Gaming’s depictions of what a world-ending nuclear party feels like have been deceptively easy. Fallout 3 taught us that atomic annihilation is an excuse to sightsee America’s national landmarks; in Gears of War, humanity’s defense against extinction is a gang of linebackers.

Metro 2033 is a proper apocalypse. Drawn from a 2002 novel by author Dmitry Glukhovsky, the game establishes a believable, tattered dystopia where the only survivors of a nuclear exchange were those riding Moscow’s radiation-shielded subways during the event. Post end-of-the-Earth, mankind has rebuilt the network of metro stations into a web of rail-linked societies, military bases, and camps.
The developer shapes this fiction into one of the most brutal worlds you’ll ever experience in first-person. If Fallout is a universe brimming with playful ’50s irony and bobbleheads — and one where you can pause combat at any time to cut the tension — then this is the harsh, unforgiving Soviet response: a land where most of the living have never seen the sky, and where fighting the nuclear abominations left behind requires not just generous trigger-pulling, but constant restraint.

Most of Metro’s firearms are of the homemade variety (including our favorite, a revolver-shotgun with an attached bayonet). And within this battered world, ammunition is currency — a simple concept that generates one of the game’s best mechanics. Because the bullets you’re firing are the same you’ll need to spend to resupply, every combat moment generates a tinge of buyer’s remorse. You’ll find yourself surrounded by eight motorcycle-sized mole rats, and lament to yourself, “Damn, this is gonna be expensive.”

The ammo/money system makes you think like a scavenger: every shell, arrow, clip, and (most valuable of all) military-grade round is a precious resource of life-preservation and income. Pulling a bandoleer of 12-gauge shells off someone you just killed is like having an ATM spit out an extra $100 at you.
This scavenger mindset is the foundation of Metro’s best aspect: complete commitment to immersion. There’s no inventory menu, life bar, or experience points. Your headlamp flashlight has to be recharged with a personal handcrank (pull it out, then flick the right trigger to generate some juice). There’s no mini-map — just a handheld clipboard and compass that you hold in first-person view and illuminate with a lighter.

These equipment mechanics create a layer of entertaining tension. At one junction, we were chased deep into a tunnel after we alerted a patrol of Nazis. (Surprise, surprise: they’ve found a way to cause trouble in the apocalypse, too.) We were cornered — pinned down by their AKs and grenades. We stood at a dead end, staring over a railing into the pit below — a utility tunnel covered with pipes and support beams and filled with radioactive gas.

Jumping down was our only possible escape, but we couldn’t leap off the ledge and live: our gas mask had taken too much damage in an earlier battle, and without it, we couldn’t move freely through the poisoned air below. To make things worse, the battery for our nightvision goggles was dead. We were out of revolver ammo. Because our gas mask had been destroyed, our only choice was to fight tooth-and-nail through a dozen armored Nazi soldiers, expending all of our homemade dynamite grenades to stay alive.
These moments of emergent decision-making are relatively rare in Metro — it’s an almost exclusively linear experience, its monsters are relatively predictable (if well-animated), and its story is delivered flatly at most points by actors who sound like they share the same DNA. But the game manages to carve out a completely fresh vision of the apocalypse with its mechanics, creating firefights that are driven by fear, urgency, and the pain of expending valuable ammo.

Admittedly, the unapologetic realism will annoy many shooter players: even on easy difficulty, Metro’s apocalypse is a punishing, ego-wringing gauntlet. The game makes no qualms about piling on a sense of encumbrance and disorientation with its equipment and visual effects. But it’s that feeling of stumbling into gunfights — ones that aren’t meticulously designed with shoulder-high slabs of concrete to hide behind — that makes Metro so organic…and unlike anything else on Xbox 360.
+ Real apocalyptic atmosphere; brilliant equipment mechanics.
+ Awesome homemade firearms, all of which animate beautifully.
- Identical-sounding voicework; turret portions feel forced.
? Why does the silent protagonist talk only in the loading screen?
8.0