![]() The dome has conveniently done just the things many players will want it to have done: it's jumbled the architecture of the city, opening out the famous avenues and flattening fresh plains where knee-high grass can take root, and created a series of playgrounds for sadists who like to mess with their enemies before killing them. ![]() 20 years after the events of Crysis 2, what's left of Manhattan has been stuck under a mysterious high-technology dome designed by the evil Cell network in a bid to contain the last of the alien menace and control the planet. Forget taking in a massive vista and formulating a strategy - how were you even meant to find your way out of this claustrophobic alleyway and towards the "action bubble" that lurked up ahead?Ĭrysis 3 is an attempt at synthesis. Tailoring the tech for consoles as well as PCs meant compromise, and Crysis 2's compact urban spaces struggled to give you the same tactical freedom as the first game. It wasn't a particularly happy narrative. Behind the alien invasions and mysterious Nanosuits, Prophet's most recent battle against the Ceph was telling a more interesting story of how technology can affect the kind of places games can take you to, and how those places, in turn, can affect the kind of fun you have. Despite the glitz and spectacle, this sort of thing often felt like a distant memory when playing Crysis 2. Read the landscape, make a plan, see what happens when it's set in motion across huge, open environments: these three beats embody the dark island spirit that marked the original Crysis out from other, almost-as-pretty shooters. ![]()
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