Metro 2033 was released on March 16, 2010. As I write this, it is May 30, 2011. You might be asking yourself why there's a review for Metro 2033 over a year after its launch.
Well, Destructoid never officially reviewed Metro 2033. I had multiple problems getting several copies to work on both Xbox 360 and PC, while Anthony Burch decided to write a not-review after making it to the third chapter and refusing to indulge it any further.
Having finally got the game working on PC, and beating it this weekend, I felt it a shame that we did not review the game. Thus, history is to be rewritten.

Metro 2033 (Xbox 360, PC [reviewed])
Developer: 4A Games
Publisher: THQ
Released: March 16, 2010
MSRP: $59.99
Metro 2033 is a unique game, despite how its gritty, post-apocalyptic visuals and first-person-shooter design may make it appear. As Artyom, a young Russian man born in the underground home of Moscow's post-nuclear survivors, players must navigate the Metro, a sprawling network of train tunnels and stations-turned-cities that house communists, Nazis, and brigands. Oh, and the occasional person who isn't an asshole.
Strangely, for a game based on a novel, Metro 2033's story isn't all that detailed. A narrative is there, and it's quite a decent one, but nothing really feels fleshed out. The idea of a world where conflicting ideologies have been taken out of context by the survivors of nuclear war is a powerful and intriguing one, but it's never explored at more than a surface level (which is a criticism I have heard of the book as well). I'd love for the unique and genuinely interesting world of Metro 2033 to be given more flesh, but you only ever get a taste of the story, never a full bite.
On the surface, Metro 2033 is a first-person-shooter, but it has also been quite rightly described as a survival horror and it is perhaps one of the most traditional survival horrors to be seen in years. Enemies are dangerous, to the point where absolutely any encounter in the game is capable of killing the player. Hideous monsters are fast and resilient, while human opponents are heavily armed and often armored. Meanwhile, the player's supplies are consistently low. In fact, the enemy nearly always has the advantage over Artyom, and wits are the way to win, not superior firepower.

What this leads to is a game that is perhaps one of the most stressful I've played in a long time. That's not a bad thing, either. Metro 2033 is oppressive, where every battle is escaped by the skin of one's teeth and every step forward could lead the player into a trap or a death-dealing ambush. If you're in the wrong frame of mind, Metro 2033 is not fun at all. It's downright horrible. If you let it "click" with you, however, it becomes obsessively engrossing.
There are definite balance issues. It should not require three consecutive, close-range shotgun blasts in order to kill a human being, especially when Artyom himself is incapable of taking even half that much damage. Likewise, headshots against enemies are only sometimes rewarded with an instant kill. Most enemies wear helmets, which seem to require upwards of three headshots. The sniper rifle, for instance, seems like a waste of time, since a headshot rarely succeeds in killing an enemy, and once the entire opposing force is on alert status, you'll never get another chance to pick your target without getting chewed by opposing gunfire.
Likewise, the game's attempt to create a cat-and-mouse combat situation doesn't entirely succeed. You can see what 4A Games was going for -- you can blow out lights to create darkness, there are multiple paths in any combat zone to allow outflanking, and you have to avoid broken glass or alarm systems to move and kill silently. Sadly, the enemy AI is not quite equipped to handle this. Enemies always see you in the dark, despite the game telling you otherwise, and your attempts to outflank usually end up with the enemy simply spotting you regardless of your position.

These issues make it feel like 4A was cheating in order to make the game more tense, and I think that does a disservice to what the game does right. Metro 2033 didn't need to cheat with its damage ratios and AI in order to create a tense game. Artyom's endurance is low and he is always outmatched regardless. If he is shot, it almost always reduces him to a sliver of life, which can take up to twenty seconds to regenerate, unless you have a quick-heal medkit. The game does not want you to get shot, and if you do, death is more than likely to follow. To any run-and-gun shooter fan, this sounds horrible. If you're in the right frame of mind, however, this approach to combat -- where you need to concentrate on survival more than murder -- is intensely satisfying, and every escape from death is a relief while every victory is cause for elation.
The most obvious survival horror elements are to be found with the weapons and ammo. Like all good horror games, your resources are far from plentiful. Even more troubling, weapons are often unreliable, with weak bullets, inaccurate sights and plenty of kickback. As you progress through the game, you can acquire better weapons, but even the best upgrades feel improvised, like tinpot creations from people who have done their best to make a gun that won't fall apart.
As far as ammo goes, every bullet feels precious. This is typified by the "military grade" bullets you can find littered throughout the game. Military ammo is more deadly than regular, factory-made ammo, but they're also highly valued because of it. As such, military bullets have become the currency of the Metro, and if you choose to use them in combat, you're effectively shooting money at enemies. Without your military bullets, you can't buy supplies or weapon upgrades.

Fortunately (and this may be the result of a patch), there's always just enough normal ammunition to get the job done if you're a thorough looter. Enemy corpses usually have all sorts of bullets strapped to their bodies, and there are various caches littered around any level. The satisfying loot-grabbing of a roleplaying game is evoked in Metro 2033's gameplay, except unlike an RPG, you're not getting cool gear that might boost your stats or look pretty -- everything you loot is vital to survival.
Even exploring less dangerous areas challenges your resolve. Your flashlight, for example, needs regular recharging by pulling out a battery pack and pumping it up to generate more power. There are various excursions to the blasted surface of Moscow, which requires the use of a gas mask. As with everything in this game, you're required to survive on essential supplies, scavenging filters to keep the air in your mask fresh. Every second spent on the surface feels like a step closer to potential death, and it's glorious, in a peculiarly nerve-wracking way.
Metro 2033 gives you enough to survive, but it only ever gives you the bare minimum. The feeling of "making do" permeates the entire experience, and it all adds to the incredible atmosphere that's been set up. Whether you're fighting neo-Nazis or mutated mole monsters, this is an intense and pretty scary game. You can never guarantee that your next action won't kill you, and even early fights against bottom-feeding bandits can take a very long time to win as you constantly change position and attempt to get the upper hand on an entrenched foe.

