Compare End of Abyss vs Metro Redux

End of Abyss

End of Abyss

Overall score 3.8 / 5

Based on 21 scored reviews

vs
Metro Redux

Metro Redux

Overall score 4.1 / 5

Based on 44 scored reviews

How we score

Scorata scores summarize analyzed review evidence on a 1–5 scale; they are not laboratory measurements or a simple average of customer star ratings. Feature scores summarize the reviews covering that feature. The overall score averages feature scores within each review, then combines review averages. When both expert and customer evidence are available, those two groups receive equal weight. Products can have different review coverage, so small score gaps do not establish a winner.

Recommendations prioritize important features for the category, with a score of at least 3.5, a gap of at least 0.25 points and at least two supporting reviews per product. Features with widely varying scores or broad connectivity contexts are excluded from recommendations. These safeguards do not establish statistical significance.

Quick verdict

What each product is best for

The review evidence points to a tradeoff: art direction and handheld play suitability versus loot system and narrative quality. Choose according to which strengths matter more to you; the overall score alone does not settle that choice.

Choose End of Abyss for art direction and handheld play suitability.

Choose Metro Redux for loot system and narrative quality.

Why these recommendations?

End of Abyss

Where It Has the Edge

  • art direction is 5.0 vs 3.9. The blue-lit industrial horror aesthetic is a major strength, with striking lighting, shadows, grotesque creature imagery, and carefully...
  • handheld play suitability is 5.0 vs 4.0. Handheld impressions are excellent, with strong reported performance on both MSI Claw 8 AI+ and Xbox Ally X...
  • content variety is 4.8 vs 4.1. Optional rooms, secret bosses, upgrades, weapons, notes, and alternate-ending content give the campaign more to uncover than the...

Metro Redux

Where It Has the Edge

  • loot system is 4.5 vs 2.0. Optional areas and encounters provide useful ammunition, filters, and equipment. Scavenging feels most worthwhile when the supplies directly...
  • narrative quality is 4.5 vs 3.5. The mysterious Dark Ones, political conflict, and human survival make the stories compelling. Last Light often earns the...
  • core gameplay loop is 4.7 vs 3.8. Stealth, firefights, scavenging, and quiet station visits generally work best as one connected experience. The balance makes the...
End of Abyss 3.8 overall score
Metro Redux 4.1 overall score

Compare features

Scores are out of 5. Missing scores mean missing review evidence, not a missing feature.

Scored on both products

Other features

Content completeness
End of Abyss
2.0

The game is packed with ideas, but at least one source felt several systems were not fully implemented or developed as far as they could have been.

Metro Redux
4.8

The complete DLC inclusion strengthens the edition and removes earlier restrictions around Ranger mode. Physical Switch coverage also values keeping the entire package on one cartridge.

Movement feel
End of Abyss
2.0

Slow sprint speed makes repeated backtracking feel heavier than it needs to.

Metro Redux
4.7

The remaster feels smoother than the original, and deliberate, weighty movement can strengthen the physical connection to Artyom. Higher console frame rates also reduce the old sluggishness.

Camera behavior
End of Abyss
5.0

The fixed and shifting isometric camera is effective at making Cel feel small and vulnerable, and its framing contributes meaningfully to the game's mood.

Metro Redux
2.5

One stealth-focused account dislikes the lack of a third-person camera. The light indicator helps but does not completely replace that preferred view.

Hint system
End of Abyss
2.0

The hands-off philosophy can go too far; missed scannable objects or subtle routes can lead to hours of wandering, and a light scanner cue or extra guidance would help.

Metro Redux
4.5

Musical alert cues make stealth easier to understand, while the lighter provides useful directional guidance. That navigational help is much more valuable once players know it exists.

Loot system
End of Abyss
2.0

Fragments become too common in several playthroughs, making glowing pickups and fragment-heavy rooms feel less rewarding than meaningful upgrades or supplies.

Metro Redux
4.5

Optional areas and encounters provide useful ammunition, filters, and equipment. Scavenging feels most worthwhile when the supplies directly support continued survival.

Mission variety
End of Abyss
2.0

Objective structure can become repetitive, especially when progression leans on successive activation tasks instead of more varied goals.

Metro Redux
4.5

Changing between human fights, mutant threats, exploration, and civilian stations keeps the adventures varied. Last Light’s bigger optional spaces are especially welcome, although scripted stretches remain less appealing.

