As always, spoilers ahead.
In the fragments of time devoted to the uneasy process of nerve-soothing after work-related mind-breakage, I replayed Crysis. Actually, I finished it some 10 days ago, but just found the time to write about it.
Crysis is, of course, gorgeous. From the moment you swim to the shore and find a turtle walking the sands under the stars, you will be hooked, in case you haven’t been already. Combat is very satisfactory, especially using the fun suit powers: cloaking/invisibility, speed increase, enhanced physical power. The weapons mod system also functions without a glitch and, what’s more, makes sense: use the red dot for better aiming, but make foes aware; use the grenade launcher of your rifles, but careful not to blow yourself to bits; change the ammo type; put a sniper scope on the shotgun; etc. In fact, the only weapons I found difficult to use were the different grenades, although I still took out several enemies with the frags. The vehicles were better for that purpose. The sound designers did an excellent thing there, they put in easily discernible sounds for the things you hit by shooting with a gun: earth, metal, wood, plastic, human, bird, armour, alien, and so on. Not that this is something entirely new; it is just very well implemented.
There were several strange annoyances along the way. Although I did update to the latest version, I got some weird dying here and there. The funniest moments came when the aliens I killed fell out of the sky exactly on top of my well-trained military head dressed in a superhuman war costume. Those were instant kills, so I guess the aliens must weigh at least several tons apiece. Quite interestingly, shacks and barracks falling on my head did no damage at all. That’s why I suppose the patches must have made the aliens a lot fatter, as well as very precise jumpers (or fallers out of the sky, if you prefer). Also, they did make them stronger, which was a somewhat pleasant challenge until the final battle. There it took me a couple of hours to learn how to liquidate smaller aliens fast in order to get clear shots at the bosses.
All in all, the graphics, the sounds, and the level design seemed even better (patches?) than what I remembered from the first play-through after release. The only thing I still find unexplainable is this discrepancy: all characters are done so well in every detail, with the exception of expressions. They are still quite stiff to me, although movement and body postures are excellent. That type of advanced modelling is obviously rather difficult to program. I will be waiting for someone to surprise us with flesh-and-blood characters better than those in Half-Life 2.
The story refresh was also welcome. Only part that I found, again, out-of-place was the CIA operative that almost sprang into the story out of the blue. Otherwise, the team boss Prophet, Psycho, the archaeologist’s daughter Helena, and especially Major Strickland are very believable people. Thanks to the voice acting, it’s clear that they have their quirks, aims, beliefs, that they struggle for their thing (well, probably not in Psycho’s case, but still). The story is somewhat flat – a tyrant tries to capture a great source of power – but this is just the premise. More importantly, the character played, Nomad, becomes a witness of events, just like Gordon Freeman. The enjoyable thing about it, just like Half-Life (again), is that the flow of the narrative is rarely interrupted. One instance I can remember is the torturing exit-search while on alien premises in their ship/building/hive/whatever. That really took some time getting used to, but was, in a sense, very realistic: a human is not supposed to orient themselves well in an alien-built environment, especially not under the given circumstances. Other than that, the story flowed smoothly, almost frighteningly so. The one character I hated most – I suppose most sane people do – but who influences the outcome the most, is the idiotic general. He reminds me too much of the power-position figures in Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb, or the fictional U.S. general in No One Lives Forever 2: A Spy in H.A.R.M.’s Way. In a way, this character was quite the opposite of what the others were fighting for. Good work on the part of the Crytek story writers.
I am now looking forward to both the continuation of the main story as well as Psycho’s point of view in Crysis Warhead. Let’s see if the programmers have managed to make the engine edible for more computers (mine had trouble here and there, but very much so at the end). Until then, I’ll be focusing on other, more evolutionary stuff.
Mentally yours,
Qondory Weary