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[ · Download from mirror () ] | 14 Mar 2012, 6:26 PM |
![]() An alien dropship hums
overhead, trailing otherworldly ruby-red fumes from its engines. The patrol
craft spits shining metal pods at the earth as it passes. Embedded in the city
street asphalt, the pods pop like pressurized eggs; three raptor-legged, inquisitive
Ceph soldiers spring out. They can’t see me, but I’m a mere 20 feet away, invisible, steel feet perched still atop a shipping crate. I’m holding the wrong gun for this—a microwave gun would’ve been ideal—but I don’t care. I love the way my SCARAB assault rifle’s laser sight attachment seems to wander organically, slightly out of sync with my movements, illuminating what I’m about to kill. I center it on the aliens’ weak spot: an exposed patch of pink-goo translucence where tendrils dangle—like Cthulhu’s tentacles—from their back. As the aliens’ formation
fans out, I seize the moment and fizzle out of stealth mode. Eight rounds ping
the Ceph commander, but he doesn’t die. In two seconds, he’ll activate a shield
that makes him four times harder to kill. I can’t take him down in time—I need
to flee. I sprint-leap off the container and tap Q; the voice in my head
murmurs "MAXIMUM ARMOR,” and I hear my suit’s skin go hyper-dense, just in time
to absorb the fall damage. I backpedal into an alley—my armor can’t sponge the
damage from another energy blast. I need to find cover, but turning to look in
the direction I’m walking would cost a precious second that I don’t have. I think my
back is near a wall—I’ve got to trust that that’s true. I spend my last
Nanosuit energy on a hail Mary blind leap, holding the spacebar as I mentally
cross my fingers. I hear a robotic whoosh—like a high-tech trampoline. Twenty
feet off the ground, my feet find a cobblestone ledge. I cloak and dart off.
I’ve never felt more like Batman in a game—and that includes Batman games. Crysis 2 is
at its best when it puts you in situations where you need to pivot and make
creative use of your billion-dollar tactical tuxedo—the Nanosuit—to stay alive.
It gives rise to moments like that last-ditch super-leap, applying timely
cloaking to stealthily leapfrog between cover to execute a flank, or activating
armor so you’ll survive a point-blank barrel detonation that wipes out every
enemy around you. The game
provokes these on-the-fly decisions with bad guys that are durable and alert.
Crysis 2’s opposing force comes in two forms: human mercs working for the
Crynet corporation (the creators of the Nanosuit) called CELL, and the Ceph, a
race of invading invertebrates in robotic exoskeletons. Both factions are more
about being challenging and fun to shoot than unpredictably intelligent. Less impressive is the
way these antagonists are awkwardly woven into Crysis 2’s story. As the game
opens, The Ceph are
ravaging NYC with snaking obelisks that release spores while CELL is clashing
with US Marines and trying to capture or kill you—the only hope for humanity.
