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	<title>Vertigo Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Thief VR: Legacy of Shadow Gets New Gameplay Trailer Showcasing a Heist and December 4 Release Date</title>
		<link>https://gamingbolt.com/thief-vr-legacy-of-shadow-gets-new-gameplay-trailer-showcasing-a-heist-and-december-4-release-date</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 31 Oct 2025 12:18:44 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=630900</guid>

					<description><![CDATA[The trailer gives us a look at the kinds of tools that players will have access to as they take on the role of Magpie in the VR-only title.]]></description>
										<content:encoded><![CDATA[<p>Developers Maze Theory and Eidos Montreal, along with publisher Vertigo Games have announced a release date for upcoming VR-only title <em>Thief VR: Legacy of Shadow</em>. The December 4 release date was announced alongside the release of a new trailer showcasing some of its gameplay on PlayStation VR2. Check out the trailer below.</p>
<p>The trailer revolves around a mission that Magpie is given to get her hands on an ancient relic that seems to be a major part of the plans of Northcrest. To accomplish this mission, Magpie will have to sneak through the streets and navigate houses that are guarded by patrolling guards before she can ultimately find what she’s looking for.</p>
<p>In the new gameplay trailer, we get a look at the kinds of tools that protagonist Magpie will have access to, which includes a scope that can be used to look out for patrolling guards and find hidden safes in the darkness, as well as other classic <em>Thief</em>-styled tools like an arrow that can be shot to create a quick way to climb up a house, and even water arrows that can be shot into lit lanterns to create areas of darkness.</p>
<p>We also get a good look at the kind of mobility that Magpie will be capable of, which includes being able to scale buildings by making use of loose bricks as footholds. Pipes on the sides of buildings can also be used to gain some verticality in order to reach windows that would be otherwise inaccessible. Along with this, the trailer also shows off how guards can be knocked out by using a blackjack, and how locked doors can be opened up by making use of lockpicks.</p>
<p><em>Thief VR: Legacy of Shadow</em> was <a href="https://gamingbolt.com/thief-vr-legacy-of-shadow-launches-this-year-for-psvr2-pc-vr-and-meta-quest">originally announced back in June</a>, when it was also confirmed that it will be coming to PlayStation VR2, PC VR, and Meta Quest 2, 3, and 3S. The title was announced with a trailer that also served as an introduction to new protagonist Magpie, who also happens to be the protege of classic <em>Thief</em> franchise protagonist Garrett.</p>
<p>Shortly after the initial announcement, Garrett’s original voice actor Stephen Russell was <a href="https://gamingbolt.com/thief-vr-legacy-of-shadow-trailer-narration-was-done-by-garretts-original-voice-actor">returning to reprise the role of the character</a>. In a video, he noted that he had been playing the character in just about every <em>Thief</em>-related thing that had come out over the last 30 years aside from the 2014 reboot, where Romano Orzari took on the role.</p>
<p>“We’ve had a long history together, and it is so delightful to be back with him again,” said Russel in the video, which you can check out below. “I’ve missed the old guy! He’s got such a great sense of humour and they have perfectly captured that in this new game.”</p>
<p>“For me, there’s something about the character that… I mean it was how I got my start in games! So I really owe a lot to this guy, and it’s a huge, huge pleasure to be back voicing Garrett again.”</p>
<p><em>Thief VR: Legacy of Shadow</em> is slated to feature a story taking place between the events of the original trilogy and the 2014 reboot, according to lead game designer Richard Bunn.</p>
<p><iframe title="Thief VR: Legacy of Shadow - PlayStation VR2 Gameplay | Coming Dec 4" width="500" height="281" src="https://www.youtube.com/embed/9fnVOjgm9mQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">630900</post-id>	</item>
		<item>
		<title>Thief VR: Legacy of Shadow Launches This Year for PSVR2, PC VR and Meta Quest</title>
		<link>https://gamingbolt.com/thief-vr-legacy-of-shadow-launches-this-year-for-psvr2-pc-vr-and-meta-quest</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 04 Jun 2025 22:36:22 +0000</pubDate>
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		<category><![CDATA[Thief VR: Legacy of Shadow]]></category>
		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=621122</guid>

					<description><![CDATA[As Magpie, a thief raised on the streets, players undertake various heists, sneaking through shadows and uncovering a mysterious artifact.]]></description>
										<content:encoded><![CDATA[<p>Cult classic stealth franchise <em>Thief</em> is making a comeback in VR form. Published by Vertigo Games of <em>Arizona Sunshine fame</em> in collaboration with Eidos Montreal with Maze Theory developing, <em>Thief VR: Legacy of Shadow</em> launches later this year for PlayStation VR2, PC VR, and Meta Quest 2/3/3S. Check out the first trailer below.</p>
<p><em>Legacy of Shadow</em> returns to the iconic City but as a new thief, Magpie. Growing up on the streets and stealing to make a living, she discovers a strange artifact that connects to the past. Based on the trailer, it could be Garrett from the original trilogy.</p>
<p>As for the gameplay, it features the usual tenets of <em>Thief</em> &#8211; sneaking on rooftops and through alleys to sticking to the shadows. You can pickpocket guards and utilize multiple arrow types, and there are numerous paths to explore for each heist.</p>