Stealth mechanics
End of Abyss
2.0

The knife and occasional opportunities to approach enemies quietly feel underused; one source wanted smarter positioning to enable more meaningful stealth takedowns.

Metro Redux
4.4

The imported stealth system makes 2033 substantially more playable, with lighting, knives, and alternate routes supporting satisfying guard hunting. Opinions split on how much weak or overly forgiving AI undermines it.

Character development
End of Abyss
2.0

Cel is a deliberately quiet lead, but the limited personality leaves the protagonist underdeveloped for at least one critic.

Metro Redux
4.2

Logs and Last Light’s added background help develop Artyom’s personal journey. The sequel’s characters can be stronger, although female roles are criticized for limited development.

Haptic feedback integration
End of Abyss
4.0

DualSense haptics and adaptive-trigger support are appreciated as worthwhile immersion extras, even if they do not fundamentally change play.

Metro Redux
2.0

One Switch technical assessment finds the rumble insufficiently nuanced and distracting enough to disable. Its contribution to the atmosphere is negative in that account.

Checkpoint system
End of Abyss
4.0

Restoration pods are generally well spaced and create relief, strategy, and fast boss retries, though bug-related reloads can still cost meaningful progress.

Metro Redux
2.2

Sparse or questionable checkpoints can amplify early difficulty and lengthy sections. They are particularly frustrating when combined with unpredictable enemies or depleted filters.

Polish
End of Abyss
1.6

Polish is the most repeated weakness after navigation. Numerous sources encountered map errors, collision problems, softlocks, crashes, audio glitches, or other prerelease issues that made the game feel less finished than its art direction suggests.

Metro Redux
3.4

The overhaul improves rough edges without completely hiding the games’ age. Character movement, lip sync, and occasional technical quirks keep the package from feeling uniformly polished.

Economy and resource balance
End of Abyss
2.0

Resource balance is uneven: early scarcity can encourage careful choices, but Fragments and crafting materials often become so plentiful that ammo tension and loot excitement fade. Other sources dislike being forced to farm when supplies do run dry.

Metro Redux
3.8

Bullets that double as currency create a memorable choice between buying supplies and surviving a fight. Scarcity adds tension for many, but others find ammo or filters too limited, while easier settings can remove the pressure entirely.

Aiming precision
End of Abyss
2.7

Aiming is one of the most divisive mechanics. Some found it manageable or skill-based after practice, while others struggled with touchy sticks, movement spread, a fussy laser, or shots that felt less predictable than they should.

Metro Redux
4.4

Responsive aiming and carefully tuned sticks help the shooting feel dependable. Switch motion aiming is especially admired, although one account finds fast mutant fights hard to track even up close.

Bug frequency
End of Abyss
1.5

Technical reliability is a major concern in much of the pre-release coverage, including map-state errors, invisible barriers, stuck geometry, softlocks, broken interactions, and falls through the world. A smaller number of playthroughs reported few or no issues.

Metro Redux
3.3

Redux removes many original glitches but retains some collision, visual, and audio faults. Most describe the remaining problems as distracting rather than game-breaking.

Animation quality
End of Abyss
5.0

Enemy animation helps sell the creatures as strange and dangerous, while Cel’s movement animation also receives specific praise.

Metro Redux
3.4

Detailed physical actions can make Artyom feel convincingly present. Character stiffness, mechanical movement, and slow NPC interactions remain noticeable to several accounts.

Lore depth
End of Abyss
3.0

Environmental clues and hidden notes can sustain mystery, but the amount of concrete lore feels thin to players who want clearer answers about the facility and its events.

Metro Redux
4.6

Station backstories, diary entries, and sequel revelations add meaningful depth to the setting. The extra context rewards players interested in understanding the world beyond the immediate mission.

Survival mechanics
End of Abyss
2.7

The survival layer works best when secondary ammo is scarce and safe-room choices create pressure. Infinite pistol ammo, abundant materials, repeated respawns, or forced farming can undercut that tension.

Metro Redux
4.2

Gas-mask filters, limited ammunition, and hand-charged light make survival feel practical and immediate. Fans value the tension, while others find upkeep frustrating or poorly matched to Last Light’s action-heavy sections.

