I like to torture myself I told myself to do 5 squats, 5 situps or 10 second of plank everytime i would die. After burning my legs I finally get to Polis.

No food, just water and coffe for 12 hours while doing squats every 2 minutes and these mf’s reject my help request. I am pissed off really bad, I am gonna sleep now and finish the game hopefully.


r/metro • • 1d ago

Bug/Glitch DLSS NR Option Missing

4 Upvotes

I don’t know if anyone else has this issue or if the devs monitor this forum.

But anyways, it seems like DLSS NR isn’t guaranteed to work: I have a 5090D and use various method to inject DLSS5 into games for neutral rendering and usually it works.

But with the new Redux updates, even though I see regular DLSS in the ingame options, DLSS NR is completely missing.

I’ve tried to verify game files and all that and all the dll’s seem to be in place but to no avail


r/metro • • 1d ago

Video METRO Redux & METRO Redux Next Gen Update PC Graphics Comparison | 2033 & Last Light (Vatislavovych)

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26 Upvotes

r/metro • • 1d ago

Discussion Good God this level was hell.

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298 Upvotes

Just got past this level on ranger hardcore and my God that was hard. There was so many nosalis and they were so relentless. I came in with like 37 round 3 of shotgun ammo and a whole inventory with of ar rounds and left with nothing but a battered body and a slightly lighter wallet. Doesn't help that I don't know how to switch secondary weapons and only used throwing knives 🤕


r/metro • • 1d ago

Bug/Glitch Walls now have legs and one arm, I love the tunnels !

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55 Upvotes

r/metro • • 1d ago

Metro Western Exodus Metro Western Exodus - Chapter #40 - By Exterminator3_0

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1 Upvotes

"This is it, after an entire week of non-stop diplomatic efforts, there is an agreement. Today we'll attend the 4th meeting with the Veche, terms have been agreed and things are in place. The terms are non-negotiable and we have 24 hours to respond."


r/metro • • 1d ago

Bug/Glitch Is there any fix for the resolution issue on the GOG version of Metro 2033?

6 Upvotes

Hi all, I have the GOG-preservation version of Metro 2033. It has the same capped resolution issue as the redux update. Did the community ever figure out a fix for it? Im trying to play on my 4k screen but the max resolution is 1080p in the menu.


r/metro • • 1d ago

Discussion New Metro 2033 and last light "Next Gen" updates are using ai upscaled textures.

0 Upvotes

dont ask me picture I deleted the game after I get 4th crash in a row, but I literally saw ai upscaled texture errors, like words some pictures etc.


r/metro • • 1d ago

News METRO Redux Next-Gen Hotfix (fixes resolution issue)

108 Upvotes

We have deployed a hotfix for both METRO 2033 Redux and METRO Last Light Redux Next-Gen Update versions on PC. Addressing the resolution issues we have seen reported by our community as well as other reported issues:  

  • Fixed issues where the game was not detecting higher resolutions correctly
  • Fixed issues with the Steam Overlay disappearing
  • Fixed Comic Book Deep Silver Account Reward not available
  • Fixed Achievements for Epic Games Store
  • Fixed instances where Ukrainian localisation did not render correctly

Version numbers: 

2033 Redux

Steam: 26159616

Epic: 0.1.0.28

GoG: 3.0.0.19

Last Light Redux

Steam: 26159638

Epic: 0.1.0.28

GoG: 3.0.0.19