<p>Naturally, VR makes it all the more immersive. Stay tuned for more details and announcements for <em>Thief VR: Legacy of Shadow</em> in the coming months.</p>


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<iframe title="Thief VR: Legacy of Shadow Reveal Trailer [PEGI]" width="500" height="281" src="https://www.youtube.com/embed/z_Iz4PF-5WE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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		<title>Metro Awakening Interview &#8211; Bringing the Horrors of Metro to VR</title>
		<link>https://gamingbolt.com/metro-awakening-interview-bringing-the-horrors-of-metro-to-vr</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sat, 09 Nov 2024 15:50:09 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Deep Silver]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=603629</guid>

					<description><![CDATA[Game director Samar Louwe speaks with GamingBolt about the Metro franchise's virtual reality debut.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <em>Metro </em>franchise has never failed to impress so far, and though it remains to be seen how long we&#8217;ll be waiting for its next mainline instalment, those who&#8217;re craving more <em>Metro </em>do have <em>Metro Awakening </em>to turn to. Developed by Vertigo Games exclusively for VR devices, <em>Metro Awakening </em>is promising a tense, immersive, and authentic <em>Metro </em>experience, while also telling an original story penned by <em>Metro </em>author Dmitry Glukhovsky himself.</p>
<p>Out now for Meta Quest 2 and 3, PS VR2, and SteamVR, the first-person shooter has obviously turned a few heads, and to learn more about it and how it translates the <em>Metro </em>formula to the VR medium, we recently had the chance to send across some of our questions about the game to its developers. Below, you can read our interview with game director Samar Louwe.</p>
<p style="text-align: center;"><span style="color: #ff6600;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s launch.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-592974" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg" alt="Metro Awakening_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"The <em>Metro</em> series has always thrived on immersion, and immersion is also at the core of VR, so it was a natural fit."</p></p>
<p><strong>As a franchise, <em>Metro</em> has always been focused on immersing players in their settings while delivering top notch graphical presentation. Was that what led to exploring making a VR game in the series, given how well suited that sort of an experience could potentially be to virtual reality?</strong></p>
<p>Definitely. As you said, the <em>Metro</em> series has always thrived on immersion, and immersion is also at the core of VR, so it was a natural fit. VR can take this to a whole new level—putting players right in the heart of the Metro tunnels, surrounded by the eerie atmosphere and the threats lurking in the dark. The combination of VR&#8217;s unique capabilities and the storytelling depth of <em>Metro</em> really excited us.</p>
<p><strong>What other VR games, if any, did you draw inspiration from?</strong></p>
<p>Even though it&#8217;s almost 5 years old, <em>Half-Life: Alyx </em>is still very relevant. At the time it showed the VR industry how it was done. Now, it&#8217;s still what new games will be compared to when they are released. But we also have a pool of knowledge to draw from in-house. When the team was done with <em>Arizona Sunshine 2</em> they were able to jump in and help us out with all the lessons they had learned.</p>
<p><strong><em>Metro Awakening </em></strong><strong>is the first game in the series not developed by 4A Games. How connected to those other titles is it? Did you get the chance to collaborate with them on this title?</strong></p>
<p>We collaborated with 4A Games throughout development. They provided us with assets and references from the mainline series, which helped ensure that we stayed true to the essence of the games.</p>
<p><strong>What has the experience of working with <em>Metro</em> author Dmitry Glukhovsky been like? How heavily has been involved with the game&#8217;s development?</strong></p>
<p>Working with Dmitry Glukhovsky has been an invaluable experience. Right from the start, we reached out to him to make sure the story would feel authentic to the <em>Metro</em> series. He ended up surprising us by crafting something really personal and emotional. That direction pushed us to go all in on a story-driven approach, putting character development right up there with atmosphere and gameplay. Dmitry brought such depth to <em>Metro Awakening</em>, helping us create something that feels true to the <em>Metro</em> world but also fresh and introspective in a way we hadn’t initially expected.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592976" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg" alt="Metro Awakening_03" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"We collaborated with 4A Games throughout development. They provided us with assets and references from the mainline series, which helped ensure that we stayed true to the essence of the games."</p></p>
<p><strong>How easy was it to translate a complex console FPS to the different input and controls of VR?</strong></p>
<p>It definitely required a shift in thinking. In VR, players aren’t just pressing buttons—they’re physically interacting with the world, which meant reimagining core actions like aiming, shooting, and even putting on a gas mask to feel natural and immersive. We worked closely with our gameplay team from the start to fine-tune these interactions until everything felt responsive and true to the <em>Metro</em> universe. It was challenging, but the result is an experience where every action feels immediate and engaging, making the world come to life in a whole new way.</p>
