Compara los precios de Metrocide en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Flat Earth Games. Publicado por Flat Earth Games. Lanzado el 15/12/2014. Disponible en PC, Mac. Géneros: Indie. Puntuación Metacritic: 68/100.

Patience and paranoia are the only currencies that matter here. Metrocide is a punishing cyberpunk arcade stealth-shooter that rewards the methodical and destroys everyone else.

I want to say Metrocide got under my skin in a good way, and honestly, it kind of did, but only after it spent a long time being quietly infuriating. Flat Earth Games, a small Sydney studio run by two brothers, built this out of a Cyberpunk Game Jam in 2014, and that origin shows: it has the laser-focus of a jam game and the rough edges to match. You are T.J. Trench, a contract killer working three districts of Metro City, each one procedurally populated with gangs, vigilantes, armed targets, and overhead cop drones, all of whom will kill you in a single hit. The goal is simple: complete enough contracts to save up the cash for a ticket out. The execution is anything but simple. The loop goes like this. A waypoint marker points you toward your contact, you accept a job, a second marker points you toward your mark. Then you wait. You circle, watch patterns, look for sight lines free of security cameras and civilian eyes. The moment you pull the trigger, every witness in view either calls the police or starts shooting back. Police heat never drops once raised, making each botched hit a slow death spiral rather than something you can recover from. That permanent escalation is the game's most distinctive mechanical choice, and it is also its cruelest: one unlucky civilian standing just off-screen can undo twenty minutes of careful work. Unlocked tools and weapons, which include silenced variants, EMPs for drone disruption, and lures to coax targets into alleyways, do carry over between runs, softening the permadeath sting a little. But the starting runs, when you have only a basic pistol and no tools, are genuinely miserable until you learn to read the city's rhythms. As some marks progress, they come with harder conditions attached, bodyguards trailing them, briefcases to steal instead of a clean kill, or armed targets who shoot back the moment they spot a drawn weapon. The randomly generated nature of each contract means no two runs play out identically, which gives the game a pull that is hard to explain. The aesthetic earns a lot of goodwill: the retro-futurist pixel work is appropriately drab, all wet streets and gridded alleyways, and while there is no real soundtrack to speak of, the ambient soundscape of grinding machinery and robotic drone voices does its job well, pressing you into the walls of a city that feels genuinely hostile. Small comic-panel cutscenes bridge the three districts, though they are thin on story and mostly serve as breathers. Where Metrocide frustrates most is in the feedback department. It is often genuinely unclear whether a bystander witnessed your crime or not, and the punishment for finding out the hard way is immediate death and a wiped bank balance. Some critics at the time felt the difficulty sat in the artificially punishing category rather than the satisfying earned-difficulty category, and that argument holds real weight in the early hours. The controls, WASD movement combined with mouse-aim, produce a slightly slippery feel that occasionally costs you in ways that feel like the game's fault rather than yours. After some time with it, though, the sloppiness starts to feel atmospheric, a reminder that T.J. Trench is not a superhero, just a person trying not to die in a city that is very good at killing people. This is a title that will click hard for a specific kind of player: someone who loves the patient geometry of old Syndicate or the first two Grand Theft Auto games, who finds something meditative in watching NPC patterns and picking moments. If you need moment-to-moment feedback and a difficulty curve that eases you in, Metrocide is not there for you. If you can sit with the city, listen to it, and wait for the opening, something small and sharp rewards you on the other side. Kai, Scout Team

Metrocide

Metrocide

15 dic 2014Flat Earth Games
GamerScout opina

Patience and paranoia are the only currencies that matter here. Metrocide is a punishing cyberpunk arcade stealth-shooter that rewards the methodical and destroys everyone else.

