He also has a dim torch though, and behind where I’m standing a dim shaft of light is coming through a hole in the roof to the outdoors. Most of what you see in this shot is lit by the NPC’s flare. I wonder whether 4A Games will end up licensing their engine out to other developers now. I found myself last night shining my phone’s torch at one ‘wall’ of a paper bag, to see how it would bounce and compare that to what I saw in-game and couldn’t help but to shake my head at how closely it matched. Today I want to talk more about the game and put the wonders of performant real-time ray tracing aside, but I will just say that the fascination with light’s behaviour in-game never ceased from start to finish. Something I’ve written about before as one of my favourite ways to play certain single-player games, adding a social element to games that may not natively support actual multiplayer. By which I mean, a couple of friends and I were playing through it simultaneously, discussing on Discord as we went. I played Metro: Exodus as a multiplayer-single player experience. I expect it’ll be sometime before we see ray tracing done to this extent and this well again. Without a doubt, a large contributor to my enjoyment was the sheer wonder at the new tech on display. I’ve finished Metro Exodus: Enhanced Edition. Journey’s end, as a player at least, has been reached.
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