<p><strong>Will <em>Metro Awakening</em> be a largely linear experience like the series&#8217; earlier entries, or can players expect some elements of open-ended exploration similar to <em>Metro Exodus</em>?</strong></p>
<p>The way <em>Exodus</em> ventured into new territory with its open world structure was a great step for the mainline games, it elevated the game to new heights. As a player I thoroughly enjoyed playing through it. But the story in <em>Exodus</em> is also about Artyom venturing out, escaping the Moscow metro system, on a quest to see what more is out there. Whereas the story Dmitry wrote for <em>Metro Awakening</em> is much more targeted: you must find your wife. So, it was only logical not to distract our players (and protagonist) with open-ended areas. Additionally, since this is a story that&#8217;s set before the events of <em>2033</em>, it made a lot more sense to stick to the original setting.</p>
<p>The charm of the earlier games is also a very good fit for the immersive nature of VR. The confined spaces in the Moscow underground allowed for the pressing and inescapable atmosphere that we knew was going to be successful for our medium.</p>
<p><strong>The <em>Metro</em> franchise has always been particularly effective at delivering its own brand of unique, post-apocalyptic horror. How have you approached translating that to a VR experience with <em>Metro Awakening</em>?</strong></p>
<p>Our approach has been to amplify <em>Metro’s</em> unique sense of tension and dread through VR’s immersive capabilities. Spatial audio, dynamic lighting, and physical interactivity are all key to creating an atmosphere that keeps players on edge. VR lets players engage directly with the environment, whether it&#8217;s wiping fog off their gas masks or navigating through dark, claustrophobic tunnels. By bringing players directly into these intense moments, we’re creating an experience that feels immediate and visceral heightening both the fear and the wonder that <em>Metro</em> is known for. This is <em>Metro</em> at its most intimate.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-592975" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg" alt="Metro Awakening" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"We worked closely with our gameplay team from the start to fine-tune these interactions until everything felt responsive and true to the <em>Metro</em> universe. It was challenging, but the result is an experience where every action feels immediate and engaging, making the world come to life in a whole new way."</p></p>
<p><strong>Roughly how long will an average playthrough of the game be?</strong></p>
<p>It varies depending on the player’s approach and style—something we&#8217;re already seeing with players who have access to the Deluxe Edition—but on average, a playthrough should take around 10 hours.</p>
<p><strong><em>Metro Awakening</em></strong><strong> is targeting all major VR platforms at launch. How has the experience been working on these three very different takes on VR at the same time?</strong></p>
<p>It was a conscious decision to ensure we delivered a consistent experience across PC VR, Meta Quest and PlayStation VR2, while still allowing for certain areas to shine on higher-end platforms like PC and PlayStation. So, it has been both a challenge and an opportunity. Higher-end systems let us implement advanced rendering and lighting for enhanced visuals, while Meta Quest pushed us to innovate in performance optimization. Our technical teams have collaborated closely, balancing fidelity and performance, and ensuring the game looks and plays its best on every platform. It’s been a rewarding journey that’s pushed us to be creative and adapt, making the most of what each platform has to offer.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">603629</post-id>	</item>
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		<title>Metro Awakening &#8211; Everything You Need to Know</title>
		<link>https://gamingbolt.com/metro-awakening-everything-you-need-to-know</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 08 Nov 2024 16:17:51 +0000</pubDate>
				<category><![CDATA[Article]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=603438</guid>

					<description><![CDATA[Metro returns with a VR-exclusive prequel- here's everything you should know about it.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he <em>Metro </em>series has had an impeccable track record thus far, so naturally, excitement surrounding its future is always high, but though it remains to be seen when the follow-up to <em>Metro Exodus </em>from 4A Games will arrive, there&#8217;s other things to look forward to as well. Vertigo Games, for instance, has hoped onto the <em>Metro </em>train (heh) and delivered a virtual reality-exclusive in the form of <em>Metro Awakening</em>, which has continued to look increasingly promising since being announced. Now, as players prepare to dive into its offerings, here, we&#8217;re going to go over a few key details that you should know about it.</p>
<p style="text-align: center;"><strong>VR-ONLY</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-592976" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1024x576.jpg" alt="Metro Awakening_03" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg 1600w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>As mentioned, <em>Metro Awakening </em>is a VR game- which means it is <em>exclusively </em>a VR game. Fans of the series who have been hoping for a new instalment for years might be disappointed that what&#8217;s looking like a promising new entry is locked to VR platforms, but it <em>is </em>looking like it&#8217;s using the virtual reality medium in interesting ways, so there&#8217;s that. Specifically, the game is available for PS VR2, Meta Quest 2, Meta Quest 3, SteamVR, and Viveport.</p>