Why they’d want to do that is never made clear. It’s
distracting that your focus as a hero is split between several interchangeable
threats—the virus, the Ceph, CELL, evacuating We’ll do it live Of course,
playing Crysis 2 for its story would be like buying fireworks to read the
warning label. The heart of the game is its setpieces—a series of open,
mini-ecosystems that stage combat with carefully placed enemy patrols, ammo
caches, backdoors, and urban debris to fight around. When you enter one, it’s usually from above—through a windowsill or over a rooftop. I love how giving you this vantage creates dozens of moments where you’re meant to cloak up, survey your options, and hash out a plan of action which usually goes wonderfully awry. My favorite is a midtown dock occupied by CELL. I entered through a windowsill ledge overlooking a series of small warehouses that extend into the water, connected by plank bridges lined with fuel barrels that tempt like ripe fruit. I died three times here as I experimented with unsuccessful, terrifically fun techniques: the "Reverse Depth Charge,” where I swam deep underwater with enemy-illuminating Nanovision active, then surfaced to lob a grenade or C4; stealthy rooftop sniping; and a reckless dash for a mounted turret—I hopped on and mowed down three soldiers, then ripped the gun off its bipod, leapt off the rooftop, and bagged four more kills before my Nanosuit couldn’t deflect any more bullets. By comparison, some of
the urban streets and close-quarters combat areas that act as the connective
tissue between these scenes are underwhelming. Crysis 2’s
devastated Big Apple does benefit from CryEngine 3’s gorgeous lighting,
textures and particle effects. The specific glint and angle of sun on bricks
and pavement between Second skin Back to that
thing you’re using throughout the entire game—the Nanosuit. Using your skin
feels easier than it did in Crysis. You activate armor and stealth modes on the
Q and E keys, and basically see-saw between those keys through the
eight-to-nine-hour campaign. This is mostly sensible; the only thing lost in
this revision is that tense two seconds in Crysis’ clunky radial menu every
time I wanted to swap modes. While it
mirrors the capabilities of the first game’s suit, this set of nanotech-pajamas
actually feels less advanced. Sprint is noticeably slower than it was before,
enough to diminish the sense of being genuinely superhuman. Likewise, super
jump feels less like an expression of pure power—not because I couldn’t leap
like a human grasshopper, but because the levels are obviously designed to be
traversed by a character who can reach an exact value on the Y-axis. This
careful calibration makes every jump feel the same, and takes away the feeling
of power you get from navigating a world built for a normal man in a god-like
way. Worse is the omission of
a dedicated strength mode and of fists as a selectable weapon. There’s a melee
bash attack, but it’s not the same as leveling an enemy with a super-powered
fist. It’s subtle stuff—and some of it may be necessary to balance the game—but
it sums to a feeling that simplifying the Nanosuit, while promoting
accessibility, eliminates some of the ridiculous, emergent, purposefully
overpowered stuff I did in Crysis. I do like
that Crysis 2 lets me unlock and customize the Nanosuit through the campaign by
harvesting a resource from killed Ceph. A few of the unlockable modules feel
too modest (one high-level skill simply slows your energy consumption while
cloaked) or useless, like the Air Stomp—a hard-to-use, downward ground-pound
that drains your battery and disorients you, leaving you in big trouble if you
miss. It makes sense, though, to have this layer of customizability to improve
and personalize the suit by investing in modules that are specialized toward
speed, stealth or armor, especially since you retain that progress over
multiple playthroughs. Maximum multiplayer I’ve left
Crysis 2’s most pleasant surprise for last: its unambitious-but-excellent
multiplayer. It borrows Call of Duty’s template of unlockable weapons and
profile progression (play to earn more guns, attachments and perk-like Nanosuit
modules) but retains its own identity by giving every player a super-suit in
most modes. On paper, migrating what you do in single-player into an online
arena seems like forced design. In practice, giving every player a Nanosuit
cloak encourages brutal mind games, trickery, surprise and creative play, even
in the context of standard multiplayer modes. The online
play owes a lot to the finely-balanced subtlety of the cloak. Unlike the Spy in
Team Fortress 2, cloaking with the Nanosuit doesn’t make you disappear
completely. Stealthed players distort enough light around them to be noticeable
if you’re looking closely, but your eye usually won’t find them if you’re
focused on another target or moving with a lot of intent. stokes paranoia and ratchets up the tension. What’s best is how brisk and centered on gunfighting the overall pace of MP feels. Unlike Call of Duty, there’s little interference from the rewards earned by players that make consecutive kills—over a dozen matches, I was struck down by a Ceph gunship or orbital laser strike a mere two or three times. Considering the basic multiplayer template is borrowed from CoD, I’m glad Crysis shows this restraint—with the Nanosuit powers already in play, it’d be overwhelming if missile turrets, radar jamming, exploding drone vehicles, sentry turrets and other phone-in deaths were meddling with matches every other minute. Though it’s unclear to what extent Crysis 2 will accommodate modding online and offline, there are some smart server modifiers that may be toggled: admins can disable premade groups from joining, give players only a single life to work with or eliminate the Nanosuit powers altogether. | |
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