Pamantul in 2019. O echipa de oameni de stiinta din SUA face o descoperire infricosatoare pe o insula din Marea Chinei de Sud. Contactul cu echipa se pierde atunci cand Guvernul Nord Coreean izoleaza zona in mare graba. SUA raspunde prin trimiterea unei echipe de elita a Delta Force Operators pentru a investiga situatia. In timp ce tensiunile cresc intre cele doua natiuni, o nava extraterestra uriasa isi face aparitia in mijlocul insulei. Nava genereaza un glob imens de energie care ingheata o mare parte din insula si afecteaza in mod drastic temperatura globala. Acum Coreea de Nord si SUA tebuie sa isi uneasca fortele pentru a lupta impotriva primejdiei. Amenintat de perspective din ce in ce mai sumbre, tu trebuie sa porti lupte eroice prin jungla tropicala, peisaje inghetate si in final, in inima navei extraterestre.
Gen:First Person Shooter Publicat de Electronic Arts
Crysis is one of, if not the, most stunningly beautiful games we've ever seen. But even beyond that, it's a pretty fantastic shooter. Solid weapons, intelligent enemies, and fairly open level designs mix with nano-suit powers to make this one of the more entertaining ballistic showdowns in some time.
The fact that developer Crytek has figured out how to create a story that doesn't drip with cheese helped immerse us into a "realistic" and exciting near-future. Voice acting is pretty good, the in-game cutscenes are well designed to never take you out of the action, and the aliens are actually menacing and dangerous, unlike the campy Trigens of Far Cry. Crytek has obviously learned a lot about presentation and storytelling since their first effort. I found myself caring about the story that's there and wanting to kick the aliens off of our planet. If they hadn't pulled a Halo 2 at the end, I would have been totally pleased with the story that helps the game progress forward.
As with 2004's Far Cry, Crysis takes place on a picturesque island paradise lush with vegetation and surrounded by gorgeous blue water. The impressive visuals are so far beyond Far Cry's that it's hard to even comprehend what Crytek, given another few years of development time, will be able to come up with. It's not only the technical aspects that are impressive; it's the detail of the models, architecture, and textures. Whether it's the frost on the gun barrels or change in color of the nano-suit for different abilities, the little touches are everywhere. When you're staring up through the snow at the oppressive presence of the alien mothership buried in the mountain, wandering through the maze of rock and metal tunnels underneath its surface, tromping through the dense jungle, or simply looking into the face of one of the awesome character models, it's impossible not to be awed at what Crytek managed to do technically.
Thankfully, the art team was given the chance to expand their horizons from simple jungles to include the spectacularly disorienting innards of an alien ship and an ice-blasted mountainside. The inside of the ship is especially breathtaking. The greens and greys are spectacularly mixed with bright alien lights and the thin-skinned aliens themselves. The contrast between the rough rock walls covered in crystals and the heavy technology of the aliens is pretty striking as well. The character models which rival even Half-Life 2's are especially remarkable. There's not as much emotion, but the slight cartoony style chosen allows for suspension of disbelief and sidesteps the creepy Beowulf effect. Like HL2, there's a lot of detail in the facial textures and while the lip synching can be a tiny bit off-putting from time to time, these are some truly amazing representations of humans. The one thing that you're going to have to seriously consider before purchasing the game specifically for the visuals is the power of your PC. Crysis may very well kick your computer in the balls at Very High settings. It'll look spectacular doing so, but may very well turn into more of a slideshow than you'd probably prefer and in some cases become completely unplayable. On our Vista test machine with a quad core processor, 4GB RAM, and a single 8800 GTX, we had some pretty significant slowdowns with everything on very high everywhere but the most confined spaces. Tweaking the settings in DirectX10 helped a bit (you can fiddle with the settings to get just the right mix of resolution and detail in all the settings) while running the game in DX9 solved all of our problems and still looked spectacular with everything on high. We even could run DX9 on high at 1920x1200 with a good enough framerate to be comfortable playing nearly the entire time. In those rare moments where things began to chug, it was an easy enough thing to simply change the resolution for a minute, which can all be done in game, while loaded into the game, which is another terrific feature that's sadly missing from so many other titles. Luckily, for those of you without the best computers, Crysis still looks pretty fantastic on Medium. You won't get the same features, but Crysis never really gets ugly and still looks at least as good as Far Cry even on Low, though you will get a pretty significant amount of pop in at that level. Thankfully the gameplay in Crysis, while not quite equal to the visuals, is also well worth the while. Crytek manages to make you feel like a badass thanks to the high-tech nano-suit, which has four settings to help with combat situations. Armor helps you get through straight up firefights, absorbs more damage, and helps regenerate health and power more quickly; speed will help you zip around the environment, flank enemies and run away when in trouble; strength is good for jumping up to high places, steadying aim, and beating enemies to death; and stealth, which we used the most in our time with Crysis single player, allows you to cloak for a short amount of time. Every ability is balanced by how quickly it uses the suit's power reserve, which adds some strategy to each situation. While we found ourselves using stealth more often than other powers, levels are designed with all of the powers in mind to allow you to choose your style of play. If you don't want to use stealth very often, don't. It'll provide a different pace and difficulty level. Whatever ability you become most familiar with, switching between them is easy. You can bind them to whatever keys you'd like, but can also simply use the radial menu brought up with the middle mouse button (default). By the end of single player it'll be second nature.The amount freedom in the level design, in terms of where you can go, is pretty comparable to Far Cry's. While the game is pretty linear for the story's sake, it's not a corridor shooter. There's a lot of wiggle room when it comes to tactics and approaches to killing enemies and the path you take through a level. If you want to simply steal a boat and jet across a lagoon to the other side, feel free, but you can also skitter around the edge near the road, head up higher into the jungle, or sneak along the shore. There are several secondary objectives that also aren't compulsory for success, but will provide little advantages of intelligence.