HUD clarity
End of Abyss
5.0

The minimal HUD earns praise for staying clean and keeping attention on the art rather than cluttering the screen.

Metro Redux
3.7

Minimal overlays and Ranger’s HUD removal can deepen immersion. The same choice makes navigation, inventory selection, and some prompts less convenient, especially before the controls become familiar.

Onboarding experience
End of Abyss
2.0

The first boss can arrive before the aiming and control scheme feel natural, making the opening combat lesson harsher than it needs to be.

Metro Redux
3.3

Spartan mode offers a gentler way into the games by reducing resource pressure. The benefit is qualified by poorly explained mechanics that can still obstruct a first playthrough.

AI behavior
End of Abyss
4.5

Enemy behavior supports tactical play: aggressive foes can be manipulated into groups, and one source specifically praises their behavior and variety as a combat strength.

Metro Redux
3.3

More consistent detection is a major improvement over the original 2033. Reactions remain divisive: some find opponents believable and tactical, while many report oblivious guards, predictable rushing, or poor navigation.

Load times
End of Abyss
2.0

Frequent loading screens between areas are called out for interrupting an otherwise immersive world.

Metro Redux
3.2

Switch’s initial level loads are the most repeated technical complaint and can exceed a minute. Fast reloads after death soften that drawback, while merged Redux levels reduce interruptions on other platforms.

Writing quality
End of Abyss
2.8

The understated writing can reinforce mystery and tone, but vague exchanges and delayed answers leave some players wanting clearer, more substantial storytelling.

Metro Redux
3.9

Literary roots and environmental storytelling give the writing unusual strength for a shooter. Implausible child dialogue, awkward diary logic, sexualized scenes, and forced romance draw more specific criticism.

Weapon balance
End of Abyss
1.9

The infinite-ammo pistol is often too efficient, discouraging use of limited-ammo alternatives and weakening survival pressure. Several sources also find ammo economics or upgrade incentives skewed toward sticking with the starter weapon.

Metro Redux
3.0

Weapons can have satisfying punch, and knives or upgraded guns are effective tools. Early firearms, damage feedback, and enemies that absorb too many rounds are recurring combat complaints.

Game length
End of Abyss
3.2

The main path commonly lands around a compact 10-13 hours, with optional exploration extending playtime. Some appreciate that it does not overstay its welcome, while others feel wandering pads the runtime or that the ending arrives just as momentum builds.

Metro Redux
4.3

The two campaigns and DLC provide substantial playtime without requiring an enormous commitment. Most value the length, though one account finds Last Light overstays its welcome.

Collectibles
End of Abyss
3.0

Optional collectibles can unlock an alternate ending and additional context, making thorough exploration worthwhile, though the unreliable map can make that hunt less inviting.

Metro Redux
4.1

Diary pages and hidden finds often deepen the story and encourage exploration. A dissenting discussion finds collecting Artyom’s own scattered diary entries narratively awkward.

Art direction
End of Abyss
5.0

The blue-lit industrial horror aesthetic is a major strength, with striking lighting, shadows, grotesque creature imagery, and carefully staged spaces creating a distinctive look.

Metro Redux
3.9

The gloomy art conveys devastation effectively, and Last Light often looks more striking. Some prefer the original’s stranger creature designs or find the repeated palette limiting.

Narrative quality
End of Abyss
3.5

The restrained, cryptic story suits the eerie setting and works well for players who enjoy piecing mysteries together. Others find the buildup too vague, the protagonist underexplored, or the strongest story beats delayed until very late.

Metro Redux
4.5

The mysterious Dark Ones, political conflict, and human survival make the stories compelling. Last Light often earns the stronger response, although some prefer 2033’s spiritual tone or criticize forced late plotting.

Handheld play suitability
End of Abyss
5.0

Handheld impressions are excellent, with strong reported performance on both MSI Claw 8 AI+ and Xbox Ally X hardware.

Metro Redux
4.0

Handheld visuals are often praised as clean and striking, making portability a compelling reason to buy. Deep shadows and bright surroundings can impair visibility, and not every account prefers the portable graphics.

Core gameplay loop
End of Abyss
3.8

The explore-scan-unlock-return loop can be highly addictive, but repetition and navigation friction make the same structure feel inconsistent when the map or combat starts getting in the way.

