

While there are “side-activities”, they’re expertly interwoven with the pressing narrative at hand.

They’re built for “fun”, they’re not built to transport the player into a different alternative world.īut Metro is defiantly the opposite. Most modern open worlds are like this: chock-full sandboxes of repeatable mini-games intercut with occasions of action film theatricals. It’s a playground, not a world, and that’s fine. The world of Just Cause 4 feels just as haphazard and random to me as a No Man’s Sky planet: four distinct biomes jarringly stitched together, an over-abundance of foliage, a bunch of illogical roads and oddly placed industrial buildings. When I look at the sheer abundance of the landscapes in most modern game worlds, it’s more likely to elicit exhaustion rather than amazement. I thought the days of being awed by open worlds had come to an end for me. It erodes the sense of adventure: there are few places in modern open world games that are hard to get to. Rather than carefully descend a heaven-scraping mountain in Assassin’s Creed I can simply jump off the bloody thing. Also, despite the huge expanse of your Just Causes, your Assassin’s Creeds, your Far Crys, there’s zero likelihood that I’ll ever get lost. If something goes wrong I know I can simply run away, jump into a nearby car and probably fire off a few playful salvos during my escape. Though not a stickler for realism, I’m never made to feel endangered as I sprint across Far Cry 5’s bizarre cultist-operated Montana. I know I’m not alone in feeling ambivalent towards the typical videogame open world. I’d be having just as much fun if I didn’t have a gun and things to kill.ĭespite the huge expanse of your Just Causes, your Assassin’s Creeds, your Far Crys, there’s zero likelihood that I’ll ever get lost I feel like this is the real goal of 4A Games: this studio is much more concerned with world building and mood than it is the moment-to-moment gun feel. It’s just as “hellish” and “suffocating” as I had hoped, but importantly, it lavishes detail at every obscure juncture of the map. To get from one to the other is a mission in itself. Just over there, a vast train yard is clogged with abandoned carriages, and over in the other direction, a buckling crane lay dormant above a yard of shipping containers.

This open world stretch of the Volga could probably be traversed in about five to ten minutes for lack of any danger: it’s not a massive area.
