Metro: Last Light Redux

Metro: Last Light Redux — ReviewIt crams a whole civilization into the subway tunnels and turns a ticking filter gauge into wasteland survival you can almost choke on

External ratings91%Steam Reviews71.8K reviews76Metacritic/10079OpenCritic/100
Reviewed by: Jiang Mu · Published: ·review.views: 2,761 Comments
Dev4A Games|Released2014-08-27|ActionAdventureNuditySexual ContentShooter|
8.0
Overall Score

“It crams a whole civilization into the subway tunnels and turns a ticking filter gauge into wasteland survival you can almost choke on”

Graphics
6
Audio
8.5
Gameplay
9
Story
7
Content
8

Verdict

Where it sits in the series, and its report card

Lay the numbers out: Metacritic 76, an OpenCritic average of 78 sitting firmly in the Strong tier, a 91% positive rating on Steam off more than sixty-eight thousand reviews, and an 8.3 from Gamersky. That's a "solid and excellent, not revolutionary" report card — this isn't the phenomenon that sweeps the year-end awards and dominates every conversation, but it absolutely holds its ground among its peers and earns the time you give it.

A landmark wasteland surface scene

Set back in the arc of the series, its position matters a great deal. The original Last Light took GameSpot's Xbox 360 Game of the Year, the entry where 4A truly matured its signature underground-survival-shooter formula; it was from here that the series gathered the nerve to push toward the half-open surfaces of Metro Exodus, stretching claustrophobic tunnels into something broader. In other words, this is the pivot between what came before and after — and the Redux remaster's job is to preserve that important stretch in its most complete, most accessible form, so latecomers can always catch up on the chapter.

Who should buy it, who should steer clear

Bluntly put. If what you want is atmosphere and immersion, if you're willing to slow down for a good story, if you even enjoy the tension of unconsciously holding your breath while you sneak, then this game is all but tailor-made for you — it offers a suffocating immersion the market can barely supply anymore, the kind that has you lightening your footsteps even though you know full well it's a game. That's its scarcest, most valuable thing.

Slipping through an enemy frontline by stealth

But if you only want to charge in and blast away head-on, if you find counting filters and rationing ammo too much fuss, if you can't stand being led by the hand down a single linear route, then it will likely wear your patience thinner the longer you play — because its fun is built precisely on those "inconveniences," and strip them out and it stops being itself. The version choice is simple: Redux folds in all the expansion content, so newcomers can grab this one with their eyes closed; the only call worth weighing is for veterans who already finished the original, since with the visual bump so modest, whether to go round again comes down to how much of this world still pulls at you.

The one thing it can't be copied on

It comes back, in the end, to the core question: after all these years, what exactly keeps it from being replaced by its peers? The answer lies neither in the visuals nor the story, but in that near one-of-a-kind "suffocation engineering" — it crams a whole civilisation into the narrow, dripping tunnels of a subway, then uses a mask that fogs, fouls with blood-grime and cracks, plus a filter forever counting down, to turn the physiological dread of wasteland survival, that ever-present "could run out of air any second," into something genuinely within reach of your hand. It doesn't tell you survival is hard; it has you gasping for breath yourself.

The claustrophobic pressure of the Metro tunnels

A peer like S.T.A.L.K.E.R. can indeed hand you a wider, freer, more random world, each with its own merits; but few can carve the words "claustrophobic" and "suffocating" as finely, as coherently, as close to your face as this game does.

That, precisely, is the whole reason Metro: Last Light Redux is still worth strapping on the mask for, still worth walking into that dark tunnel today. The score says solid; the experience says unforgettable, and the gap between those two words is exactly where this game lives.

Pros

  • The gas-mask filter countdown plus military-grade supplies doubling as currency turns survival anxiety into something you can physically feel
  • The slow-burn stealth is the best the series has offered, with real tactical freedom to flank and clear large spaces
  • Survival and Spartan difficulties layered with the HUD-free Ranger mode serve both hardcore survival and run-and-gun players
  • It folds in all four DLC packs and every extra, making it the most complete way to experience Last Light
  • The hidden karma system ties your choices to the fate of the Dark Ones, letting the world tell its story without lecturing

Cons

  • The 4A Engine remaster brings only a modest visual bump; PC Gamer calls it little more than a GOTY version, leaving veterans few reasons to upgrade
  • Scripted boss fights and on-rails handcar sequences feel stiff and break the stealth flow
  • The story rushes its final act, with Gamersky flagging an anticlimactic ending

Opening

Most horror games scare you with a face lunging out of the dark. Metro: Last Light Redux scares you with a clock that will not stop ticking. The moment Artyom climbs out of the tunnels, straps on a gas mask and steps into the poisoned air above Moscow, a filter timer starts bleeding down in the corner of your vision. His breathing thickens. The glass fogs. You are not racing an enemy here — you are racing your own lungs.

