So this is what people mean by Crysis' open environments...Not bad, not bad at all. |
What
brought it back up were a few articles I read about how awesome the game is in
retrospect, including one at PC Gamer and another with Rock, Paper, Shotgun.
The jist of the articles focus on what you can do in the first half of the
first game, before things come out that make it less entertaining, and before
the tragedies of the 2nd and 3rd entries in the series
(to be completely honest, I didn’t even know the 3rd one had come
out until several months after the fact, such was the lack of interest in it).
One of the articles was even called something along the lines of “The Campaign
for a Better Memory of Crysis.” So, new(er) mouse firmly in hand, I thought I
should go back and finally, finally give this game a try and figure out just
what all the fuss was about, both back when it was released and with this odd
resurgence it’s made in the gaming media.
Though my game also came to an end when I couldn't look straight up to shot down this extremely buggy helicopter |
So
the first thing I want to do when I move out of my background paragraphs and
onto the game of Crysis itself is not talk about Crysis. Instead, I want to
talk about Halo. Yes, the game that made the Xbox a viable platform way back in
the early 2000s. Why do I want to talk about Halo you ask? That’s because there
are plenty of similarities in the design of the two games, the pacing, and just
when the two go from being enjoyable experiences to being terrible. That’s
right, the single player of the original Halo is a horrible game, and if it
weren’t for the multiplayer to expose console gamers to the idea of networked
gaming, I don’t think the series would have survived. Just in case you’ve never
played the original game, here’s how it goes: Halo starts with a bang as you
evacuate a damaged human warship, crashing on a structure known as the Halo.
You spend the first half of the game battling in various locals, both
attempting to find out what this ring structure out in space is there for, and
to foil the plans of the alien race that threatens humanity’s very existence.
You’ll fight in a space ship, across a beautiful beach, down valleys covered in
forests, above snow covered peaks, and even inside the mechanical structure of
the ring itself, all in a pretty liner, progressive A to B path. You’ll have
access to an array of weapons and vehicles, and the enemy will be aggressive
enough to pose a challenge.
Then
you get to the middle of the game, and that sense of wonder gets replaced with
a feeling along the lines of “this is just stupid.” You’ll spend a substantial
amount of time wandering around this tower structure where you unwittingly
unleash the Flood, the parasitic enemy that threatens all life in the universe
with its capability to turn them into mindless mutant zombie things (I think I
got lost in this level for about an hour, and never played it again after that
first time, even though I replayed the full game, and one time the entire
series, at other points with friends). The remainder of the game is spent
backtracking through what you’ve accomplished, revisiting many of the places
you’ve seen before in your now point B to A journey, until you ultimately end
up in the same place you started the game – your space ship (the level is actually
called “The Horse You Rode In On”). Both the lame enemy (not as intelligent or
coordinated as the first half of the game, just more numerous) and the lack of
original level design contribute to the feeling that the game is not what you
were led to believe by the first few missions –
becoming really redundant, boring, and ultimately, unenjoyable. It is
one of those games where the total duration exceeds the parts that are actually
enjoyable by nearly double. This feeling of disappointment and the sense that
someone, somewhere, didn’t know when they should stop, are the kinds of things
I want you to keep in mind as I discuss Crysis proper.
Actually, the most memorable part of this game might be the Jason Statham knock of character aptly named Psycho. |
Crysis
takes place in the (now) not so distant future. An island near the Philippines has
been invaded by North Korean forces. You take on the role of Nomad, one of an
elite group of soldiers (complete with equipped nano suit) who are dropped into
this potential warzone to rescue a few hostages that had been on an
archeological dig on the island. While this seems like a simple rescue mission,
things go south pretty quickly, starting with your separation from the rest of
your squad. You make your way around the island, attempting to reunite with
members of your squad, only to discover that most of them don’t make it. You’ll
have to make your way through various North Korean outposts and checkpoints,
disable jammers or search for intel, and even prep a harbor for a full scale
counter invasion.