Metro Redux
4.7

Stealth, firefights, scavenging, and quiet station visits generally work best as one connected experience. The balance makes the campaigns feel richer than a continuous shooting gallery.

Horror tension
End of Abyss
3.8

The opening hours create strong unease through darkness, sound, ambushes, and threatening spaces. Tension often fades once enemy placements repeat, the pistol becomes dominant, or progression makes combat too easy.

Metro Redux
4.7

Limited light, dwindling air, and sudden mutant danger create sustained fear beyond simple jump scares. Horror works especially well during slower, methodical play and optional exploration.

Enemy variety
End of Abyss
4.6

Enemy variety is broadly praised, with creatures and machines using distinct looks, attack patterns, and environmental themes. A few sources note derivative designs or behavior that becomes less threatening after repeated encounters.

Metro Redux
3.8

Some welcome the sequel’s broader enemy mix and differing attack styles. Others still find too few distinct opponents across the package.

Content variety
End of Abyss
4.8

Optional rooms, secret bosses, upgrades, weapons, notes, and alternate-ending content give the campaign more to uncover than the main path initially suggests.

Metro Redux
4.1

The blend of stealth, survival, action, weapons, and extra missions gives the package breadth. Repeated tunnel scenery, narrow arsenals, and less dramatic differences between modes are the main reservations.

Fun factor
End of Abyss
4.1

Overall enjoyment ranges from exceptional to uneven. The atmosphere and discovery loop frequently carry the experience, while bugs, navigation friction, repetition, and balance issues are the main reasons enthusiasm drops.

Metro Redux
4.7

Most accounts enjoy both campaigns, from deliberate stealth to Spartan’s more direct action. The strongest enthusiasm comes from the combination of atmosphere and varied play.

Visual effects quality
End of Abyss
5.0

Lighting is a standout visual effect, balancing deep darkness and visibility without requiring much manual brightness adjustment.

Metro Redux
4.4

Lighting and shadows give tunnels, ruined streets, and stealth encounters much of their impact. Missing original particles, reduced console effects, and chunky Switch flames qualify otherwise strong praise.

Graphics quality
End of Abyss
5.0

Visual quality is consistently strong, with smooth presentation, striking lighting, grotesque creatures, and cinematic industrial spaces repeatedly singled out.

Metro Redux
4.5

The rebuilt 2033 makes the largest visual leap, while Last Light remains attractive with smaller changes. Switch presentation draws strong praise overall, with dissent over soft textures, docked sharpness, and aging character assets.

World interactivity
End of Abyss
5.0

The scanner makes doors, objects, weak structures, and route information feel actively discoverable, rewarding players who deliberately inspect the environment.

Metro Redux
4.5

Interactive lights let players reshape stealth encounters, while burning webs and reactive scenery make the world feel tangible. Small physical interactions do useful work beyond visual decoration.

Pacing
End of Abyss
3.7

Pacing impressions are split: one source praises a tight, well-paced adventure, while another finds the plot slow to gain momentum and technical or navigation problems can stall progress.

Metro Redux
3.2

The alternation of danger and station life can feel expertly paced. Others find companion waiting, scripted downtime, long action stretches, or Last Light’s extended campaign disruptive.

Difficulty balance
End of Abyss
3.3

Challenge is frequently rewarding and fair in regular play, but the curve is uneven. Early spikes, one notably punishing centipede boss, later bosses that become too easy, and upgrade-driven power swings can make progression feel inconsistent.

Metro Redux
3.8

Survival, Spartan, and Ranger options accommodate very different preferences. Praise for the choice sits alongside complaints about difficulty spikes, artificial enemy durability, and harsh resource limits.

Environmental detail
End of Abyss
4.3

The facility is visually rich and communicates decay, infection, scale, and former function through its spaces, though some areas can look too similar for reliable navigation.

Metro Redux
4.6

Graffiti, scavenged structures, ruins, and small equipment details help sell the devastation. Richly observed environments remain a strength even when individual textures or character models show their age.

Exploration quality
End of Abyss
4.1

Exploration is the game's biggest point of disagreement. Its interconnected routes, secrets, upgrades, and discovery loop can be deeply rewarding, but weak guidance, backtracking, dark visibility, and map problems can turn the same design into exhausting wandering.

Metro Redux
4.4

Hidden passages, supplies, and small optional encounters reward looking beyond the main path. Exploration is especially appealing when the danger and discoveries reinforce each other.