Artyom in a gas mask on the irradiated surface

That is the ace 4A Games pulls after cramming an entire civilisation into the subway: it never wins by volume. It wins by making suffocation feel real, turning wasteland survival into something you can almost choke on. This 2014 remaster unifies both games, folds in every scrap of DLC and runs at 60fps. Veterans will find the upgrade thin, but for anyone new it is the cleanest, most complete door into this Russian apocalypse. Below, we take story, sound, visuals, gameplay and content apart one piece at a time.

Story | 7.0/10

Story: 7/10

The hunt that becomes a question about forgiveness

The story picks up a year after Metro 2033, in 2034. At the close of the last game Artyom called down the strike himself and wiped out the Dark Ones — the species the whole of humanity had decided to fear. He carries that guilt into this game, sent to hunt the last surviving Dark One child, the one players took to calling the Little One.

Artyom and the Dark One child

The deeper he goes, the less the mission holds together. This dreaded little creature means no harm at all, and can even speak to Artyom mind to mind. So the whole weight of the narrative slides quietly from "destroy the threat" toward "earn redemption, learn to feel." What you are hunting turns out to be a mirror held up to human prejudice, and the longer you look, the worse the reflection gets. Gamersky titled its review "The Purgatory of Human Nature," and that is exactly the layer it caught — this is not a corridor of monsters to clear, it is, at heart, a parable about fear and the willingness to forgive. Lashing one man's private guilt to the fate of an entire species gives every choice real weight, and it is where the writing hits hardest.

Faction warfare: everybody wants D6

If the Dark Ones are the emotional thread, D6 is the political one. D6 is an abandoned military bunker holding the things Metro dwellers cannot live without: crates of supplies, working power generators, water purifiers. In a world where even clean air is something you fight for, whoever takes D6 holds the windpipe of the entire underground.

The factions clashing over the D6 bunker

So the Red Line — what's left of the communists — and the Fourth Reich — the neo-Nazis — tear each other apart over it, with Artyom and the Rangers wedged in the middle of a war neither of them started. The scramble for D6 strings together a run of wildly different stages: a crowded platform bazaar humming with hawkers, a fortified Reich frontline bristling with searchlights, a cold sodden swamp, a thundering armoured train. That thread keeps the apocalypse from being mere backdrop and makes it a living ecosystem of rival powers, each convinced its own survival justifies the next atrocity. It lends Artyom's intimate quest for redemption a heavy, believable foundation of human-made carnage underfoot — he sets out to save a species, but everywhere he steps is a slaughterhouse of humanity's own making.

Karma: the game is quietly keeping score on you

The smartest piece of writing here is a hidden morality system you never actually see. The game never throws up a banner telling you "you made a good choice." It just keeps a quiet ledger: whether you spared an enemy with his hands up, whether you stopped to overhear a conversation, whether you slipped a beggar something, whether you held your fire when stealth was on the table.

Hidden moral choices that shape the ending

Those small kindnesses pile up into positive karma, and they decide whether you reach the good ending or the bad one. The beauty of it is the silence — most players blunder past the hidden good ending on a first run, then read the discussions afterwards and go back for a deliberate second pass to farm the karma they missed. That hands-off design, paired with storytelling that works by eavesdropping — families around a fire, drunks grumbling in a bar, kids chasing each other — packs the underworld with both warmth and despair, and lets the story seep in without ever lecturing.

The one real letdown is the landing. Gamersky flagged the story as anticlimactic, and they are right: the early tension is wound tight, but the finale snaps shut a little too fast and never fully cashes in the setup.

That is why this dimension can't score higher. The journey moves you more than the destination does — and yet the journey is strong enough that the soft ending stings precisely because you cared so much along the way. A weaker game wouldn't have earned that disappointment; you only resent a rushed finale when everything leading to it had you fully invested, and Last Light absolutely does.

