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THQ Aims to “Unnerve the Player” with Metro: Last Light

May 29, 2012Written by Alex Osborn

The atmospheric first-person shooter from THQ is certainly not for the faint of heart, as the publisher has made it clear that Metro: Last Light was designed with the intent to scare you senseless.

Speaking to VG247 at a pre-E3 showcase, THQ’s Huw Beynon discussed the dark direction that the development team has taken with Metro: Last Light, emphasizing that player “vulnerability” is crucial to the experience.

We would like to scare the player, like to unsettle the player, unnerve the player, we’d like the player to feel threatened and vulnerable and lonely and not knowing what’s around the corner and wondering whether they’re equipped to deal with what’s around the next corner whatever that may be.

Beynon went on to explain that while Last Light is more or less a linear experience, that is hardly a bad thing, noting that there’s still enough variety to keep you on your toes.

There’s certainly areas off that path that you can explore and I think when you get to see it for yourself, you’ll find you need to. For us, linear isn’t a bad word and neither is scripted because they allow us to deliver moments and experiences to the player that we couldn’t do otherwise.

They’re so tied up in the narrative, we think it’s important to be able to deliver those kind of moments.

Expect to hear a lot more about Metro: Last Light next week when THQ shows off the game at E3.
In the meantime, check out the detailed video below: