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Metro 2033: Difference between revisions
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=Overview= | =Overview= | ||
Based on the eponymous novel by Dmitry Glukhovsky, Metro 2033 is an FPS game set in the post-apocalyptic environs of a future Moscow devastated by nuclear war. The survivors have retreated into the underground Metro stations for shelter against the radiation on the surface, and for protection against the inhuman monstrosities which now stalk the dark tunnels below and the ravaged cityscapes above. | Based on the eponymous novel by Dmitry Glukhovsky, Metro 2033 is an FPS game set in the post-apocalyptic environs of a future Moscow devastated by nuclear war. The survivors have retreated into the underground Metro stations for shelter against the radiation on the surface, and for protection against the inhuman monstrosities which now stalk the dark tunnels below and the ravaged cityscapes above. The player is thrust into the role of a young man named Artyom tasked with delivering an urgent message that could save his home station, and must learn to defend himself against the many dangers along the way. | ||
In accordance with the collapse of industry and the widespread loss of military hardware (thanks to the targeting of military installations during the nuclear exchange), many of the weapons found in the game are cobbled-together or improvised from scrap metal and spare parts, and military-grade weapons and ammunition have become exceedingly scarce, to the point where military-grade ammunition has come into use as the universal currency within the tunnels of the Moscow Metro system. This ammunition can also be used for extra damage during combat, but doing so will quickly lead to the financial equivalent of rapidly pissing money out of a gun barrel. | In accordance with the collapse of industry and the widespread loss of military hardware (thanks to the targeting of military installations during the nuclear exchange), many of the weapons found in the game are cobbled-together or improvised from scrap metal and spare parts, and military-grade weapons and ammunition have become exceedingly scarce, to the point where military-grade ammunition has come into use as the universal currency within the tunnels of the Moscow Metro system. This ammunition can also be used for extra damage during combat, but doing so will quickly lead to the financial equivalent of rapidly pissing money out of a gun barrel. | ||
'''Note:''' Whether by deliberate choice or design oversight, several of the game's weapons lack iron sights entirely or possess incomplete ones which would allow for only for alignment in the horizontal axis, not the vertical. In other words, several of the iron sights seen in this game would let you align them correctly in the up-down direction, but would not allow you in real life to precisely align them in the left-right direction. | |||
=Handguns= | =Handguns= |
Revision as of 05:49, 12 August 2011
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The following weapons appear in the video game Metro 2033:
Overview
Based on the eponymous novel by Dmitry Glukhovsky, Metro 2033 is an FPS game set in the post-apocalyptic environs of a future Moscow devastated by nuclear war. The survivors have retreated into the underground Metro stations for shelter against the radiation on the surface, and for protection against the inhuman monstrosities which now stalk the dark tunnels below and the ravaged cityscapes above. The player is thrust into the role of a young man named Artyom tasked with delivering an urgent message that could save his home station, and must learn to defend himself against the many dangers along the way.
In accordance with the collapse of industry and the widespread loss of military hardware (thanks to the targeting of military installations during the nuclear exchange), many of the weapons found in the game are cobbled-together or improvised from scrap metal and spare parts, and military-grade weapons and ammunition have become exceedingly scarce, to the point where military-grade ammunition has come into use as the universal currency within the tunnels of the Moscow Metro system. This ammunition can also be used for extra damage during combat, but doing so will quickly lead to the financial equivalent of rapidly pissing money out of a gun barrel.
Note: Whether by deliberate choice or design oversight, several of the game's weapons lack iron sights entirely or possess incomplete ones which would allow for only for alignment in the horizontal axis, not the vertical. In other words, several of the iron sights seen in this game would let you align them correctly in the up-down direction, but would not allow you in real life to precisely align them in the left-right direction.
