The enemies are new. The game world is new. The main character is new. The nanosuit is new and the atmosphere of Crysis 2 is radically different with the one in Crysis. Extremely disappointing. I feel almost sad when Cevat then criticises his own game.
"Crysis was a big technical achievement but in terms of design and gameplay it had a lot of flaws which I refuse to forgive myself for. The ending was rushed and we shouldn’t have revealed the ice twist in beforehand."
I can absolutely agree with the latter. But it feels strange that Crysis had flaws so substantial that they had to abandon the open world sandbox for a linear action experience. Obviously it's a lot about priorities, their will to deliver a heavy and well-written story but also due to the consoles' inability to handle large scale forest environments and beaches such as those seen in Crysis.
I'm thrown into the fourth campaign level of Crysis 2 and a demolished New York is in front of me. For Xbox 360 Crysis 2 doesn't look as good as I expected. It's obvious that the console is getting old at this point. The gameplay feels tight, though. I'm running through a bombed park, jumping up a crashed subway train and suddenly encounter the first enemies.
The enemies from outer space are walking on two legs this time around. They look like "Transformers-rejects" (he probably means they look like a design rejected from Transformers, lol), with chromed deadlocks and they leak oil when you shoot them. I'm not impressed. To shoot angry North Koreans in the first game was a lot more satisfying. The weapons feels good, though, and after a couple of runs on the 360, I change over to PC. It's visually very nice, though the "catastrophic beauty" is not even close to as beautiful as the pacific in the predecessor. I'm playing the same level 6 times. The freedom of choice Crytek speaks of is minimal. The pace is good, though, and the weapons are solid. Overall I'm not impressed at all.
Instead it's the following multiplayer session that impresses me, from level design, game structure, controller and graphics. At this point the multiplayer looks better than the campaign. The people behind Timesplitters have combined Modern Warfare with Halo and the result is a fast, violent and balanced multiplayer component. The nanosuit works perfectly when facing opponents and the levels are cleverly designed to jump and sneak through a demolished New York.
Considering how much I love the first game I mourn the fact that Crytek left the pacific and aimed their level design towards traditional linearity. At the same time, the multiplayer feels incredibly good." Petter Hegevall.