<p style="text-align: center;"><strong>STORY DETAILS</strong></p>
<p>We know that <em>Metro&#8217;s </em>main story will be continuing with the game that 4A Games currently has in the works, so where exactly does <em>Metro Awakening </em>fit in the timeline? The VR title serves as a prequel to the trilogy, being set before <em>Metro 2033</em>. Starring a new protagonist in Dr. Serdar, who embarks on a deadly quest to rescue his wife. The game tells the origin story of Khan, an enigmatic recurring character than fans of the series will be familiar with.</p>
<p style="text-align: center;"><strong>WRITTEN BY ORIGINAL METRO AUTHOR</strong></p>
<p id="firstHeading" class="firstHeading mw-first-heading"><span class="mw-page-title-main">Russian author Dmitry Glukhovsky, who penned the <em>Metro </em>novels that 4A Games&#8217; shooters are based on, has always been heavily involved in the creation of the games as well, and even though <em>Awakening </em>isn&#8217;t developed by 4A Games, Glukhovsky has still had a major role to play. He is credited as the game&#8217;s writer, with the story being an original one penned by Glukhovsky himself- which means fans of the series can expect an authentic <em>Metro </em>experience that slots nicely into the series&#8217; larger lore. </span></p>
<p style="text-align: center;"><strong>RETAINING THE LOOK OF THE MAIN SERIES</strong></p>
<p>Developer Vertigo Games has obviously made some fundamental changes to the game design in <em>Metro Awakening</em>, given that its a VR game, but it <em>is </em>still a <em>Metro </em>game also. As such, the studio has ensured that it retains the look and feel of the main series as well, for which it worked directly with 4A Games. Speaking with the <a href="https://blog.playstation.com/2024/07/10/metro-awakening-adapting-the-post-apocalyptic-survival-horror-for-ps-vr2/" target="_blank" rel="noopener">PlayStation Blog</a>, creative director Martin de Ronde explained, &#8220;We were very happy that 4A helped us fantastically well with supplying all the assets that they have from those games. We were able to either use some of those assets directly or use them as a reference for most of the stuff that we built in the game… it’s helped ensure that the game looks the way it looks.</p>
<p>“There are assets that we looked at, and we wanted to use them specifically because they play a role on the mainland series, we wanted to reuse them again. In our game, you want to also make sure that fans recognise those elements. And then there was obviously stuff that serves the purposes as reference. And then there’s stuff that we’re almost regressing in terms of what would have looked like, X number of years before the events in the mainline series.”</p>
<p style="text-align: center;"><strong>SIMILAR STEALTH-COMBAT LOOP</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-592974" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1024x576.jpg" alt="Metro Awakening_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg 1600w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Another area where <em>Metro Awakening </em>isn&#8217;t looking to deviate from the norm too much is the balance that the series has generally struck between combat and stealth, even if you can obviously expect the moment-to-moment mechanics to feel different, being an entirely different medium. That, in fact, was something that the team at Vertigo Games identified early one as a core component of any <em>Metro </em>experience, as per game director Samar Louwe. He said, &#8220;Some of the things that we noticed is the dynamic that they have between stealth and combat. And always making sure that you’re on your toes, and that you are never really sure when people are going to spot you. That’s something that works very, very well in VR. There’s just something about creeping up on enemies, listening to what they’re talking about. Of course the nature of VR, you can physically sit behind cover, maybe you can peer through a hole in the cover, and then you can spy on your enemies.</p>
<p>“But rest assured for everybody that is a little bit more trigger happy, there’s plenty of classic <em>Metro</em> action in the game.”</p>
<p style="text-align: center;"><strong>SLOWER COMBAT</strong></p>
<p>Though <em>Metro Awakening&#8217;s </em>core loop will hew closely to the main series&#8217; gameplay foundations, Vertigo Games has said that where combat is concerned, players should expect a slower-paced game. You&#8217;d expect that anyway in a VR experience, but as per the developers, the reason for that is that, unlike Artyom, who is the main series&#8217; protagonist, <em>Awakening&#8217;s </em>protagonist isn&#8217;t a trained combat expert, which is why a slower pace makes more sense.</p>
<p style="text-align: center;"><strong>AMMO CONSERVATION</strong></p>
