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Written 16 days ago
Reviewing (mostly) every game (or DLC) in my library, part 194:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️ (10/10)
If [i]Metro Exodus[/i] was a story about hope in the ruins, [i]Sam’s Story[/i] is about letting go, moving forward, and daring to dream of something better—even when the world keeps punishing you for it. This DLC isn’t just more content; it’s a tight, emotionally resonant epilogue that blends freedom, survival, and raw human longing.
⚓ [b]Pros:[/b]
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[*] A new open region that rivals the best in the base game. Set in the flooded, irradiated ruins of Vladivostok, the new sandbox map feels distinct from anything in the main game. Waterlogged buildings, half-sunken ships, rusted harbors, and mutant-infested slums create a haunting maritime wasteland. Exploration is dangerous, vertical, and incredibly atmospheric. It’s not just a backdrop; it’s a character of its own.
[*] Sam is a likable, grounded protagonist. As the lone American in the [i]Metro[/i] series, Sam brings a unique voice—both literally and narratively. Unlike silent Artyom, Sam talks, and his warm, tired humor makes him incredibly easy to root for. He’s a soldier and a survivor, sure—but mostly, he’s just a guy who wants to go home. And that simple goal makes this DLC feel personal in a whole new way.
[*] Narrative is tightly focused but emotionally powerful. This isn’t just “more Metro.” Sam’s journey is his own. The DLC tells a self-contained story about trust, betrayal, and letting go of the past. There’s no grand prophecy or chosen one here, just a man navigating a world that has moved on without him. And yet, it still hits like a punch to the chest in the final moments.
[*] Stealth and gunplay are great. The enemy encounters in this DLC are wonderful. Whether you’re sneaking past cultists in a ruined aquarium or clearing out a sniper nest in a shipwreck, there’s a ton of variety. The open level design gives you multiple approaches, and the risk of mutated shrimp charging you mid-fight adds a layer of unpredictability.
[*] Survival elements are more intense and rewarding. Resources feel tight in this DLC. You’re constantly scavenging, crafting, and repairing. Ammo is scarce. Filters are precious. Weapons degrade faster. And because the map is so flooded, travel itself becomes risky—boats are fragile, mutants can attack from the water, and it’s easy to get lost among the wreckage. Every step outside your safehouse is tense.
[*] A phenomenal mix of setpieces and downtime. You’ll pilot a boat through mutated swamps, escape sinking buildings, sneak through a flooded warehouse with no lights, and more. But just as importantly, you’ll also sit around a fire, listen to Sam talk to himself, or look at old photos. Those quiet moments give the action weight. The pacing here is masterful.
[*] Environmental storytelling is rich and eerie. The world is littered with tragic notes, makeshift shelters, ruined docks, and half-submerged corpses. You piece together the downfall of Vladivostok by exploring, by paying attention. And some of those stories are haunting.
[*] Incredible visuals and sound design. From the glint of sunlight off the sea to the echoing creaks of flooded ships, the entire DLC is soaked in atmosphere. The audio design deserves special mention! Waves slosh under rotting piers, wind howls through broken windows, and Sam’s own breathing tightens as his mask filter runs low.
[*] A satisfying emotional payoff. I won’t spoil the ending, but [i]Sam’s Story[/i] ends on exactly the note it needs to. It’s hopeful, without being naive. Bittersweet, but not tragic. It closes Sam’s arc perfectly, while giving players the kind of personal catharsis that the base game only hinted at.
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🐡 [b]Cons: [/b]
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[*] Can feel overwhelming early on. Sam starts with very little, and the world feels hostile and unfamiliar. If you’re not careful, it’s easy to run out of filters, medkits, or ammo before you’ve learned the lay of the land.
[*] Occasionally invisible walls and small graphical glitches. Bats sometimes fly through walls or weapon clip through railings. It is quite rare, but it is still present.
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