Shortly
after that point, and in Halo like fashion, the game makes a shift from
interesting to, well, bad. Savor your last few levels of infiltrating enemy
buildings or romping around in a tank, because as soon as you enter the dig
site, you’re entering a part of the game better not played. You’ll get one last
boss fight against the evil Korean general, then the mountain you’re inside
will start collapsing, and the only viable route is to enter “The Cave.” While
the archeologists refer to it as a temple, and the Koreans say it’s a huge
power source (hence U.S Government interest), it’s actually an alien structure.
Nomad slowly comes to this realization, and eventually has the epiphany that
this many critters can only be an invasion force. You know this because he
narrates the *entire* level, done in the guise of providing his thoughts for
his suit’s recording devices, but mostly it’s to guide the player with useful
tips, like “I feel I should keep fighting the current,” that seem so obvious
and yet so dumb that you want to punch a game designer in the face. Once you
escape the cave, your free roaming missions are done with. Now you proceed in a
very liner fashion though the few remaining levels, including a mission where
you must escort one of the two remaining members of your squad from fire to
fire so that he does not freeze to death in the now ice covered island. Add in
a mission where you take the gunners seat in a Humvee, one somewhat enjoyable
one where you get to fly a VTOL (vertical take-off and landing), which is the
only sci-fi vehicle in the game, and cap it all off with a final mission aboard
a ship that’s 15 minutes of “go here, listen to this character be a jerk, then
go of there” and 10 minutes of gameplay (including back to back boss fights),
and you’ve just made it through Crysis.
What
really makes Crysis special (which is a stretch of the word) is the nanosuit.
The suit gives you 4 special abilities or powers, depending on what you want to
call them – Speed, Strength, Cloak, and Armor. In addition to your health
(which, it’s important to note, regenerates rather quickly), you have an energy
bar. That energy, predictably, fuels your special powers. You can use it to
either maintain a faster than average movement speed with an optional turbo
boosted sprint; increase your strength so you can leap walls, throw
items/enemies with deadly force, or one punch kill enemies; go invisible for a
time; or use your energy pool like body armor. The most memorable (in a good
way) part about this game is combing the different abilities to put on
something like a ballet of movement. Sprint towards a fence with maximum Speed,
then switch to Strength to jump it. Once over the fence, Cloak to get into
position to grab an enemy, switch to Armor, and use the enemy as a temporary
shield to enhance your already enhanced health.
The
problem with this is the amount of energy you have struck me as being very,
very low, particularly in regards to Cloak. When cloaked, your energy will
drain at a different rate depending on what stance you are in and how fast
you’re moving. Even when prone, I felt like I couldn’t cover enough ground when
cloaked to make it the preferred means of infiltration, as I would too often
need to switch to something else to regenerate my energy. Speed was also a nice
ability, but as with Cloak, it seemed like it drained too fast (to be fair, you
do travel at light speed when sprinting, but you don’t cover a lot of ground),
and the passive speed boost meant not having armor equipped if an enemy shot
you. Further, you really needed the passive speed boost to not feel like you
were wading through molasses the whole game, though my extensive time in
Warframe may have screwed up my sense of scale as well. Strength proved most
useful for jumping fences or on top of buildings, as well as punching or
throwing enemies to dispatch them quietly. While I attempted to be stealthy at
first, I pretty quickly came to the realization that it was far better to dash
in and out of combat, cloaking with whatever energy you have left, and let your
health regenerate while enemies comb the area for you. That is to say, while
the game has the potential to be awesome in ways such as jumping over Humvee’s
speeding towards you, turning around, and shoot the gas can, or punching out
the edges of a building, in reality that’s just fancy marketing snippets that
you won’t recreate during the regular course of the game.
The abilities in this game sound more impressive then they really are. |
When
it comes to the enemies you’ll quickly learn that the North Koreans put up a
good fight. They will send up the alarm if you’re detected, calling in Humvee
like vehicles with 50 caliber turrets as backup, as well as spawn significantly
more enemies. The camps and outposts you’ll need to assault turn out to be
crawling with guards when that happens, and the combination of how many shots
those soldiers can take and how much damage they deal makes them a formidable opponent.
