Metro Exodus E3 vs Retail | Direct Comparison

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welcome back everybody to another episode up to recomm beresan in today's episode we're looking at the recently released Metro Exodus and seeing how it compares to its initial 2017 III debut for this video I'll be running Metro X's on the PC with an RT X 2080 TI and i7 8700 k processor and 32 gigabytes of RAM I did play around with the ray tracing effects initially but since ray tracing wasn't officially confirmed to be in Metro Exodus back in 2017 it's likely that the original footage didn't utilize this feature and so I'll be disabling this effect also bear in mind that the footage on the left will appear boyar because of youtube compression so textures may not appear as crisp as they appeared initially all right so starting off let's look at some various textures and object models starting with Artyom's gear first the wrist mounted hwachun geiger counter has been redesigned to appear more clearly during gameplay the watch has had a few new details added to it and the small blue LED has been moved slightly also the blue electrical tape has been removed from Artyom's arm you'll notice that the shotgun appears brighter and that's because the retail version now shows light from our Tim's headlamp on the end of the weapon other smaller details like scratches are a bit harder to make out than the e3 demo but the overall model appears mostly the same our Tim's crossbow which is shown later is practically identical with only the tiniest changes in surface textures which like we can be attributed to the bad compression now I typically would transition into talking about the environment but let me save that for later when I detail the full list of changes to the level layout and instead talk about lighting next the lighting in Metro Exodus is incredible even without the right chasing enabled the lighting in some of these scenes might not be identical to the e3 demo but that could very well have been so it's not necessarily a downgrade if you see any changes in the design here but more so an artistic choice there's plenty of examples of beautiful volumetric light shafts godrays in global illumination all throughout the one thing i will say though is that the bloom on Artyom and his weapons has been downplayed a bit though I think this may have been for the best as it's often exaggerated in video games now for the rest of this video I'd like to go scene-by-scene and detail all the changes to the environments layout and the gameplay experience but I'll also point out any changes that things like effects on lighting along the way the e3 demo starts with the player moving down a tunnel filled with Watchers however this same tunnel in retail is inhabited by spider bugs instead the jump-scare what the watcher still happens only it happens at the very start of the game back in the moscow metro system so let's examine that scene more closely first the player moves down the tunnel towards a few abandoned vehicles the abandoned van with skeletons at the player grab some supplies from him the demo is still in the final game but instead of the cave appearing dry and covered in a thick layer of dust the cave now has more deep puddles with algae growth and other plant life taking over next the player walks up to a doorway and slowly pushes it open with their free hand the doorway location is similar in its design but appears much darker in the final product also the player animation when opening the door doesn't trigger here though I have seen it throughout the game a few times next the player pulls out a lighter and burns the spider webs this effect still looks great though it arguably looked better before also a spider runs across the screen here which I'm not sure if this triggers everytime at the spot because it happens a lot throughout the game and then we have the jump scare which is not nearly as effective in the final game rather than smoothly transitioning into a cutscene like before the game jerks the camera towards the dark corners at the same water jump-scare can play out this jump scare sequence is mostly the same though with some slightly modified angles and coloration due to the flashlight being on in my footage but the model itself is roughly the same level of quality after this encounter the two versions begin to differ drastically the scene in the e3 demo looks incredibly pre-rendered with the player smoothly charting to shoot enemies as he clears rooms towards the ladder the retail version however makes this a tutorial opportunity to introduce the combat mechanics and lets players face several of these Watchers in a much larger area in the tunnels eventually both versions reach a door and a cutscene plays with the character attempting to open a door as a watcher slides in from behind smashing into a box and kicking up a load of dust that is properly illuminated by the window above however this dust isn't in the final game and wouldn't be as visible considering this section takes place deeper underground this is where the demo deviates completely in the e3 demo the player runs outside fights off the watcher and then dramatically turns around to reveal the massive outdoor environment in the final game this same animation plays out but player instead turns around and is faced with more of the dark metro system the big reveal of that same church area is in the retail version but also plays much differently in the final bill of the game the player opens this door and an ally jumps out blocking the view this character then proceeds to guide you through most of the area in a way to tie up the narrative in the location from here I tried my best to follow the same path use in the demo but there are some significant changes that can't be avoided first off the path from the muddy slope to the church is much longer in the final build of the game you can even see some new structures that were never in the demo in addition to a massive chasm between the church area and the rest of the town the ground here is slightly different with more wet ground in the final build and a more shallow slope making it difficult to slide down smoothly also the tractor at the bottom the hill went from being brown to a busted blue though I'm not quite sure why moving on another major change has been made as the player travels past a rusted car the weather immediately begins to shift into a storm system and the environment gets a lot darker the building to the right has the same amount of detail but it's harder to make out because of the much darker lighting sadly the bulbs are no longer a part of this section of the game and instead appeared much earlier in the game the animation where the player retrieves a crossbow bolt from a dead wolf still occurs only much earlier in the level and even is extended with the player wiping the blood off on the sleeve unfortunately this animation only happens once and the player will just instantly retrieve bolts from enemies killed after the initial wolf the window that the player climbs out of in the demo cannot be climbed out of in the final build however the vaulting animation is still present and occasionally works in Windows in other parts of the game and finally we have the big mutant bear fight and the e3 demo the player runs into a large pack of wolves who suddenly flee after a bear burst out of the church doorway this scene doesn't ever happen at least not under these circumstances earlier in this section of the game the player will run into the bear near a different Church with a large combat area to fight him in the bear breaks through the door in a similar manner and triggers a lengthy fight but the player cannot use explosive bolts to stun the bear and set him stumbling down a cliff which I think we all knew wasn't very realistic for an actual gameplay situation the final build instead triggers a final confrontation with the bear after crossing the bridge to the church and after dealing enough damage a cutscene will automatically play where the bear falls off the cliff bit disappointing honestly but the supply is still there and this scene plays very similarly with the players it pointing towards a speeding train and being pulled aboard only some of the characters have been shifted around for the sake of the story as far as III demos go Metro Exodus does manage to deliver on most of its promises everything featured in the e3 demo happens one way or another I was surprised to see things like retrieving the bolt from the dead wolf and the gorgeous visuals but was disappointed with some of the abrupt shifts into cutscenes considering how smooth it all looked in the demonstration still the overall visual appearance of this location is just as impressive in the final game with leaves blowing in the wind and an extraordinary level of detail I can't stress enough how beautiful the actual final build of this game is and the gameplay experience isn't half bad either I'm gonna try and have a full review for this game later this week so be sure to stay tuned for that also if you'd like to learn more about the Metro series be sure to check out my history of Metro video linked at the end thank you all for watching and don't forget to Like and subscribe for more videos like this posted every week
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Channel: Nick930
Views: 1,452,312
Rating: undefined out of 5
Keywords: Metro, Exodus, E3, Retail, Comparison, Graphics, Quality, Ultra, Extreme, Ray Tracing, RTX, Side-by-side, Church, Bear, Difference, Change, Downgrade, Upgrade, Xbox, PC, Direct Comparison, PS4, Next gen
Id: 5jlG3ijSLLo
Channel Id: undefined
Length: 7min 47sec (467 seconds)
Published: Mon Feb 18 2019
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