Great Praise indeed...

Post » Sat Jun 26, 2010 2:31 am

First let me congratulate the developers of Crysis. At first I must admit I was expecting this game to be another short 5-7 hours shooter with little story behind it and big bangs all over the place. Specially since EA's greasy and greedy fingers are associated with this game. But Credit must be given when is due... Bravo. Exemplary game crysis is. Never played the first one but I must admit for a shooter it is quite unique, Aside from some issues, most which are minor but some are substantial. This game has finally captured my trust on a studio worth following in their upcoming games... even if EA is associated with it.

Campaing, was great... not brilliant but great. Long and enduring, yet the first few... chapters or acts w/e were somewhat dull and boring until you start getting your upgrades. However once you get enough and you replay them, that changes completely.
This game was quite a surprise and one that I just bought after returning my rent. I buy very very few games but this one is one worth buying to show my support.

In the end I hope in the future a coop of some sort is added as it seems very lonely to just blast everything yourself. And while some might have a point on stating that it would break "plot" or "story" I personally do not mind. Even if the other player is a ghost never to be acknowledge, the presence of a friend would greatly increase its replay value (both on the same console and online coop). Some minor glitches here and there, and the inability to have some sort of great reward after hard earned nano points like a cheat menu that is unlocked after game has passed would have been nice. Some of the features could have included infinite stats for weapons or energy would have made the game's replay value even higher.

Now to give a quick praise and slap :P

The feature I enjoyed the most was the tactical visor... but at the same time is the one I detested at its best. Not sure why I had to press X to highlight and keep track of every single enemy... at the beginning is nice and engaging but later on is annoying and feels more of a chore than a tactical choice. thought the onboard navigational computer would do that for me of course.

Lastly... something I forgot to mention... when it comes to bad things. Was that , and yes I know you can't go base your opinion on trailers, but I was expecting to be able to disarm enemies if you approached them from the front and you were undetected, like it was done in the trailer. Nevertheless for those who might say "that is lame" " can't be done" etc, is kool, and it has been done in a game call Timeshift.

PS: Not something of a priority but would love to see it implemented in the future:
-Not to limit nano suit enhancements to 1 per tree, but allow all ones bought to be used at the same time, and turn off the ones that bother you too much. Now maybe this feature to be available only ONCE the game has been completed in... veteran at least
-Ammunition. While I know there are plenty of crates, being able to carry ammunition in normal numbers for all weapons would be idea. not sure why you can only carry 4 clips.... sort of selling it self short but still.
-Dont limit the grendel... great weapon but in higher difficulties it has just too little ammunition
-Driving, if you want not something really needed, but improve driving.
-Cheats unlocked through passing the game: Ideas are plenty as you can imagine, double energy double ammo, infinite energy infinite ammo (latter two maybe only if someone passes the game in supersoldier)

The last stated however was relatively minor, the core of the game is great. Brilliant job at the studio and good luck in future installments.

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Baby K(:
 
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Post » Sat Jun 26, 2010 7:54 am

I couldn't agree more. At least this is praising the developers and not some unimportant forum member. The game play is overflowing with Crytek's secret recipe for their awesomesauce.

By the way Mullpig, if you respond to this post, I can't see your imbecilic comments. YAY!
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lexy
 
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Post » Sat Jun 26, 2010 4:08 am

One thing I forgot to mention. The Cover system... trully the most realistic cover system ever designed... or at least the one I've ever seen. Wonderful use of corner glances and room clearance movement. Brilliant, kool, and not to mention downright realistic.
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jaideep singh
 
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Post » Sat Jun 26, 2010 3:13 am

How would you disarm the Ceph?
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Alan Cutler
 
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Post » Sat Jun 26, 2010 8:45 am

How would you disarm the Ceph?

Rip their arm off and hey presto alien arm cannon.
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W E I R D
 
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Post » Fri Jun 25, 2010 11:26 pm

How would you disarm the Ceph?

Rip their arm off and hey presto alien arm cannon.

Or probably shoving their arm on their heads and pressing fire until their head blows to pieces...
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hannaH
 
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Post » Fri Jun 25, 2010 7:32 pm

I still reckon they're should have been a shop where you can store certain valuable weapons, and buy nano suit upgrades or ammunition for your weapons, Heck even be able to purchase some marines that follow you through the mission and actually provide you with useful support.

at the moment I'm at 35k nano catalyst and nothing to do with them, just seems like a wasted economy.
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Sarah Edmunds
 
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Post » Sat Jun 26, 2010 9:04 am

Well normal humans you already saw in the vid. And timeshift did it quite well, a bit improvement on the movement would have been nice.

Not cyph. You can simply rip the arm off... or maybe not able to disarm them at all.

On those extra things. I got an idea for those unspent points. Once you purchased all the upgrades you have the choice to engage the nanon reserves.

Upon purchasing all upgrades: ANy nano in reserve can be used to fuel the energy reserves.Now this doesn't mean if you got 55k+ like me that it will last forever now. The Energy drains at half speed but for every energy point you drain 100 nano catalysts. At the same time however actions that would compromise the cloak would consume twice as much energy as usual.

example the nova takes 20 energy if you fire with silencer, if you fire with the Nano Catalyst reserve on, it consumes 20 points still, but at the same time it consumes 4000 Nano Catalyst instead of the normal 2000 otherwise. You can choose to turn it on once energy starts draining, but it will not be turned off until A, energy reaches 0, or B energy goes back up to 100.
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Sarah Bishop
 
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Post » Sat Jun 26, 2010 10:19 am

On those extra things. I got an idea for those unspent points. Once you purchased all the upgrades you have the choice to engage the nanon reserves.



That sir is a fantastic idea i would have loved to see a feature such as this for the excess nanoclasts having the choice to use them to buff suit energy instead of upgrades would be really cool
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Del Arte
 
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Post » Fri Jun 25, 2010 6:36 pm

I was surprised it wasn't implemented. As the nano catalyst fuel your suit upgrades. i was half expecting it when finally understood what the nano catalyst did and looked like(drop weird energies... hmmm might be future fuel upgrade) that passing right over them would restore part of my... health, energy or both. i was actually dissapointed in that. Instantly I thought... "what happens when I purchased all the upgrades???".
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James Shaw
 
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