<p>Survival mechanics have always played an important role in <em>Metro</em>, and sure enough, <em>Awakening </em>won&#8217;t buck that trend. Specifically, ammo conservation is something players are going to want to keep an eye on, which, again, is very <em>Metro</em>, as fans of the series will tell you. That, in fact, is also what encourages exploration above all else. Speaking to the PS Blog, game director Samar Louwe said, &#8220;You’re basically constantly looking for ammo. We have this beautiful environment, we have this beautiful world, our art is made sure that there’s detail to explore. But you also need a reason to explore. And the main reason to explore every nook and cranny is to just find bullets. We figured it would be best to hide those in small packets. So you won’t necessarily find full clips all the time. Instead, you will be finding single bullets out here, a couple of bullets there. And we’ve also made an effort to make sure that in some cases that there’s a bit of environmental storytelling around how that ammo got there, and something that triggers your imagination.</p>
<p>“The philosophy that we’ve taken along for this is also that basically, if you look everywhere, you’re probably going to have enough bullets to get through your combat encounters. If you just look on the critical path, you will probably have to be a better shot. And if you don’t scavenge at all, then you’re gonna have a hard time. Of course, you can always fall back to stealth. If you’re successful at that, then that’s always an option.”</p>
<p style="text-align: center;"><strong>STEALTH DETAILS</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-592975" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1024x576.jpg" alt="Metro Awakening" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg 1600w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Stealth mechanics in <em>Metro Awakening </em>are going to be familiar if you&#8217;ve played any other game in the series. Staying hidden in the dark and sneaking up or past enemies will be your bread and butter, as you&#8217;d expect, in addition to throwing items to cause distractions, using a crossbow that you get later on in the game for quieter kills, and more. Enemies can also spot you if you keep your flashlight on, which also sounds promising.</p>
<p style="text-align: center;"><strong>UI AND INTERACTIONS</strong></p>
<p>The <em>Metro </em>series loves to keep its UI as diegetic as possible, replacing typically gamified elements and menus with versions that are grounded in the game itself, thus thoroughly immersing players. <em>Metro Awakening </em>is trying something similar, and even takes things further courtesy of the VR medium. To check your bullets, you manually look at your gun&#8217;s clip and see how many shots it has left. To put on your mask, you have to first pull your backback off your shoulder and then pull the mask out before equipping it. This is an area where the franchise has always excelled, so it&#8217;s heartening to see <em>Awakening </em>leveraging VR hardware exactly as fans would have hoped it would.</p>
<p style="text-align: center;"><strong>LOCOMOTION SETTINGS</strong></p>
<p>Always key in any VR game is its controls and locomotion settings, and <em>Metro Awakening </em>will feature two options on that front, as similar VR games often do. Comfort mode will feature teleportation based movement, while Immersion mode will allow for continuous stick-based movement. Additionally, several additional settings in the settings menu will also allow players to tweak their experience further.</p>
<p style="text-align: center;"><strong>PS VR2 ADAPTIVE TRIGGERS</strong></p>
<p>PS VR2 is one of several platforms that <em>Metro Awakening </em>is hitting, but though it&#8217;s not exclusive, it will, of course, leverage the device&#8217;s exclusive features. Take its adaptive triggers, for instance, which, according to game director Samar Louwe, have been used liberally across the entire experience, and help heighten the immersion factor that much more. &#8220;The adaptive triggers are a great example of how you can boost the immersion even further, because they give you just a tiny little bit of extra feedback as you fire your weapon,&#8221; he told the PS Blog. &#8220;And our weapon designers actually had a lot of fun implementing it and tweaking it for each weapon. It seems like a really small thing, but it is kind of like those subtle elements that make you forget that you’re playing a game when it’s just there, right? Another example is the haptic feedback. It gives you that little bit of added experience to make the intense things that will happen to you in this game, to make them that bit more visceral.&#8221;</p>
<p style="text-align: center;"><strong>LENGTH</strong></p>
<p><iframe loading="lazy" title="This Is Secretly One of 2024&#039;s Best PS5 Games And You Likely Don&#039;t Even Know About It..." width="500" height="281" src="https://www.youtube.com/embed/HOrFDazrxOI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Being a VR-exclusive spinoff prequel, <em>Metro Awakening </em>is obviously not meant to be a full-fledged <em>Metro Exodus</em>-sized experience, though that doesn&#8217;t mean it&#8217;s a bite-sized one either. As per reviews, the game&#8217;s main story is roughly 8-10 hours long on Normal difficulty, which is a decent length for a linear, story-driven first-person shooter. That is, in fact, roughly how long the first two games&#8217; main stories were.</p>
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		<title>Metro Awakening is Available Now for Deluxe Edition Owners</title>
		<link>https://gamingbolt.com/metro-awakening-is-available-now-for-deluxe-edition-owners</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 06 Nov 2024 19:49:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
		<category><![CDATA[Meta Quest 3]]></category>
		<category><![CDATA[Metro Awakening]]></category>
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		<category><![CDATA[playstation vr2]]></category>
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		<category><![CDATA[SteamVR]]></category>
		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=603427</guid>

