

When he comes across the flickering light of a light bulb, he carefully shoots it out. When Greiner moves Artyom up to a gaslamp, an option to blow it out pops up on the screen. It looks like most lights in the game, from gaslamps to light bulbs, can be extinguished. Slipping into the scaffolding and walkways of the area, Greiner points out that Artyom has to be mindful of the light, lest he be spotted by enemies. My first look at gameplay started with Artyom tasked with saving someone from an enemy camp. While much of the survival horror shooter takes place in the post-apocalyptic towns of Moscow's subways, players will also spend time on the nuclear-ravaged surface as well. In the game, players once more take on the role of Artyom, this time with him dealing with the consequences of his actions in Metro 2033. Instead it tells the story of events that take place following the first game. While Metro: Last Light is a sequel to 2010's Metro 2033, which was based on a book by Russian author Dmitry Glukhovsky, it is not based on the sequel to the novel.

But that more ordinary tour of features, gunplay, weapons and enemies was almost constantly interrupted by new discoveries of the little things: fascinating bits of mechanism, character art, storyline, seemingly tucked away, hiding from players. My hours-long tour of the game, played by Greiner as I sat by his side in a New York hotel room, was mostly about showing off the atmosphere of Metro: Last Light and its new settings. They seem less interested in trying to guess what people may notice, or find wanting in their game, and more invested in crafting a world packed with possibly missed nuance. At least not for Metro: Last Light developers 4A Games. Who's going to stop to watch a reload in the middle of the stream of gun battles that can take place in the subway system beneath a nuclear-ravaged Moscow?

If you listen closely, Greiner tells me, you can hear the distinct sound of each spent casing hitting and then bouncing across the floor. Jeremy Greiner, THQ community manager, slows the game down even more, bringing my attention to the choreography of the minutely detailed fast reload. The gun flares, bullets tearing away ragged pieces of concrete from a nearby crumbling pillar. New rounds are pressed expertly into each chamber, the cylinder rotates back into gun. The tiny metal casings glide from their housing, scattering as they slip free, tumbling to an unseen ground below.