Handguns
.44 Caliber Revolver
A double-action six-shot revolver of unknown make and model, using .44 Magnum ammunition. It is the first weapon you acquire apart from Artyom's trench knife. Several customizations can be found or purchased throughout the game, including an extended barrel, a rifle stock (effectively turning the revolver into a pistol-caliber carbine), a sound suppressor, and a scope. No other handgun types are found within the game, but it can be surmised that revolvers, being 19th-century technology, came back into general use for being easier to manufacture and maintain, along with how ineffective the more common Russian pistol calibers (9x18mm, 7.62x25mm, etc.) proved to be against the mutants - except that the Russians have never used a .44 caliber round and the Makarov PM seems reliable enoungh while being as common as dirt. In the original novel, for example, Hunter carries a Stechkin APS with a suppressor.
One feature common to all revolver models in this game is a small cutout in the backplate behind the cylinder, at the ten o' clock position. This serves as a visual no-ammo indicator, as when all 6 shots have been expended, the cartridge casing made visible by the cutout will have a small indentation in its centre from the firing pin, indicated it has already been fired. This cutout is most visible when the revolver's red dot iron sights are used.
Shotguns
Duplet
This makeshift 12-gauge double-barrelled shotgun is referred to ingame as the "Duplet." The left and right triggers (X360) fire each each barrel and likewise for Left Mouse and Right mouse buttons on the PC version. Reasonably powerful at close range, but hobbled with a long reload time. It features a spike for a bead sight (that nonetheless cannot be used) and a spring-loaded wooden shoulder stock that ostensibly reduces felt recoil. The Duplet is rarely used by NPCs past Chapter 2; afterwards the Uboyneg semiautomatic shotgun is frequently found instead.
Heavy Automatic Shotgun
A cut-down DShK heavy machine gun modified to fire shotgun shells, which it does via a belt-fed mechanism that has a maximum belt length of 20 shells. Originally, it was available only to players who bought a limited edition copy of the game, or who preordered the game from Gamestop. Currently it is available to any player who downloads the Ranger Pack DLC.
Thanks to the extensive modifications necessary to manufacture one, it is the rarest (and correspondingly, the most powerful) shotgun in the game.
Revolver Shotgun
A semi-automatic shotgun holding six shotgun shells in side-loaded cylinders, referred to ingame as the "Uboyneg." A variant with a bayonet can be purchased or discovered. Could be considered out-of-place given how simple and reliable modern pump-action shotguns with tube magazines are.
Assault Rifles
AK-74
The AK-74 appears in the game as the "Kalash," chambered for 5.45x39mm ammunition and possessing a 30-round magazine capacity. Despite its ubiquity in real life, the AK-74 is actually one of the rarer guns available ingame and fetches a high price at markets, which could be explained by how the remainder that survived the nuclear exchange were quickly snapped up by the warring factions ingame (i.e., high demand + no new units being manufactured = high price). The Kalash can be purchased with/without a scope or a laser sight. It also sports a woodland green color scheme and an orange bakelite magazine with a cutout in the center to allow the user to track the remaining rounds.
Khan in the game possesses a unique (and unobtainable by the player) variant of the Kalash that has a bayonet in the shape of Artyom's trench knife.
Kalash 2012
The Kalash 2012 is the bullpup configuration of the AK-74M produced in the year 2012, one year before the blast, that resembles the FN P90 sub-machine gun, both appearance and design wise. It sports a olive drab paint job, a triple rail system, AK style front iron sights (moved to the top of the gas tube), a AK-74 flash-hider, and 5.45x39mm ammunition in a 40 round horizontal top-loading magazine. It can use a laser sight, scope and a suppressor. It's also one of the rarest weapons in the game, probably from the fact that there weren't many produced before the bombs fell and warring groups took all the ones they could get a hold of. It's the most modern gun in your arsenal and the most accurate of the assault rifles. It accepts both "Dirty" or Military Grade ammunition.
"Bastard" Carbine
Modelled after the Sten, this is a handmade compact assault rifle with a side-feeding clip, much like the Sten in real life was easy to manufacture without advanced tools and had a side-feeding magazine. The "Bastard," however, uses a clip as it lacks a spring and merely holds the bullets while the gun's mechanisms feed the ammunition and its entire container through the gun's barrel from left to right while firing. It possesses a 30-round clip capacity, is chambered for 5.45x39mm ammunition (dirty or Military Grade), and is available in a suppressed variant.