Frame rate stability
End of Abyss
5.0

Performance reports are strong where frame rate is discussed, including smooth 60 FPS on PS5 hardware and solid results on a high-end handheld.

Metro Redux
4.7

PS4 and Xbox One commonly earn praise for smooth 60fps play; Switch usually holds a consistent 30fps. Rare hitches and firefight dips are reported but generally have limited impact.

Atmosphere
End of Abyss
5.0

Atmosphere is the clearest consensus strength: the facility feels eerie, oppressive, isolated, and cinematic, with lighting and sound repeatedly making simple exploration feel ominous.

Metro Redux
4.8

Oppressive tunnels, ruined streets, and living communities create the package’s defining mood. Atmosphere draws unusually consistent praise, although brighter remastered lighting loses some original darkness for a few fans.

Innovation
End of Abyss
4.3

The blend of cinematic horror, survival mechanics, twin-stick shooting, Souls-like ideas, and Metroidvania structure feels fresh to many sources, even when the pieces do not always fit together cleanly.

Metro Redux
4.5

Replacing old loading breaks with additional connecting gameplay stands out as an unusually thoughtful remaster idea. That change is admired for going beyond visual refurbishment.

Learning curve
End of Abyss
3.3

Most players can adapt to the controls after a short adjustment, but the unusual aiming scheme remains a lasting obstacle for some and never fully clicks for the harshest critic.

Metro Redux
3.0

Learning through trial and error appeals to players who welcome limited hand-holding. Unexplained interactions can instead turn that learning process into needless frustration.

Combat system
End of Abyss
4.0

Twin-stick combat is often tense, tactical, and satisfying, especially when dodging through crowded encounters. Its simplicity, repetitive enemies in reused routes, awkward arenas, and uneven weapon economy keep it from landing equally well for everyone.

Metro Redux
4.2

Human encounters and heavy, improvised weapons often make combat satisfying. Forced mutant waves, weak damage feedback, and crowded fights are the recurring exceptions.

Dialogue quality
End of Abyss
3.5

The sparse dialogue approach divides opinion. One source finds character exchanges too vague to be useful, while another likes the short, concise subtitles and notes for keeping the game moving.

Metro Redux
3.7

Overheard conversations make stations feel inhabited and often reward stopping to listen. Some English exchanges, compulsory dialogue, and the child’s lines feel awkward or dated.

Originality
End of Abyss
4.6

Despite obvious inspirations, the combination of top-down sci-fi horror, Metroidvania exploration, and twin-stick combat develops a distinct identity that several sources feel stands out.

Metro Redux
4.7

The Russian underground, survival demands, and literary storytelling distinguish the collection from standard action shooters. Its slower, stranger identity is a major part of the appeal.

Upgrade system
End of Abyss
3.8

Weapon and suit upgrades can make exploration feel valuable and materially change survival odds, but some sources find suit customization shallow and the upgraded pistol too dominant.

Metro Redux
3.9

Attachments offer worthwhile ways to adapt weapons and improve their effectiveness. A smaller shop selection in Last Light disappoints one player, but customization is broadly welcomed.

Progression system
End of Abyss
4.4

Progression is most satisfying when new keys, tools, mods, and upgrades reopen old routes and make exploration pay off. In some runs, power growth eventually reduces combat tension or leaves certain systems underused.

Metro Redux
4.5

Weapon development adds depth to simple shooting and can turn weak starting equipment into useful tools. Progress comes through practical improvements to the arsenal.

Gameplay mechanics
End of Abyss
4.4

The scanner is the standout mechanic, turning doors, objects, enemies, and map completion into an active exploration system. Its manual nature is engaging for some players but can cause major backtracking when an important object is missed.

Metro Redux
4.4

Mask upkeep, hand-charged lighting, and weapon adjustments give the shooting practical depth. Most enjoy the blend, although some find the handling clumsy or the survival demands intrusive.

Immersion
End of Abyss
4.8

Sound, lighting, environmental scale, minimal interface, and controller feedback can make the facility highly immersive, although loading screens and repetition occasionally break the spell.

Metro Redux
4.7

Masks, wristwatches, hand-charged lights, physical animations, and ordinary station life make the world tangible. Ranger’s reduced interface can intensify that connection while sacrificing convenience.

