4A Games have listened to requests from their fans and are introducing an ability to adjust your field of view (FOV) to their newly released title, Metro: Last Light. With this new feature though comes a warning from the developers that changing this particular setting could cause issues with the game.
A community manager from Deep Silver recently wrote on the Steam forums discussing the new FOV setting, saying that something like this is “not as simple a thing to implement as it might appear!”
“The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.
In addition, all the game’s first-person cutscenes and cinematics and each and every animation involving Artyom’s hands–idle weapon animations, reloads, ladder climbing, melee attacks etc–were created assuming the same, fixed field of view.”
Obviously, Metro: Last Light was always developed with the idea of a very strict field of view, especially when considering some of the more complex animations. That’s just the start of issues with changing FOVs though…
“Changing the FOV would break all the cutscenes and animations–you would be able to see inside Artyom’s arms, or they would appear to float in the air in front of you. Or worse.”
A title update coming in the next few days however will introduce the ability to change your FOV from the .cfg files that are part of the games installation. 4A Games have warned against the potential problems though.
Metro: Last Light was released this week for PC, Xbox 360 and PlayStation 3 but it will only be the PC version of the game that will be taking advantage of this feature in the coming title update.
4A Games have discussed including a number of preset FOV options, but that would be a rather large investment of their time. If they do pursue this though, it could mean potential FOV presets for console versions of Metro; allowing console players to see some of the advantages that PC players might have in this game.