0.0 hours played
Written 16 days ago
Reviewing (mostly) every game (or DLC) in my library, part 195:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆ (9/10)
[i]The Two Colonels[/i] is [i]Metro [/i]at its most claustrophobic, most personal, and most tragic. This is not a sprawling sandbox or grand journey—it’s a tight, haunting tale of two men and a dying city, told in a way that sticks with you long after the credits roll. It’s short, yes. But it hits hard.
🕯 [b]Pros:[/b]
[list]
[*] A tightly focused, emotionally devastating story. The DLC tells the interwoven stories of Colonel Khlebnikov and Colonel Miller, both fathers trying to protect what’s left of their families in the crumbling depths of Novosibirsk. It’s about loyalty, sacrifice, and the lies we tell to hold a broken world together. In just a couple of hours, it delivers a complete narrative arc that feels intimate, tragic, and—by the end—inevitable.
[*] Khlebnikov is an excellent, fully voiced protagonist. Unlike Artyom, Khlebnikov speaks, and that makes a huge difference. You hear the exhaustion in his voice. The hope when he’s with his son. The slow unraveling of his trust in the system he serves. He feels real. Grounded. Flawed in a way that makes him sympathetic even as things begin to fall apart.
[*] Linear gameplay used to perfection. This is a return to Metro’s roots—tight corridors, close encounters, claustrophobic tunnels. It doesn’t have the open-world design of [i]Exodus,[/i] but that’s a strength. The tension is constant. You’re never far from danger, whether it’s fire, slime, mutants, or your own comrades slowly turning on each other. It’s a pressure cooker, and the payoff is so worth it.
[*] Strong atmosphere. You walk through tunnels lined with melting candles. Sludge drips from ceilings. Fire spreads uncontrollably through abandoned bunkers. The city above is frozen and lifeless. The Metro below is burning alive. The horror isn’t loud—it’s quiet. Slow. Creeping. Every location oozes dread, decay, and a kind of exhausted hopelessness that defines the tone.
[*] The flamethrower is amazing—and terrifying! You get access to a makeshift flamethrower in this DLC, and it’s not just for show. Burning through mutant infestations is satisfying and brutal. But ammo is limited, and you constantly have to refill and recharge. And watching fire crawl along a tunnel ceiling while spores ignite all around you? Incredibly cinematic.
[*] Stunning lighting and visuals Even in tight corridors, the game finds moments of beauty. Dust motes shimmer in flashlight beams. Fire glows off metal surfaces. Snowflakes drift through broken windows. The visual storytelling here is just as strong as the written kind. It feels like the end of the world.
[*] It recontextualizes the main game beautifully. Knowing what happens in [i]Exodus[/i], this DLC doesn’t just fill in blanks; it adds weight. You understand Miller’s choices better. You feel the pressure Khlebnikov was under. And it reminds you that before the world went to shit, there were other people trying, and failing, to find something worth holding onto.
[/list]
👶 [b] Cons: [/b]
[list]
[*] Short runtime Yes—it’s only 1.5 to 2 hours long. But that time is used perfectly. Nothing feels rushed, and every moment counts. If you want a focused, emotional punch of story-driven Metro goodness? It delivers.
[*] Minimal exploration. This is a narrative-driven experience with limited deviation or side content. It’s very much on rails, by design. If you're here for scavenging, side missions, or gear tinkering, this DLC doesn't offer that. It’s more like a grim, playable short film.
[/list]