Performance

Marketing accuracy
End of Abyss
5.0

One source specifically praises the final graphics for matching the visual quality presented in the trailers.

Metro Redux
2.5

The Survival and Spartan changes are judged less substantial than the developer’s description suggests. Their presence alone is not a compelling reason to rebuy Last Light.

Soundtrack quality
End of Abyss
5.0

The score is consistently praised for being restrained, ominous, and responsive to action, reinforcing the industrial horror atmosphere without overwhelming it.

Metro Redux
3.8

Music often builds unease and shifts effectively into action, with Last Light’s opening guitar especially admired. Repetition and a perceived move toward more bombastic cues disappoint some listeners.

Performance optimization
End of Abyss
5.0

Where raw performance is tested, optimization is a strength: high-end PC, PS5, PS5 Pro, and handheld runs all receive positive reports.

Metro Redux
4.7

The ports generally run impressively for their hardware, with Switch receiving particular praise for stable delivery and low input latency. A few accounts find docked presentation weaker or PC performance demanding at higher settings.

Controls and connectivity

Protagonist appeal
End of Abyss
2.0

Cel's quiet, minimally defined personality leaves the lead less compelling than the world surrounding them.

Metro Redux
4.5

Artyom’s coming-of-age arc is a highlight for one account, and added background makes him more engaging in Last Light. His appeal rests on vulnerability and personal context.

Voice acting
End of Abyss
4.0

The invented, gibberish-style speech is surprisingly effective, with delivery conveying seriousness and intimidation even without a real spoken language.

Metro Redux
3.0

Voice acting is one of the more divided production elements. Some find it solid or well suited to Artyom; others criticize forced Russian accents, reused voices, and an unconvincing child performance.

Controls responsiveness
End of Abyss
4.0

Movement and shooting generally feel responsive once learned, but the unusual aiming scheme can feel awkward on controller and creates a steeper adjustment period for some players.

Metro Redux
4.8

Redux improves the original’s sluggish handling, while the Switch port wins particular praise for fast response. Its 30fps cap usually does little to undermine the controls.

Comfort and build

Boss design
End of Abyss
3.4

Boss quality varies sharply by source. Some praise creative grotesque designs and pattern-based fights, while others find several encounters repetitive, cramped, or poorly balanced across the campaign.

Metro Redux
2.2

Boss encounters are a consistent weak spot for the assessments that discuss them. They are described as dated, cumbersome, or tedious additions that fit poorly with the stronger stealth and atmosphere.

Mission design
End of Abyss
2.0

Some later objectives feel mundane and overly dependent on activating chains of systems rather than introducing more meaningful tasks.

Metro Redux
3.0

Varied human encounters and optional areas can be excellent, but repeated mutant swarms draw frequent criticism. Forced action and scripted sections sometimes expose the combat’s weaknesses.

User interface design
End of Abyss
3.5

The minimal HUD is praised for cleanliness, but the map interface can malfunction or fail to load, creating a sharp contrast between presentation and usability.

Metro Redux
4.5

The interface carried over from Last Light makes 2033 easier and more consistent to use. Clearer feedback helps players understand equipment and stealth situations.

Sound design
End of Abyss
5.0

Sound design is one of the strongest areas, using distant clangs, wet creature noises, reverberation, weapon impact, and industrial ambience to make unseen threats and vast spaces feel tangible.

Metro Redux
4.6

Creaks, mutant calls, footsteps, and useful stealth cues do much of the work in sustaining tension. Switch audio quality and surround support impress, though occasional reused effects draw criticism.

Map and navigation design
End of Abyss
2.5

The map is both essential and one of the game's biggest risks. When it works, scanning and charting routes are satisfying; when doors fail to update, layers are hard to read, or cues are too vague, navigation becomes frustrating and time-consuming.

Metro Redux
2.8

Minimal directional help can make routes confusing. The lighter’s directional flame is useful once discovered, but some players rely heavily on the compass or miss a passage.

World-building
End of Abyss
4.9

The derelict facility is a compelling character in its own right, with distinct sectors, infection, machinery, environmental clues, and spatial scale doing much of the storytelling.

Metro Redux
4.9

Bustling communities, political factions, makeshift economies, and everyday conversations make the underground feel lived in. World-building is among the collection’s most consistently praised strengths.