Audio | 8.5/10

Audio: 8.5/10

One mask carries half a horror film's worth of sound

The cleverest sound design in the game lives inside that gas mask. Step into a gas pocket or out onto the surface and you have to put it on — and suddenly the whole world is heard through a muffle. What reaches you is no longer clean ambience but your own breath, getting heavier, threaded with the suggestion of a filter counting itself down notch by notch.

The fogging gas mask and its immersive detail

The mask fogs. It catches splatters of blood and grime. Take a hit and it cracks, each fracture a sharp little snap that tightens your chest.

Built around the act of breathing, this soundscape translates the abstract idea of "survival pressure" into a signal your ears receive directly: the faster the breath, the less time you have. There is no on-screen timer doing the work — the warning is the sound itself, and your body answers it before your brain has caught up. It never reaches for a jump scare — it pins you to the seat with a steady, physical tension instead. That is a class of dread most games stuffed with audio stings can't touch, because here the fear isn't startled out of you, it's slowly squeezed out.

In the black tunnels, sound is the only eye you have

Pull the mask off and descend into the pitch-black depths of the Metro, and the other face of the audio opens up. The environmental work down here is textbook: noises with no clear source coming from every direction, water dripping overhead, a single distant gunshot from nobody-knows-where, something skittering behind the wall.

Using sound to locate threats in the dark tunnels

Where you can't see your own hand, sound becomes your only eye and your chief supplier of fear — Nintendo Life noted that being deep in those dark tunnels, surrounded by strange noises, is genuinely frightening. The score, meanwhile, holds to a bleak Russian-apocalypse register: low, oppressive, restrained. It never grabs the spotlight to show off; it quietly serves the story's breathing, hushing when the room needs to hush, twisting the knife when it needs to. That sense of music knowing exactly when to shut up puts it on the same wavelength as BioShock, another first-person shooter that builds its world through sound — the lore isn't spoken at you, it's steeped into the air.

On Switch with headphones, the dread doubles

On Switch, the power of this audio actually intensifies in handheld mode. Nintendo Life put it plainly: playing handheld with headphones is the truly phenomenal way to soak in the atmosphere. The logic isn't hard to follow — the small screen narrows your field of view while the sound fills your fear to the brim, and that sensation of being boxed in by darkness and noise lands far closer to your face right at your ears than it does across a living-room TV. Add the precise feel of gyro aiming and the handheld version turns out to be a surprisingly fitting, surprisingly immersive way to play, the headphones doing more heavy lifting than the screen ever could. So you can say it without hedging: on every platform, sound is the real lead of this game's immersion — even with your eyes shut, your ears alone tell you exactly how suffocating and dangerous this underworld is, where the threats are and how close. It isn't a supporting act. It's the engine of the whole horror, and the single thing the game does that most of its imitators never quite figure out.

Visuals | 6.0/10

Graphics: 6/10

What the remaster did, and what it didn't

Let's be honest up front: if you came for a visual leap, this remaster will leave you a little cold. 4A Games rebuilt both games on an upgraded 4A Engine, unified the look, folded in every DLC and got things running at 60fps, and all of that is real, concrete work.

A wasteland scene after the 4A Engine remaster

The trouble is that the original Last Light was never ugly to begin with, so there simply wasn't much headroom left to add. PC Gamer said it bluntly: next to the far more substantially reworked Metro 2033 Redux, this Last Light is little more than a GOTY version — meaning the content bundle is complete but the visuals hold nothing that makes you sit up. For veterans who already finished the original and wanted more out of the picture, that is a thin reason to pay again, with little visible return on the money. So this dimension lands low, and to be clear about why: the deduction isn't for being ugly or badly made. It's for the word "remaster" failing to deliver the weight and the good faith it implies.

But this Russian-wasteland art still grips you

Set the question of "how much was upgraded" aside and look at the art on its own terms, and the visual identity here punches well above its weight. Its strength isn't resolution, it's voice: dank dripping Metro tunnels, the gas-choked ruins of Moscow, mutant fliers wheeling and diving against a dead sky, then swamps, prisons, armoured trains — stage after stage of distinct character.

The gas-shrouded ruins of the Moscow surface

This Russian end-of-the-world aesthetic carries a singular damp, oppressive, mildew-thick texture that makes the despair of "civilisation driven underground" hang heavy in every frame — one glance and you feel uneasy, which is precisely the effect it wants.