Heavy enemies, including those with their own nanosuits, make an appearance
towards the later portion of the first half of the game, and they can be a
challenge to take down. On the other hand, the aliens usually come at you in
groups of 2-5, and are pretty quickly taken down with the types of weapons
you’ll have at that point in the game. They don’t synergize well, and instead
will fly up into the air and then make a dash at you, or hop onto an elevated
area and begin to shoot you. The largest threat that they pose is getting
within melee range, but since their dash can be side stepped and it only takes
2 shotgun rounds to take them down, they are absolutely not a threat.
Even though there are only 4 of them and I'm playing a killing machine in an invisible suit, this situation could go south very quickly. |
The
final feature worth covering in this game is the one thing it does really well
– create an open environment with a stunning level of detail and a decent
physics engine. Yet even here there are a few caveats. First, Crysis is not an
open world game like, say, GTA is an open world game. There are levels with
loading points and distinctive boundaries to the maps. It’s just rather than
making your way down the corridors of a science facility, trudging through a
cave, or navigating the ruins of a war torn city with a tall skyline and rubble
limiting your line of sight, you’re navigating valleys or beach fronts, and so
it is a much more open feeling area. And the game is, for the most part,
pretty. Enemies look pretty bland until you grab them by the throat and see the
look of terror on their faces, but the foliage is what stands out the most in
my memory. It is a nice touch, but while graphics are a nice thing to have,
they can’t make a game on their own. You need some deeper substance (i.e.
gameplay matters).
I
know the previous paragraph made it sounds like I was getting ready to wrap it
up, but I have one more jab to get in on this game, which involves covering
some of the other miscellaneous issues I experienced that just made the game
unpleasant (and technically these aren’t features, so I’ll use that loophole
from the previous paragraph to my advantage). The first issue is performance.
I’ve covered how Crysis was used as a benchmarking tool because of its ability
to “melt rigs,” and while my computer is much more powerful than those in
common usage when it was released (my computer is actually pretty far behind
the curve now), there were still a few points that caused problems, seemingly
without reason. The first issue involves the loading screen when you start up
the game (really?) that would have my video card rendering 4000 FPS and
squealing like a jet engine. It’s an issue I’ve experienced in some games that
can be corrected by enabling Vsync, but it is annoying. The second involves two
other points where I would get intense stuttering that made the game almost
unplayable. You might thing these would be related to extreme draw distances,
and while the first – on the final mission before you enter the cave and the
game takes a major dive in quality – this could have been the case, the second
time it happened was during the 15 minutes of running around on an aircraft
carrier during the final level – indoors! I don’t know, maybe trying to put all
those pipes and high polygon models in one tight corridor is an issue, but to
not experience problems during the rest of the game but have the issue there
was very, very surprising. The final two complains boil down to control
settings. Usually I’m not one to favor toggle settings for aim or crouch, but
some gamers do, which is why games will give you the option to change this.
Crysis doesn’t. You’re stuck using toggle aim during the whole game, as well as
dealing with a hold down crouch. That crouch wouldn’t be too bad if I didn’t
have to use it to make stealthing around even plausible. Thankfully I was able
to find a script for a config file to fix that, but any time I have to start
modding a game to make it work or insert features that should be basic options,
it’s an automatic deduction in my book (I’m looking at you Dark Souls!). I
should also toss in a nod to broken Alt+Tab, just for kicks.
The foliage is probably the most impressive part of this game. |
So, the final breakdown:
Score: 5/10
Suggested Price: $5
***
For more Crysis, check out this collection screenshots otherwise unused in this review. Click any image for an enlarged version.
I downloaded the demo and played it for about 20min yrs ago just to see what all the hype was visually. Never played it long, nor got anywhere as it's not my type of game but from the 15min or so I saw just wandering around it was absolutely stunning visually.
ReplyDeleteStill one of the 3 most visually attractive games I've ever seen. (Others: Trine 2, Eternal Sonata)
Gorgeous game, at least in the first level.
The first half of the game is beautiful. The cave levels and the frozen ones just aren't as impressive as moving palm trees. The aircraft carrier level could go either way.
DeleteTrine is a beautiful game. Haven't seen Eternal Sonata. I would actually add Torchlight 2 to that list. It my not have the raw beauty of something like Trine, but the special effects on spells/abilities just give a look that is very visually impressive.