Level design
End of Abyss
4.1

The interconnected facility can be intricate, dense, and rewarding, with strong shortcuts and vertical layering. Less favorable impressions point to confusing flow, overly linear stretches, hidden progression cues, and areas that are hard to read.

Metro Redux
4.1

Last Light’s larger, connected spaces generally offer stronger tactical possibilities than 2033’s chokepoints. Some still find the series too linear or note dated sections that the remaster leaves intact.

Ownership and support

Value for money
End of Abyss
5.0

Value impressions are strongly positive where discussed: the $29.99 price is considered excellent for the amount and quality of the experience.

Metro Redux
4.4

Two campaigns and their extras make a persuasive package for newcomers, especially at the lower prices cited. Existing Last Light owners and buyers paying a Switch premium have a less clear value case.

Replay value
End of Abyss
4.0

Secret areas, missed upgrades, alternate-ending collectibles, and route knowledge create reasons to return, although there is no New Game+ in the coverage that discusses it.

Metro Redux
4.3

Multiple play styles and the substantial 2033 overhaul give fans reasons to return. Several accounts find the new modes too modest to justify replaying or repurchasing Last Light by themselves.

Platform-specific feature support
End of Abyss
4.5

PS5-specific DualSense support is a welcome touch, with haptics and adaptive triggers adding texture to scanning and other actions.

Metro Redux
4.7

Switch motion aiming is widely admired for precise adjustment and useful long-range shots. Effective surround support also helps preserve the fuller console experience.

Save system reliability
End of Abyss
2.0

Sparse save points magnify the cost of crashes and softlocks, because technical failures can force large sections to be replayed.

Metro Redux
2.0

One technical account warns that checkpoints can preserve a state with too few filters to finish. Escaping that repeated-death loop may require restarting the level.

Evidence available for one product

Other features

Achievement list quality
End of AbyssNo score yet
Metro Redux
4.0

The achievement list offers plenty to pursue across play styles and hidden areas. Most goals are described as approachable, with extra searching needed for the remainder.

Casting choices
End of AbyssNo score yet
Metro Redux
4.5

Using Last Light’s voice actor for Artyom is judged a better fit than the predecessor. The praised casting choice supports the protagonist’s presentation.

Character diversity
End of AbyssNo score yet
Metro Redux
2.0

Two assessments criticize women’s limited and sexualized roles. Female characters are considered less fully developed than the world around them.

Character roster
End of AbyssNo score yet
Metro Redux
4.5

Last Light introduces appealing new characters that broaden its cast. The added personalities are welcomed as part of the sequel’s stronger story.

Choice impact
End of AbyssNo score yet
Metro Redux
3.5

Subtle actions and mercy can affect endings in ways some find meaningful and refreshing. Others dislike the opaque requirements and feeling that the system pushes an unnecessary replay.

Combat readability
End of AbyssNo score yet
Metro Redux
2.3

Deep shadows can make spaces and threats difficult to distinguish, especially on the original Switch screen or in bright surroundings. Crowded firefights can also become disorienting.

Companion AI
End of AbyssNo score yet
Metro Redux
3.3

Companion behavior receives some technical refinement, but waiting for allies to reach doors remains frustrating. Their scripted role can interrupt otherwise improved gameplay.

Crafting system
End of Abyss
2.0

Crafting special ammunition can become tedious when a failed encounter consumes supplies and forces the player to make them again.

Metro ReduxNo score yet
Crash stability
End of Abyss
2.3

Crash reports are inconsistent: some playthroughs were crash-free, while others suffered multiple hard crashes that interrupted progress.

Metro ReduxNo score yet
Driving mechanics
End of AbyssNo score yet
Metro Redux
5.0

Last Light’s rail-car exploration stands out as a campaign highlight. Stopping at optional locations adds freedom and survival encounters to the journey.

Emotional impact
End of AbyssNo score yet
Metro Redux
4.2

Human resilience, loss, and glimpses of ordinary life create lasting emotional moments. A minority struggle to care about the characters or find some later developments manipulative.

Endgame content
End of Abyss
4.0

Optional sectors, alternate-ending collectibles, and extra narrative material give curious players meaningful content to pursue beyond the straightforward ending.