The human AI in Crysis isn't perfect, but it is pretty damn good. The occasional clumping of human enemies does happen, but you'll also see patrols try their best to flank you and stay spread out while the hunt you down. They aren't really scared by the fact that you have super speed and strength even if it gives you an advantage. They'll still come after you guns blazing, calling for their friends the entire time.
Being able to cloak gives the enemy the most problems. They won't be able to locate you if you use a silencer and use cover wisely since shooting disables the cloak. Shooting without a silencer will give up your position to the AI and they'll converge pretty quickly, chattering away the whole time. The trade off here is that using a silencer makes whatever gun you're using less powerful. When you do cloak and the AI can't see you, but is wary and knows you're in the area, they'll drop get into an alerted stance while creeping through the forest. If they see you cloak, they'll blast away at the spot you were last seen for a moment until they realize you're not there. They'll chatter to each other as well about whether they can see you, what they're doing, and so on.
We had a chance to try out the second level of the game's single-player campaign, which starts out behind the wheel of an armored personnel carrier escorting O'Neill, a pilot who accompanies you on this mission--in this case, in an unarmed jeep driving just ahead of you. Our first mission was to escort O'Neill along a coastal jungle road to the landing site of a downed VTOL carrier. The APC handled rather easily and the mounted antivehicle gun was controlled independently by mouselook, so it was easy to tear apart the enemy vehicles that lay in wait for us along the road at various points. Because the game takes place on the same island and in the same time frame as the original game, our primary enemies were North Korean soldiers, most of which were equipped with standard military weaponry and vehicles--though a few of them had second-rate nanosuits which gave them a bit of extra staying power. Though it was difficult to acquire some of the foot soldiers using the mounted gun, we were also able to dispatch them simply by running them down. Once we hit the dropzone, we jumped out of the vehicle and met up with a few friendly soldiers who were also helping defend the aircraft. This led to our first firefight as we defended the VTOL on an elevated rise against soldiers that continuously poured out of the jungle. The enemies seemed pretty smart about using cover, both from fallen jungle debris and from smoke bombs, so picking them off wasn't easy. Apparently, Crysis Warhead will allow for about four times the number of computer-controlled enemies onscreen as in the previous game, and the pacing will reflect this fact. While Crysis emphasized stealth and careful tactics, Warhead will incorporate many more heavy-duty gun battles--you'll also have access to an expanded arsenal including a grenade launcher and dual submachine guns you can carry in each hand. Ammo won't be in short supply, nor will manipulable items--you'll find plenty of barrels and other objects to hurl at your foes, and you'll also be still able to seize enemy soldiers by the throat, as well as picking up any ducks (yes, ducks) that happen to be wandering around the VTOL landing site. After clearing the area and clearing the flyer for launch, we hopped back into the APC to rendezvous with the VTOL at a nearby harbor factory guarded by entrenched infantry soldiers. This installment is intended to be cleared on foot, though we were able to crash our APC through the entry barriers and bring it with us into the base by some feat of tremendous skill, or tremendous luck (it was dark and noisy in the E3 room, so it was hard to tell). While on foot, we had a chance to play with some of the nanosuit's abilities, such as the invisibility power, that lets you sneak up on nearby enemies and get the drop on them, as well as the strength ability, which lets you hurl the aforementioned barrels down onto your enemies' heads. Crysis Warhead seems like it will offer all the action of the original game and then some. Now that Crysis fans are more acclimated to the powers of the nanosuit, they'll likely be able to make better use of it, and the game's expanded arsenal, against Warhead's larger groups of smart, tough enemies