					<description><![CDATA[The VR first-person shooter has gone live for those who purchased its Deluxe Edition, with its full release set for November 7.]]></description>
										<content:encoded><![CDATA[<p>The wait for a follow-up to <em><a href="https://gamingbolt.com/metro-exodus-crosses-10-million-copies-solid">Metro Exodus</a> </em>continues, but while developer 4A Games is <a href="https://gamingbolt.com/metro-4s-development-is-continuing-separately-at-4a-games-deep-silver">at work on the next mainline instalment</a> in the post-apocalyptic shooter series, fans have something else to look forward to in the form of <a href="https://gamingbolt.com/metro-awakening-gameplay-highlights-stealth-gunplay-and-survival-mechanics"><em>Metro Awakening</em></a>. Developed by Vertigo Games, the VR-exclusive shooter is due out imminently, but has already <a href="https://store.steampowered.com/news/app/2669410/view/4444582998026748523" target="_blank" rel="noopener">gone live</a> in early access for those who purchased its Deluxe Edition.</p>
<p><em>Metro Awakening </em>serves as a prequel to <em>Metro 2033</em>, following a doctor named Serdar and telling the origin story of the character Khan. It employs a linear structure similar to the series&#8217; first two instalments, in contrast to <em>Metro Exodus&#8217; </em>semi-open world approach, while also emphasizing slower combat, stealth gameplay, and horror elements, most of which will be very familiar to series fans.</p>
<p><em>Metro Awakening </em>will launch worldwide on November 7 for PS VR2, Meta Quest 2 and 3, and SteamVR. Check out the game&#8217;s first seven minutes <a href="https://gamingbolt.com/metro-awakening-gameplay-trailer-showcases-action-packed-opening">through here</a>.</p>
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		<title>Metro Awakening Gameplay Trailer Showcases Action-Packed Opening</title>
		<link>https://gamingbolt.com/metro-awakening-gameplay-trailer-showcases-action-packed-opening</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 31 Oct 2024 18:23:28 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
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		<category><![CDATA[playstation vr2]]></category>
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		<category><![CDATA[SteamVR]]></category>
		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=602974</guid>

					<description><![CDATA[Watch the beginning of Dr. Serdar's journey ahead of the VR title's launch on November 7th for PS VR2, PC, and Meta Quest 2/3.]]></description>
										<content:encoded><![CDATA[<p>With October in the bin, it&#8217;s time to look towards November and its releases. 4A Games&#8217; <a href="https://gamingbolt.com/metro-awakening-is-a-prequel-to-metro-2033-coming-to-playstation-vr2"><em>Metro Awakening</em></a> is one such title. Though it&#8217;s VR-only, the first-person shooter captures the spirit of the series, with players controlling Dr. Serdar as he searches for his wife, Yana. How did he end up in such a situation?</p>
<p>A new seven-minute gameplay trailer outlines the beginning. It sees Serdar joining his comrades to guard an entrance into their settlement. Mutants quickly assail them, and despite using a turret to repel them, they breach through and proceed to slaughter their residents. Serdar and his allies find a way to stop their advancement, but it comes at a price.</p>
<p>How Yana survived remains to be seen, but the doctor sets out to find her, navigating the treacherous Metro <a href="https://gamingbolt.com/metro-awakening-gameplay-highlights-stealth-gunplay-and-survival-mechanics">with its bandits</a> and monsters (and ultimately becoming Khan). <em>Metro Awakening</em> is <a href="https://gamingbolt.com/metro-awakening-launches-on-november-7th">out on November 7th</a> for PC VR, PlayStation VR2, and Meta Quest 2 and 3, though pre-ordering the Deluxe Edition grants 48 hours of advanced access.</p>


<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Metro Awakening - First 7 Minutes of Gameplay | PS VR2 Games" width="500" height="281" src="https://www.youtube.com/embed/lKKM9bd86QA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
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		<title>Metro Awakening Gameplay Highlights Stealth, Gunplay, and Survival Mechanics</title>
		<link>https://gamingbolt.com/metro-awakening-gameplay-highlights-stealth-gunplay-and-survival-mechanics</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 03 Oct 2024 16:34:22 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
		<category><![CDATA[Meta Quest 3]]></category>
		<category><![CDATA[Metro Awakening]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[playstation vr2]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[SteamVR]]></category>
		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=600507</guid>

					<description><![CDATA[Follow Serdar as he sneaks past some bandits, gets into gunfights, and encounters mutants ahead of the VR title's launch on November 7th.]]></description>
										<content:encoded><![CDATA[<p>After announcing its release date at State of Play, Vertigo Games&#8217; <em>Metro Awakening</em> has received some extensive new gameplay. It showcases the protagonist, Dr. Serdar, sneaking past bandits looking for materials. This erupts into a full-blown firefight, and it&#8217;s not long before the mutants come out to play.</p>
<p>Similar to previous games, players have a gas mask (with filters), a wristwatch, a lighter, a universal charger, and whatnot. The difference is how much more organic everything feels in VR due to the lack of onscreen UI. You can glance at your watch while aiming and pull out your backpack for items to use, like grenades. Whether changing filters or cleaning the mask, everything is done physically.</p>
