Metro Awakening Interview – Bringing the Horrors of Metro to VR

Metro Awakening Interview – Bringing the Horrors of Metro to VR

As a seasoned gaming enthusiast with over two decades under my belt, I must say that the development team behind Metro Awakening has truly outdone themselves. With their impressive track record in crafting immersive post-apocalyptic experiences and now venturing into virtual reality, they’ve managed to create something truly special.


So far, the Metro franchise has consistently left a mark of excellence. Although we’re uncertain about when the next mainline installment will arrive, fans eager for more Metro can look forward to Metro Awakening. This game, developed exclusively for VR devices by Vertigo Games, is set to deliver a nerve-wracking, immersive, and authentic Metro experience. Moreover, it will also narrate an original story written by none other than the author of Metro, Dmitry Glukhovsky himself.

Currently available on Meta Quest 2 and 3, PlayStation VR2, and SteamVR, the first-person shooter has certainly caught people’s attention. To delve deeper into understanding the game and its adaptation of the Metro formula to the VR platform, we recently posed some questions about the game to its creators. Here is our interview with the game director, Samar Louwe, for more insight.

NOTE: This interview was conducted prior to the game’s launch.

Metro Awakening Interview – Bringing the Horrors of Metro to VR

As a dedicated gamer, I’ve always been captivated by the immersive world of the Metro series. Given that virtual reality (VR) is all about immersion too, it just made sense for the Metro series to seamlessly blend into this realm, creating a truly engaging experience.

Hey there! As a dedicated fan of the Metro franchise, I’ve always been captivated by its knack for plunging players into rich, believable worlds and delivering jaw-dropping visuals. That’s why I can’t help but wonder if the team considered diving into VR gaming given how perfectly suited such an experience seems for virtual reality. After all, who wouldn’t want to step foot in those hauntingly beautiful post-apocalyptic landscapes like never before?

Absolutely! You’re correct that the Metro series has a strong focus on immersion, which is something that Virtual Reality (VR) also emphasizes greatly. In fact, it seems like a perfect match. VR technology could significantly enhance this experience by allowing players to feel as if they are truly in the Metro tunnels, enveloped by the unsettling ambiance and the dangers lurking in the shadows. The blend of VR’s unique features and the rich storytelling of Metro truly piques our interest.

What other VR games, if any, did you draw inspiration from?

Despite being over five years old, “Half-Life: Alyx” remains significantly pertinent within the gaming landscape. It set a benchmark for the VR industry at its release and continues to be the standard against which new games are measured. Notably, our team benefited from the expertise gained during the development of “Arizona Sunshine 2”, as their insights were instrumental in assisting us with various aspects.

Is “Metro: Awakening” the initial installment of the series that wasn’t produced by 4A Games, and if so, how closely related to the other games in the series is it? Was there an opportunity for collaboration between your team and 4A Games on this particular title?

4A Games worked closely with us during the entire development process. They supplied us with resources and references from the primary game series, enabling us to maintain the authenticity of the games’ core essence throughout our work.

Can you share your impression of collaborating with Dmitry Glukhovsky on Metro games? What role did he play in the game’s creation process?

Collaborating with Dmitry Glukhovsky has been an incredible journey for me as a gamer. From day one, I made sure to connect with him to ensure the narrative resonated authentically within the Metro game series. To my surprise, he crafted something deeply personal and emotional, which pushed us to prioritize storytelling alongside atmosphere and gameplay. This creative direction led us to pour our hearts into a tale that emphasizes character development as much as it does immersion and fun. Dmitry’s contributions to Metro Awakening were instrumental in creating a world that feels true to the Metro universe while still offering a unique, introspective twist we didn’t anticipate initially.

Metro Awakening Interview – Bringing the Horrors of Metro to VR

During the entire development process, we worked closely with 4A Games. They supplied us with resources and references from the primary series, enabling us to maintain the authentic spirit of the games throughout our work.

How easy was it to translate a complex console FPS to the different input and controls of VR?

The situation necessitated a change in perspective. In virtual reality (VR), players aren’t simply pressing buttons; instead, they are actively engaging with the environment. This necessitated a rethinking of fundamental actions such as aiming, shooting, and even donning a gas mask to feel authentic and immersive. From the outset, we collaborated closely with our gameplay team to perfect these interactions, ensuring they were responsive and true to the Metro universe. It was demanding, but the outcome is an experience where every action feels instantaneous and engaging, bringing the world to life in a fresh manner.

Is Metro Awakening likely to follow a mostly linear path as its predecessors, or will it offer more opportunities for free exploration akin to Metro Exodus?

In the game Exodus, the innovative open-world structure marked a significant leap for mainline games, taking the experience to new levels. Personally, I found it immensely engaging playing through it. However, unlike Exodus, the story in Metro Awakening is more focused: your objective is to find your wife. Given these factors, it was sensible not to introduce open-ended areas and instead keep the players (and protagonist) on track. Moreover, since this game takes place before the events of 2033, staying true to the original setting was a logical choice.

As a gamer, I can’t help but feel a deep connection with the early games I played, especially when it comes to experiencing them in VR. The cramped, claustrophobic environments of the Moscow subway system perfectly captured that sense of tension and immersion that made those games so successful.

How did you manage to bring the distinctive, post-apocalyptic terror unique to the Metro series to life in a Virtual Reality setting for Metro Awakening?

We’ve aimed to intensify Metro’s distinctive aura of apprehension and unease using Virtual Reality’s immersive potential. Elements such as spatial sound, changing lighting, and tangible interaction are crucial in establishing an environment that keeps players on tenterhooks. With VR, players can interact directly with the setting, whether it’s clearing condensation from their gas masks or maneuvering through dim, constrictive tunnels. By placing players right in the heat of these intense situations, we’re crafting an experience that feels incredibly real and heightens both the fear and awe Metro is famous for. This is the most personal take on Metro.

Metro Awakening Interview – Bringing the Horrors of Metro to VR

From the outset, we collaborated closely with our gameplay team to refine these interactions, ensuring they were responsive and authentic to the “Metro” universe. It was tough going, but the end result is an immersive experience where every action feels instantaneous and captivating, breathing new life into the world.

Roughly how long will an average playthrough of the game be?

The length of gameplay can change based on individual playing strategies and styles, as evidenced by those using the Deluxe Edition. Generally speaking, one can expect an average playthrough to last approximately 10 hours.

Has developing Metro: Awakening for multiple VR platforms simultaneously been a unique challenge, given the distinct nature of each platform?

We made a deliberate choice to guarantee a uniform gaming experience across PC VR, Meta Quest, and PlayStation VR2, while also taking advantage of specific features on more powerful systems like PC and PlayStation. This task has been both difficult and exhilarating. High-end systems enable us to incorporate sophisticated rendering and lighting for superior visuals, whereas the Meta Quest compelled us to innovate in performance optimization. Our technical teams have worked closely together, striking a balance between quality and speed, ensuring the game looks and plays optimally on every platform. This trip has been a fulfilling one that’s challenged us to be inventive and adaptable, making the most of each platform’s unique capabilities.

Read More

2024-11-09 19:11