PCMac
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Acerca de Metrocide

I want to say Metrocide got under my skin in a good way, and honestly, it kind of did, but only after it spent a long time being quietly infuriating. Flat Earth Games, a small Sydney studio run by two brothers, built this out of a Cyberpunk Game Jam in 2014, and that origin shows: it has the laser-focus of a jam game and the rough edges to match. You are T.J. Trench, a contract killer working three districts of Metro City, each one procedurally populated with gangs, vigilantes, armed targets, and overhead cop drones, all of whom will kill you in a single hit. The goal is simple: complete enough contracts to save up the cash for a ticket out. The execution is anything but simple. The loop goes like this. A waypoint marker points you toward your contact, you accept a job, a second marker points you toward your mark. Then you wait. You circle, watch patterns, look for sight lines free of security cameras and civilian eyes. The moment you pull the trigger, every witness in view either calls the police or starts shooting back. Police heat never drops once raised, making each botched hit a slow death spiral rather than something you can recover from. That permanent escalation is the game's most distinctive mechanical choice, and it is also its cruelest: one unlucky civilian standing just off-screen can undo twenty minutes of careful work. Unlocked tools and weapons, which include silenced variants, EMPs for drone disruption, and lures to coax targets into alleyways, do carry over between runs, softening the permadeath sting a little. But the starting runs, when you have only a basic pistol and no tools, are genuinely miserable until you learn to read the city's rhythms. As some marks progress, they come with harder conditions attached, bodyguards trailing them, briefcases to steal instead of a clean kill, or armed targets who shoot back the moment they spot a drawn weapon. The randomly generated nature of each contract means no two runs play out identically, which gives the game a pull that is hard to explain. The aesthetic earns a lot of goodwill: the retro-futurist pixel work is appropriately drab, all wet streets and gridded alleyways, and while there is no real soundtrack to speak of, the ambient soundscape of grinding machinery and robotic drone voices does its job well, pressing you into the walls of a city that feels genuinely hostile. Small comic-panel cutscenes bridge the three districts, though they are thin on story and mostly serve as breathers. Where Metrocide frustrates most is in the feedback department. It is often genuinely unclear whether a bystander witnessed your crime or not, and the punishment for finding out the hard way is immediate death and a wiped bank balance. Some critics at the time felt the difficulty sat in the artificially punishing category rather than the satisfying earned-difficulty category, and that argument holds real weight in the early hours. The controls, WASD movement combined with mouse-aim, produce a slightly slippery feel that occasionally costs you in ways that feel like the game's fault rather than yours. After some time with it, though, the sloppiness starts to feel atmospheric, a reminder that T.J. Trench is not a superhero, just a person trying not to die in a city that is very good at killing people. This is a title that will click hard for a specific kind of player: someone who loves the patient geometry of old Syndicate or the first two Grand Theft Auto games, who finds something meditative in watching NPC patterns and picking moments. If you need moment-to-moment feedback and a difficulty curve that eases you in, Metrocide is not there for you. If you can sit with the city, listen to it, and wait for the opening, something small and sharp rewards you on the other side.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscloud-savestier:sub-5PermadeathRogueliteCyberpunk NoirAmbient SoundscapeOne-Hit DeathContract KillsProcedural MissionsPatience-Required

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
512 MB RAM
Storage
200 MB available space
Processor
Intel Core 2 Duo 2.2Ghz+

Recomendados

OS
Windows 7 or newer
Memory
1 GB RAM
Processor
Intel Core i5+

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Reseñas y valoraciones

Metacritic
68

Información del juego

Desarrolladora
Flat Earth Games
Distribuidora
Flat Earth Games
Fecha de lanzamiento
15 dic 2014

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¿En qué plataformas está disponible Metrocide?

Metrocide está disponible en PC, Mac.

¿Cuándo se lanzó Metrocide?

Metrocide se lanzó el 15 de diciembre de 2014.

¿Quién desarrolló Metrocide?

Metrocide fue desarrollado por Flat Earth Games.

¿Merece la pena comprar Metrocide?

Metrocide tiene una puntuación Metacritic de 68/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.