The player character receives an unsuppressed Bastard Carbine free of charge at his home station armory. Many NPCs use the unsuppressed version as well, but none use the suppressed version.
Sniper Rifles
VSK-94
Referred to as the "VSV," this weapon is visually based off of the VSK-94, but unlike its parent firearm it is chambered for 5.45x39mm ammunition instead, fed from a transparent magazine containing 20 rounds. It retains the parent firearm's fully automatic and semiautomatic firing modes, and can be purchased with or without a scope. A laser sight is fitted under the barrel as well. It can use Military Grade ammo, but its silenced nature relies on the low-quality underpowered "dirty" ammo - a full-power (MGR) 5.45 renders it fully audible to enemies.
Machine Guns
DShk Heavy Machine Gun
The DShK can be seen mounted at various roadblocks or combat trolleys in game, or at several gun stores. Player-usable versions do not require ammunition but do possess an overheat gauge.
Pneumatic Weaponry
Given the difficulties of manufacturing and maintaining firearms and their ammunition, coupled with the collapse of the pre-apocalypse industries dedicated to such tasks, it is no surprise that this class of weaponry has experienced a resurgence in the game's setting, with more easily manufactured ammunition, more quiet shots, and no need to pay for or make gunpowder. There are two types.
"Tihar"
A homemade pneumatic weapon, referred to as the "Tihar," firing 15mm ball bearings from a spring-loaded tube that serves as a magazine, with a 15 ball bearing capacity. The ammunition is propelled by a cylinder of compressed air, which attains its pressure by a handpump at the end of the handguard. A handy pressure gauge will show how much relative stopping power and distance the next shot will attain, with each shot draining a small amount of pressure from the cylinder, but this is only visible when the scope is not used (or mounted). It is possible to overpressurise the cylinder for extra stopping power and range, but if not quickly used, the extra air will leak out and the gun will go back to normal power levels.
The Tihar Airgun is capable of using a scope, turning it into a makeshift sniper rifle. Thanks to its subsonic and large-bore ammunition, the Tihar is perfect for quietly sniping targets from afar, but these same features make its shots less useful against human enemies wearing body armour (due to the low velocity and low sectional density of its spherical steel ammunition). It is also capable of fully-automatic fire.
"Helsing"
The Helsing is a pneumatic speargun. It appears to be built around a revolver frame where the barrel has been replaced by a revolving magazine which holds eight crossbow bolts. Located under that is a pumpgun-like machanism used to compress air which is stored in a tank that is integrated into the stock. Like the pneumatic rifle, the higher the pressure attained, the greater the damage and the range achieved by the ammunition. Crossbow bolts are recoverable and reusable, and are also the most expensive type of ammo. The Helsing can come with or without a scope.
Other
Flamethrower
A common feature of Metro station roadblocks and combat trolleys for use against the Mutants. It has unlimited ammunition.
Pipe Bomb
Pipe Bombs are the game's version of grenades. They have a timed fuse. When lit and thrown, enemies can hear them coming and will get out of the way. This works both ways as well. A bomb with protruding nails can be found, and is stored in a different slot in your inventory. These can be thrown against surfaces, where they will stick to them.
Volt Driver
A scratch-built railgun, using the same magazines and ammunition as the Tihar. Instead of compressed air, however, it uses electricity from a hand-powered generator to propel a ball bearing to extreme speeds. Like the Tihar, the Volt Driver drains power with every shot and will need recharging from its hand-cranked generator to return to full power (though how a hand-powered generator can quickly generate enough electricity to propel a ball bearing to hypersonic speeds is never explained). Even without ammunition, the Volt Driver can deliver a nasty shock by touching an enemy with both its rails at once, essentially functioning like an oversized stun baton. However, the weapon lacks any kind of sighting system other than a laser sight.