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Crysis 27/24/2023 While I can understand Crytek's attempts to streamline this system in Crysis 2, I am quite confused as to why they made them worse. This modes were change between by using a five-point system brought up by holding the mouse wheel in. In case you don't know, in C1 and CW, the suit had four modes Armour, Strength, Cloak and Speed. Despite Crytek is insisting the suit is an upgrade on the one provided in Crysis and Crysis Warhead, it seems they had console gamers in mind when they were designing its functions. "Fuck you, tin man!", they cry, in there panic-stricken, strangely generic voices. The terrifying-looking aliens of the trailers were nowhere to be found, and instead we were presented with inept soldiers who seem intent on defining the billion-dollar material from which our "highly advanced" Nanosuit (more on that later) is made as "tin". On release, Crysis 2 was an ugly, boring, buggy mess, with fairly bad AI and the most unengaging first few hours of any game I can remember. As it turns out, my faith was rather erroneously assigned. I was one hundred per cent certain that they would not abandon not only the technical aspects of a good PC game, but the awesome gameplay features that had made the original games what they were. You see, I had been a huge fan of the original games in the series, and I expected that Crytek would not forget about their original, core audience PC gamers. I was more excited for this game than any game announced at the time. It would have a sci-fi story that was not only epically exhilarating, but was also to tie up many of the loose ends left over from the game's predecessors Crysis and Crysis Warhead. Then, as more trailers were released, I began to realise that not only was this game boding to be a technological masterpiece destined for fantastic graphics and superb performance on all platforms, but it was to be Crytek's cinematic pièce de résistance. This game in particular stood out from the rest as its trailer, shown at that year's Game Developers Conference, focused so much more than others on the awesome technology that would go into making one of the best-looking games we'd ever seen. Way back in 2010, I remember seeing trailers for a game.
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