GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit

2019 has already seen the release of four post apocalyptic open world games - but 4A's Metro Exodus is by far the most immersive. So what does that phrase actually mean, and what design decisions help create that feeling? 

=== Chapters ===

00:00 - Intro
01:52 - What is Metro: Exodus?
02:57 - 1: Keeping you in the World
05:01 - 2: Making you Aware of Surroundings and Status
08:10 - 3: Hiding Information from the Player
11:10 - 4: Reacting to the Player
12:42 - Conclusion
13:51 - Patreon Credits

=== Games Shown ===

Metro Exodus (2019)
Uncharted 4: A Thief's End (2016)
Alien: Isolation (2014)
Lone Echo (2017)
Prey (2017)
Tetris Effect (2018)
Subnautica (2018)
S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)
Event[0] (2016)
Far Cry 2 (2008)
Metro 2033 (2010)
Metro Last Light (2013)
Rage 2 (2019)
Red Dead Redemption 2 (2018)
Days Gone (2019)
The Long Dark (2014)
The Sims 4 (2014)
Far Cry New Dawn (2019)
Rain World (2017)
Firewatch (2016)

=== Credits ===

Music by Lee Rosevere (https://leerosevere.bandcamp.com/album/music-for-podcasts)

Music from Metro Exodus OST, by Alexey Omelchuk

Tetris Effect YIN & YANG STAGE - TRAP MUSIC LEVEL - PS4 PRO 1080p | PS4 & Stuff
https://www.youtube.com/watch?v=T9Agh0PkGVc

=== Subtitles ===

Contribute translated subtitles - https://amara.org/v/C3BEM/
['game design']
Why Metro Exodus is so Immersive