Metro ReduxNo score yet
Facial animations
End of AbyssNo score yet
Metro Redux
2.5

Facial expression improves in places, but lip sync and stiff or vacant faces remain frequent criticisms. The remaster does not fully disguise the age of the character presentation.

Faithfulness to franchise
End of AbyssNo score yet
Metro Redux
4.3

The remaster is praised for preserving the games’ identity while improving their execution. Style options can also bring Last Light closer to the survival emphasis some original fans prefer.

Fast travel convenience
End of Abyss
1.3

The transit system helps connect sectors, but several sources still find backtracking too slow and wish travel between important safe areas were more convenient.

Metro ReduxNo score yet
Grind level
End of Abyss
1.0

Resource recovery can become an unwelcome grind when failed boss attempts force players to revisit cleared areas for more crafting materials.

Metro ReduxNo score yet
Humor
End of AbyssNo score yet
Metro Redux
4.5

The survivors’ dry, flinty humor gives them humanity despite the grim setting. Small jokes suggest people finding reasons to keep going.

Overall quality
End of AbyssNo score yet
Metro Redux
4.6

The collection is strongly recommended overall, especially for first-time players drawn to atmospheric shooters. Persistent AI flaws, uneven action, and limited Last Light changes prevent universal enthusiasm.

Physical release format
End of AbyssNo score yet
Metro Redux
4.7

Having both games and DLC on one Switch cartridge is a strong attraction for physical buyers. The Rangers Cache presentation adds another appealing option.

Remake/remaster quality
End of AbyssNo score yet
Metro Redux
4.6

2033’s rebuilt visuals, imported systems, and redesigned flow make this much more than a resolution upgrade. Last Light receives comparatively modest changes, making a second purchase harder to justify for some existing owners.

Romance quality
End of AbyssNo score yet
Metro Redux
2.0

One detailed assessment finds the romance contrived. It is a specific weakness within an otherwise admired narrative.

Sandbox freedom
End of AbyssNo score yet
Metro Redux
2.9

Larger Last Light encounters provide some freedom of approach, but both campaigns remain tightly scripted. Waiting behind invisible boundaries and following predetermined routes can feel restrictive.

Side character depth
End of AbyssNo score yet
Metro Redux
2.9

Residents and new personalities can enrich the narrative, but not every character connects. Complaints focus on interchangeable supporting figures and a child who neither looks nor behaves convincingly.

Solo play quality
End of AbyssNo score yet
Metro Redux
5.0

The story-led campaigns offer a refreshing, substantial solo alternative to multiplayer-focused shooters. Several accounts place them among the strongest single-player FPS experiences available on their platforms.

Tutorial quality
End of AbyssNo score yet
Metro Redux
2.3

2033 does not consistently explain mechanics added from Last Light, including burning webs and using the lighter for guidance. Missing instruction can leave players stuck or discovering useful functions unusually late.

Controls and connectivity

Collector appeal
End of AbyssNo score yet
Metro Redux
4.5

The Rangers Cache package appeals through its attractive presentation and included collectible items. It gives physical collectors an extra reason to consider that edition.

Menu usability
End of AbyssNo score yet
Metro Redux
4.0

Radial menus simplify equipment selection and replace the original’s cumbersome interface. Awkward ammo bindings and returning to the dashboard to switch games are narrower usability complaints.

Comfort and build

Controller ergonomics
End of AbyssNo score yet
Metro Redux
4.5

The Switch controls feel good with both the Pro Controller and Joy-Cons. Careful tuning supports comfortable play despite the lower frame-rate cap.

Multiplayer design
End of AbyssNo score yet
Metro Redux
4.0

For the accounts that weigh its absence, multiplayer is successfully offset by the selection of campaign modes. The attraction remains the story-led solo experience.

QTE design
End of AbyssNo score yet
Metro Redux
3.0

Brief QTEs can heighten danger, but hidden prompts in the harshest modes are much less comfortable. Their appeal depends on whether tension or clear guidance matters more.

Ownership and support

DLC value
End of AbyssNo score yet
Metro Redux
4.2

Included missions and challenges add worthwhile breadth, with the Kshatriya library adventure a highlight. Their value is lower for owners who already have the original DLC, and some prefer the main campaigns.

Localization support
End of AbyssNo score yet
Metro Redux
3.8

English translation can make jokes and exchanges awkward. The supplied discussion favors Russian voices with subtitles for a more convincing experience.

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