<p><a href="https://gamingbolt.com/metro-awakening-features-two-locomotion-settings-ps-vr2-support-detailed">PlayStation VR2</a> adds to the immersion with adaptive triggers, spatial audio, and headset feedback. The result stays true to its predecessors while offering a new spin on the series&#8217; survival/shooting.</p>
<p><em>Metro Awakening</em> <a href="https://gamingbolt.com/metro-awakening-launches-on-november-7th">launches on November 7th</a> for SteamVR, PSVR2, Meta Quest 2 and 3, and more. Deluxe Edition owners can start playing on November 5th.</p>
<p><iframe loading="lazy" title="Metro Awakening - Gameplay Video | PS VR2 Games" width="500" height="281" src="https://www.youtube.com/embed/n4Lqos-KB7M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Metro Awakening Launches on November 7th</title>
		<link>https://gamingbolt.com/metro-awakening-launches-on-november-7th</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 24 Sep 2024 22:18:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
		<category><![CDATA[Meta Quest 3]]></category>
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		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=599667</guid>

					<description><![CDATA[The VR title will be available for PlayStation VR2, Meta Quest 2 and 3, and PC VR. Deluxe Edition owners get 48 hours of early access.]]></description>
										<content:encoded><![CDATA[<p>Among the PlayStation VR2 titles that appeared during Sony&#8217;s State of Play was 4A Games&#8217; <em>Metro Awakening</em>. The first-person VR title launches on November 7th for PlayStation VR2, PC VR and Meta Quest 2/3. Check out the latest trailer below.</p>
<p>Taking place before the events of the first game with a story by author Dmitry Glukhovsky, <em>Metro Awakening</em> is about Dr. Serdar, who ventures into the metro to locate Yana, his wife. Along with battling bandits, he&#8217;ll have to contend with the various monsters that lay in wait.</p>
<p>As a VR title, players must manually manage their gear, reload weapons, and more. There are also two locomotion settings to assist with movement. Head <a href="https://gamingbolt.com/metro-awakening-features-two-locomotion-settings-ps-vr2-support-detailed">here</a> for more details. It&#8217;s also worth noting that those who pre-order the Deluxe Edition, which provides 48 hours of early access.</p>
<p><em>Metro Awakening</em> isn&#8217;t the only title in the survival shooter franchise in the works, with 4A Games also <a href="https://gamingbolt.com/metro-4s-development-is-continuing-separately-at-4a-games-deep-silver">developing a brand new entry</a>. Stay tuned for updates in the future.</p>
<p><iframe loading="lazy" title="Metro Awakening - Release Date Trailer | PS VR2 Games" width="500" height="281" src="https://www.youtube.com/embed/4dvFiSwPFkU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Metro Awakening Features Two Locomotion Settings, PS VR2 Support Detailed</title>
		<link>https://gamingbolt.com/metro-awakening-features-two-locomotion-settings-ps-vr2-support-detailed</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 10 Jul 2024 15:24:49 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
		<category><![CDATA[Meta Quest 3]]></category>
		<category><![CDATA[Metro Awakening]]></category>
		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=592978</guid>

					<description><![CDATA[Vertigo Games' prequel also translates many of the series' features to VR, from wiping the gas mask to grabbing it from the backpack.]]></description>
										<content:encoded><![CDATA[<p>Vertigo Games&#8217; <a href="https://gamingbolt.com/metro-awakening-is-a-prequel-to-metro-2033-coming-to-playstation-vr2"><em>Metro Awakening</em></a> arrives later this year for PlayStation VR2, Meta Quest 2 and 3, and Steam VR. While a release date is still pending, <a href="https://blog.playstation.com/2024/07/10/metro-awakening-adapting-the-post-apocalyptic-survival-horror-for-ps-vr2/" target="_blank" rel="noopener">PlayStation Blog</a> recently spoke to creative director Martin de Ronde and game director Samar Louwe about how the prequel translates the series&#8217; gameplay to VR.</p>
<p>On the surface, features like putting on and removing one&#8217;s gas mask, changing filters and so on would seem easy to translate. However, not everything is one-to-one. Louwe notes, &#8220;<em>Metro</em> is such a tactile world it was obviously for us something that we wanted to try and incorporate in the game. We tried to come up with an alternative way of wiping clean your gas mask that, I think, fans will very much still appreciate, even though it’s a slightly different version and wiping it when you have it on your face.”</p>
<p>The UI and interactions are also kept &#8220;as diegetic as possible.&#8221; For example, checking ammo requires pulling out the magazine. Similarly, equipping the gas mask means physically moving your backpack, taking it from there and putting it on your face. PlayStation VR2 adds to the immersion even more thanks to its adaptive triggers and haptic feedback, especially in combat.</p>
<p>&#8220;They give you just a little bit of extra feedback as you fire your weapon. And our weapon designers had a lot of fun implementing it and tweaking it for each weapon. It seems like a really small thing, but it is kind of like those subtle elements that make you forget that you’re playing a game when it’s just there, right? Another example is the haptic feedback. It gives you that little bit of added experience to make the intense things that will happen to you in this game, to make them that bit more visceral.”</p>
