Sceptic
Arcane
- Joined
- Mar 2, 2010
- Messages
- 10,881
After over a year since the last time, which itself was maybe a couple of years since the first, I picked up Crysis 2 where I had left off because I wanted something completely not cerebral and with purty graphics. The game delivered, though perhaps more on the former than the latter.
I already thought Crysis was pure decline from Far Cry, but it's amazing to see Crysis 2 decline much harder from this (though consolitis, I'm sure, played a role here). Gone are the large, beautiful maps with multiple points of approach and multiple objectives you can tackle in any order, replaced by strictly linear corridors linking one set piece to the next. Granted some of the set pieces are fun, and the graphics are pretty, but even the fun set pieces are forgettable, and now that I've finished the game I'd be hard pressed to remember most of them. In fact I don't remember almost anything of a large chunk of the mid-game, namely when you start running around helping the Marines, because the whole thing just seems to be tacked on to bloat the number of levels in the game. What makes it even more obvious is that the story just grinds to a halt for a good fourth of the game while you do all these completely unrelated tasks. I guess the military must've thrown some money at EA/Crytek because I can't imagine any other reason for the usual "Marines fuck yeah" to be in the game.
There are some good bits though. The couple of levels with Lockhart and Hargreave at the end are pretty nice, with some really great stealth in the first one and some great visuals and set pieces in the second. The problem is that such levels tend to be sandwiched between boring, linear corridor levels with waves of respawning enemies. It doesn't help that each Crytek game has gotten progressively worse with its humans/monsters ratio. Far Cry had some annoying linear mutant levels strewn in-between the great human and open levels. Crysis introduces the aliens and turns linear much earlier. Crysis 2 does it as early as level 3, before it's ever had a chance to be open and play up the design strengths of its predecessors. The Lockhart level is perhaps the only one that's truly fun to stealth (and it's no coincidence it doesn't have a single alien) but even this one shows linearity and corridor design far more than anything in Far Cry. Also, I miss the voiced Nomad from Crysis. As far as player-controlled protagonists go I think that Crytek, whether purposefully or accidentally, struck a great balance between him having enough of a personality and voice for your interactions with NPCs not to sound completely retarded (Half-Life and Quake 4 send their best) but being "boring" enough that you can still think of him as the player's avatar in the game world. Nothing looks more stupid than NPCs talkingto at "you" all the time.
I might play the 3rd one just for the lulz.
I already thought Crysis was pure decline from Far Cry, but it's amazing to see Crysis 2 decline much harder from this (though consolitis, I'm sure, played a role here). Gone are the large, beautiful maps with multiple points of approach and multiple objectives you can tackle in any order, replaced by strictly linear corridors linking one set piece to the next. Granted some of the set pieces are fun, and the graphics are pretty, but even the fun set pieces are forgettable, and now that I've finished the game I'd be hard pressed to remember most of them. In fact I don't remember almost anything of a large chunk of the mid-game, namely when you start running around helping the Marines, because the whole thing just seems to be tacked on to bloat the number of levels in the game. What makes it even more obvious is that the story just grinds to a halt for a good fourth of the game while you do all these completely unrelated tasks. I guess the military must've thrown some money at EA/Crytek because I can't imagine any other reason for the usual "Marines fuck yeah" to be in the game.
There are some good bits though. The couple of levels with Lockhart and Hargreave at the end are pretty nice, with some really great stealth in the first one and some great visuals and set pieces in the second. The problem is that such levels tend to be sandwiched between boring, linear corridor levels with waves of respawning enemies. It doesn't help that each Crytek game has gotten progressively worse with its humans/monsters ratio. Far Cry had some annoying linear mutant levels strewn in-between the great human and open levels. Crysis introduces the aliens and turns linear much earlier. Crysis 2 does it as early as level 3, before it's ever had a chance to be open and play up the design strengths of its predecessors. The Lockhart level is perhaps the only one that's truly fun to stealth (and it's no coincidence it doesn't have a single alien) but even this one shows linearity and corridor design far more than anything in Far Cry. Also, I miss the voiced Nomad from Crysis. As far as player-controlled protagonists go I think that Crytek, whether purposefully or accidentally, struck a great balance between him having enough of a personality and voice for your interactions with NPCs not to sound completely retarded (Half-Life and Quake 4 send their best) but being "boring" enough that you can still think of him as the player's avatar in the game world. Nothing looks more stupid than NPCs talking
I might play the 3rd one just for the lulz.