This atmosphere bleeds into the non-combat portions as well. Throughout the game's linear story, you'll encounter various metro stations, which have formed their own societies and ideals. You can shop for new supplies, advance the story, or just listen to the impressive amount of conversations that NPCs engage in, fleshing out this miserable, pitiless world. The Metro stations really feel like they're bristling with life, albeit life that's desperately hanging on by a thread. It can be difficult to really nail immersion, and few games do it so flawlessly as Metro 2033.
It helps that the game looks pretty stunning, too. On PC, there are some widespread framerate issues that can't be resolved using the in-game options (but are fixable, if you root around), and character animation leaves a little to be desired, but the environments are gorgeously detailed and the enemy monsters are particularly loathsome and disturbing. I love the voice acting, too, with genuine Russian accents that do a great job of communicating a grounded sense of character. Use of music is rare, but when it does, it's almost always evocative and poignant.

Your enjoyment of Metro 2033 hinges on your willingness to let a game batter you into submission. It wants to be played in a certain way, and if you're unwilling to meet the demands, you'll be thrown out on your ass. More than any other shooter, you're not playing as a powerful hero. You're a young man, unarmored and barely armed, who is constantly, unrelentingly, fresh out of luck.
Such a game is most certainly not for everybody. Those that can get into it, however, will really get into it.
*clears throat* 8.0!!! YOU GAVE THIS AN 8.0 BUT YOU GAVE THE WITCHER 2 a 6.0 >:0 RAAAAAAAGE~!
ItS CAUSE THIS GAME HAZ HUNZ RITE!!!! GRRR *insert CoD hate*
JIM IS TEH BIASED!!! >:(
*turns off Caplocks*
This has been....the rant of a fanboy
Thank you thank you :)
If you enjoy the difficulty and bleak atmosphere I suggest you also look into the STALKER series. Shadow of Chernobyl with the Complete 2009 mod and Call of Pripyat are great experiences that are less polished than Metro but should satisfy fans of the way Metro brutalizes the player. And some of the guys who worked on those worked on Metro as well!
A sleeper hit for me. The ghosts are freaky too ( when played in the dark )
http://www.youtube.com/watch?v=Xbi9h0Lhj98
http://www.youtube.com/watch?v=lLc9q_tlMDs
Metro 2033 to me still has one of the best video game soundtracks to come out in the past 10 years. Excellent in every regard.
Should be able to pick it up fairly cheap I would imagine.
Most places still sell it in the 35$ range
The Ranger Hardcore difficulty makes the attacks of both you and your enemies deal more damage. From what I understand (though I can't say for sure, as I haven't tried it) it makes the speed at which enemies die more reasonable.
On topic, really nice review, I might even check this game now. Excited for the new one, if it does what they were trying with this one it could be incredible. I also love myself some good atmosphere.
You asshole.
So beans on toast?
If I remember correctly, that's another one of those "I can't finish so here's a 'not-review'"
Oh, just like The Witcher 2. Nice.
On-topic, wonderful game. Among the most immersive FPS I've ever played, and I've been around. It feels bleak, you feel broken, and the sense of urgency and dread is all over at all times. It IS tough, and seems a bit too random at times, making you wonder what the hell kind of genre you're playing, asking yourself how much of it is pure cause-consequence and how much is a rolling dice inside your computer.
It demands patience and, above all, willingness to UNDERSTAND it. Since there's no button mashing on any FPS, I guess this one must've been a bit easier.
*Reloads shotgun and drinks moonshine*
So yeah...at some point I might pick it up again and try to slog through it to get to the better parts, mainly the bleak storyline and all that, but I can't highly recommend it to anyone who is a fan of FPS with tight controls, whether they're survival horror games or not (RE5 not included in 'survival horror')
I gotta admit I like the idea of re-reviewing games a year later. Some games do get better with age thanks to patches, DLC and such (take the original Witcher, for example). Perhaps you guys could do this more often?
Its wonderfully brutal.
Although i have to say, i havent had a problem with enemies seeing me in the dark.... Quite the opposite, ive had them virtually trip over me many times.
If you're out in the surface with your gas mask on, or in some other location, getting shot can and will damage your mask, which if it takes too much damage, it becomes useless. Luckily, you can also scavenge less damaged masks from the ground, though the few seconds of helplessness and inability to see while you switch off masks is terrifying.
There's also (At least on the Xbox version, unsure about the PC) a game mode wherein you get NO HUD at all. You have to remember how many bullets you've picked up, how many are in your gun, how many filters you have, etc. It makes the game that much tougher and immersive.
The one thing I didn't like about it was the fact that it showed you this huge metro map, and says you can explore the surface, but it's just a linear path. If someone could combine the open-world elements of Fallout and Oblivion with Metro's everything else, that would be my favorite game of all time.