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Metro: Last Light aims for console parity and PC swank

Although 4A Games is committed to delivering a super glossy experience on consoles, Metro: Last Light will shine a little brighter on fancy-pants gaming rigs.

Speaking to Ausgamers, THQ's Huw Beynon expanded on previously reported comments on 4A Games' "wizardry".

"The 4A engine was built to handle cross-platform development," he said. "So every time, the consoles are constantly at parity at every given state.

"With 360 and PS3 we're really proud of the performance we can get out of both of those machines. We think we're going to get to the strengths of both of them. All of the destruction, all of the lighting, those things are in there."

4A's gone all out with both of those elements in the sequel to Metro 2033.

"We’ve taken another pass at our lighting which was already pretty spectacular last time around. You saw a much bigger focus on destruction this time. We had some destruction in the previous game but didn't really use it from a gameplay perspective - just for a couple of set-pieces," Beynon explained.

"This time around there's a lot more destructible cover and we've put dynamic physics into a lot more objects within the environment."

Nevertheless, THQ and 4A are determined to make the game shine across all three platforms - although PC gamers may have an advantage.

"Obviously if you have a high-end PC, they’re on a level where the current generations of consoles just can’t reach," Beynon conceded.

"You saw what we did with Metro 2033, it was the poster-child for your PC if you had the very best kit and it’s absolutely our determination to do that again this time around.

"We’re going to talk about how we pushed the hardware a lot more as we get closer to launch and we have all the newer generation of cards to play around with you’re going to see that a lot more and we’ve got a long way to go until release."

Metro: Last Light hits PC, PlayStation 3 and Xbox 360 next year, with a Wii U version in the works too.

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