Metro: Last Light - the Digital Foundry verdict
In the final call, clearly the PC version reigns supreme, but it's surprising how well the console versions acquit themselves this late in the console generation. We do miss the tessellated environments, bump-mapped textures, and per-object motion blur of the PC release, but the core experience of Metro: Last Light is impeccably well presented on PS3 and 360 nonetheless. There are no obvious sharp aliased edges or glaringly low-grade models, but instead we have a very refined looking top-shelf shooter that's custom-tailored to the console's strengths.
The only compromise that truly impacts the experience is the excessive screen-tear - but for the most part, a good proportion of the artifacting sinks into the muted colour palette. Between the PS3 and 360 versions, however, there are very few visual difference to parse out from the comparison. On the one hand, Sony's platform offers FMV encodes of a similar quality to PC, while the 360's appear a touch blurred. On the other, texture streaming on PS3 is a weak point if you're looking close at the signs while pacing through bustling underground centres.
The PS3's superior performance tips the scales comfortably in the other direction though; where Microsoft's format can churn out 20FPS to a chaotic scene, Sony's hardware delivers a much smoother response for its 5FPS lead in most situations. After many hours playing through each version, we'd happily continue our subterranean quest on PC if given the choice - which save for one stuttering section is otherwise well optimised. However, the PS3 version of Metro: Last Light takes a well-deserved second spot in the running. Given that this is 4A Games' first fully committed release on the console, this puts the studio in very good stead for future multi-platform projects.