The scene changes are paced with care, too. Light and dark, warm and cold, open and cramped trade off so you never grow tired of one shade of grey, and a stretch above ground in sick yellow daylight hits harder for the hours of tunnel-black that preceded it. It proves something plainly: a clear artistic direction outlasts raw technical spec every time. Years on, with the fidelity no longer cutting-edge, you still recognise this clammy underworld at a glance, and you could pick a Metro screenshot out of a lineup in a heartbeat. That is the power of style.

An interface that lives on your hands, sealing you inside the world

The thing this game's visuals deserve the most credit for is that it nearly abandons a traditional "interface" altogether. Your status is never reported by a floating bar or number in the corner; it's all carried by props that live on Artyom's own hands, that he physically handles. Filter running low? The mask begins to fog and his breathing thickens to warn you. Need the map and your current task? He digs a creased little notebook out of a pocket and holds it up. Out of light, torch dead? He has to hand-crank the dynamo a few times before the beam comes back. Every piece of information hides inside an action.

Diegetic interface props that live on your hands

The mask even catches flies and blood-grime, and when it fouls you have to raise a hand and wipe it before you can see the way ahead. Those details turn "reading a HUD" wholly into "reading the world," keeping your attention down in the wasteland rather than floating on overlay icons — the key move by which 4A welds the immersion shut, and one most HUD-laden shooters simply can't copy. The platforms are well looked after too: the Switch build runs 1080p docked, 720p handheld at a steady 30fps, and the smaller screen actually helps mask texture compression that would stand out on a big television. Pair that with brilliantly implemented gyro aiming and the handheld version looks better than many expect, no real compromise to carry around in your bag. Load times are the one genuine cost — some levels take roughly a minute to come up — but for a port of this scale running on portable hardware, that is a price most will happily pay to take the Metro with them.

Combat | 9.0/10

Gameplay: 9/10

Turning survival anxiety into a mechanic you can touch

This is the soul of the game's design, and the reason it pulls the highest score in the piece. 4A never reduced "survival" to a number draining away. They split it into several systems you can feel directly. The core one is that gas mask: mandatory on the surface and in gas pockets, its filter counting down by the minute, so wherever you go you're nagged by how many bars are left and where the next filter might be.

The filter countdown and the survival pressure it creates

Crueller still is the economy. Your supplies come in two flavours, and the military-grade rounds double as currency — you can spend them at traders for gear and provisions. So every pull of the trigger sets a quiet sum running in your head: is what I just fired a bullet, or money? Do I knock this one out with my fists to save it, or hoard the good rounds for a better loadout? That "whatever you fire is whatever you spend" design hauls resource anxiety off the corner of the screen and into a decision you recompute in every firefight, giving the word "survival" real teeth that keep you from ever relaxing. It also makes every clean stealth takedown feel earned — you didn't just save a few rounds, you turned a profit.

Stealth: the best slow the series has ever offered

Plenty of players will tell you the best of this game is when it slows down and commits to stealth. Nintendo Life put it directly: the game truly excels when it sticks to slower, more methodical stealth action. It doesn't hand you a tightrope; it hands you a hunting ground with room to move.

Killing the lights to create shadow and clear a room by stealth

You can shoot out a wall bulb to carve yourself a pocket of shadow; hug the wall and slip behind a sentry to knock him out without a sound; study a patrol route and find the gap that lets you clear the whole room.

That "play it however you like" tactical freedom is the heart of the stealth here, and the reason it's regarded as the best the series has managed. Crucially, the lighting is a system you manipulate, not just set dressing — a thrown knife into a lamp is as valid a tool as the silenced sidearm on your hip. Set against S.T.A.L.K.E.R.: Shadow of Chernobyl — the wasteland-survival shooter forefather from the same corner of Europe — that world is freer and wider but also rawer and more random; this game takes the other road, machining its enclosed-space stealth into something finer, more coherent, more deliberate.

Three difficulty tiers, from suffocating to trigger-happy

Difficulty here isn't a plain easy-to-hard slider — it's two distinct playstyles. Survival models itself on the first Metro 2033, choking off ammo, filters and meds while making enemies deadlier, forcing you to scrimp like hunted prey. Spartan loosens the supply lines and leans into head-on action shooting, so anyone who just wants to let rip can play smoothly too.