<p>As for locomotion, Vertigo Games employs two presets &#8211; Comfort and Immersion. &#8220;In Immersion, the default locomotion setting is continuous stick movements with snap rotation. Of course, we also offer settings you can change in the Settings menu to make something even more immersive, such as continuous rotation,&#8221; says Louwe.</p>
<p>Those seeking &#8220;a bit of a more comfortable experience&#8221; can opt for teleportation when moving. &#8220;That said, we are not shying away from pushing the boundaries of VR when it comes to creating a visceral experience. So in Immersion mode, you can also expect to be moved around a bed or knocked over to wake up unconscious on the floor or even be thrown off a rail car, for example.”</p>
<p>Head <a href="https://gamingbolt.com/metro-awakening-receives-new-gameplay-details-and-gorgeous-screenshots">here</a> for more details on the gameplay and some new screenshots.</p>
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		<title>Metro Awakening Receives New Gameplay Details and Gorgeous Screenshots</title>
		<link>https://gamingbolt.com/metro-awakening-receives-new-gameplay-details-and-gorgeous-screenshots</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 10 Jul 2024 14:59:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deep Silver]]></category>
		<category><![CDATA[meta quest 2]]></category>
		<category><![CDATA[Meta Quest 3]]></category>
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		<category><![CDATA[pc]]></category>
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		<category><![CDATA[Vertigo Games]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=592973</guid>

					<description><![CDATA[Despite its VR trappings, the prequel has "plenty of the classic Metro action," with players using stealth and scavenging for ammo.]]></description>
										<content:encoded><![CDATA[<p>The next <em>Metro</em> title from 4A Games may be a ways off, but in the meantime, fans of the series can look forward to Vertigo Games&#8217; <a href="https://gamingbolt.com/metro-awakening-is-a-prequel-to-metro-2033-coming-to-playstation-vr2"><em>Metro Awakening</em></a>. With an original story by author Dmitry Glukhovsky (who penned the novels), the prequel focuses on Dr. Serdar in 2028 as he explores Moscow&#8217;s metro to find his wife.</p>
<p>In a <a href="https://blog.playstation.com/2024/07/10/metro-awakening-adapting-the-post-apocalyptic-survival-horror-for-ps-vr2/" target="_blank" rel="noopener">new PlayStation Blog post</a>, creative director Martin de Ronde and game director Samar Louwe shared some new screenshots and details on the gameplay. Promising &#8220;plenty of the classic<em> Metro</em> action,&#8221; de Ronde said the pace of the combat will be slower compared to the original series since &#8220;our protagonist is not necessarily a combat expert.&#8221;</p>
<p>4A Games assisted in development by providing assets. These were either directly used or served as a reference to &#8220;ensure that the game looks the way it looks.&#8221; Since it&#8217;s before the events of <em>Metro 2033</em>, de Ronde notes, &#8220;We’re almost regressing in terms of what would have looked like, X number of years before the events in the mainline series.”</p>
<p>When it comes to ammo, players will constantly be on the lookout. “We have this beautiful environment, we have this beautiful world, our art is made sure that there’s detail to explore. But you also need a reason to explore. And the main reason to explore every nook and cranny is to find bullets,&#8221; said Louwe.</p>
<p>However, you won&#8217;t always find full magazines but those few bullets could be the difference maker depending on your play style. The development team isn&#8217;t randomly sprinkling them either, ensuring there&#8217;s &#8220;a bit of environmental storytelling around how that ammo got there, and something that triggers your imagination.</p>
<p>“The philosophy that we’ve taken along for this is that if you look everywhere, you’re probably going to have enough bullets to get through your combat encounters. If you look on the critical path, you will probably have to be a better shot. And if you don’t scavenge at all, you’re gonna have a hard time. Of course, you can always fall back to stealth. If you’re successful at that, that’s always an option.” Players will have the option to physically hide behind cover and even peer through holes to spy on threats.</p>
<p><em>Metro Awakening</em> launches later this year for PlayStation VR2, Meta Quest 2 and 3, and Steam VR. Stay tuned for more details on how it&#8217;s leveraging Sony&#8217;s hardware, including the adaptive triggers, shortly.</p>
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<a href='https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg'><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg" class="attachment-full size-full" alt="Metro Awakening_02" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_02-1536x864.jpg 1536w" sizes="auto, (max-width: 1600px) 100vw, 1600px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg'><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg" class="attachment-full size-full" alt="Metro Awakening_03" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening_03-1536x864.jpg 1536w" sizes="auto, (max-width: 1600px) 100vw, 1600px" /></a>
<a href='https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg'><img loading="lazy" decoding="async" width="1600" height="900" src="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg" class="attachment-full size-full" alt="Metro Awakening" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/Metro-Awakening-1536x864.jpg 1536w" sizes="auto, (max-width: 1600px) 100vw, 1600px" /></a>
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