The HUD-free Ranger mode

On top of that you can stack a Ranger tier, which strips out the HUD, the crosshair and the ammo counter entirely, leaving you to read your own state almost purely from feel — the fogging mask, the ticking filter — in what 4A billed as the way the game was meant to be played. That combination lets hardcore players suffocate and gives newcomers a comfortable way in. The gear system holds up that freedom too: pneumatic rifles need hand-pumping to pressurise and lose pressure as you fire, and your kit takes silencers, scopes and stocks, so you can readily build two separate loadouts for stealth or assault.

The one thing that breaks the spell is those scripted boss fights and on-rails handcar sequences. Now and then they wrench you out of a carefully tended, breath-held stealth flow, and the rhythm turns stiff and loud, an awkward clash with the restraint of a second before — the small blemish that keeps gameplay from a clean perfect mark, though it's rare enough not to do lasting harm. Tellingly, even Nintendo Life singled out one handcar stretch as a series highlight, so the on-rails idea isn't broken so much as occasionally misjudged.

Content | 8.0/10

Content: 8/10

The campaign is short, but not a minute is padding

The main campaign runs around 11 hours, and a completionist run that combs the side content, collectibles and details lands near 18. Next to open worlds that swallow hundreds of hours that number looks slight, but its worth is in the density — across those dozen-odd hours almost nothing exists to inflate the clock, none of that filler stuffed in just to stretch the runtime longer.

Stages of wildly different character

From the faction bazaars of the underground platforms, to the gas-shrouded surface ruins, to cold swamps, oppressive prisons and a thundering armoured train, the scenery shifts briskly and the pace keeps moving, so you rarely think "this place again." It's a carefully arranged line where every chapter owns its theme, its mood, its particular thing it wants you to feel, rather than smearing one gameplay loop across a whole map for you to digest alone.

For players who've had their fill of open-world bloat and map screens swarming with question marks, this "short, solid, every stretch counts" experience comes as a forgotten luxury. You don't spend dozens of hours clearing a to-do list — you simply walk this one road through to the end, and the road remembers to keep surprising you. A campaign that respects your hours is rarer than it should be, and this one never overstays.

All four expansions packed in, the world fleshed out

The other core value of this remaster is that it bundles in the four expansions the original released piecemeal: the Faction pack adds extra missions, the Tower pack brings challenge modes, the Developer pack tucks in a museum and a firing-range simulator, and the Chronicles pack fills in character backstories. Back in the original's day these were sold one purchase at a time; now they all ship inside the base game.

The Chronicles pack adds character side-stories

The Chronicles pack in particular is worth singling out: it gives the Reich sniper and Ranger Anna — characters who flit through the main story but leave a mark — their own side chapters, letting you see this world through their eyes and grasp the reasons behind certain choices, and the lore grows noticeably rounder for it. The Tower and Developer packs are lighter, more arcade-flavoured diversions, but they earn their place by letting you keep handling these weapons once the credits roll.

Put another way, what you buy is not a bare-bones base game but a complete set with every side story already installed — which is exactly the confidence behind calling it the definitive way to experience Last Light, with no newcomer left fretting over which slice of content they forgot to buy. In an era where season passes routinely fragment a game across a year of paywalls, getting the whole thing in one box still feels quietly generous.

Linear craft versus open-world heap, and it chose the former

You can't talk about content here without one comparison: both are nuclear-apocalypse fiction, yet Fallout 4 walks the open-world-by-the-pound road — big map, tangled systems, mountains of quests and collectibles — winning on scale and freedom, while this game walks the opposite extreme: linear, finely cut, its pacing fully under control. It doesn't pretend to be a wilderness; it knows it's a carefully laid track.

The finely cut, linear wasteland route

It won't hand you a boundless map to wander aimlessly and amuse yourself on; it designs and polishes every stage you'll pass through ahead of time, making sure each step you take has had its rhythm and mood arranged for you in advance, nothing left to procedural chance. Neither road is higher or lower than the other — it's purely about what you want right now: for free exploration, mass content and making your own fun, the open world clearly fits better; for a meticulously staged, well-modulated, jealously focused journey, this "short and fine" linear approach hits closer. For anyone who prefers the latter, the gold-content of these dozen-odd hours runs far higher than open worlds dozens of times its size — because here, every minute has already been thought through for you, with no padding to wade through and nothing asking you to make your own fun out of an empty stretch of map.

Comments 0

Share your game review

Pinned
GameGeeker

Join the discussion and share your review of this game.

No comments yet. Share your thoughts on this review.