In Power Struggle, you join either
the Nanosuit-enhanced U.S. Delta Force, or the
Nanosuit-enhanced North Korean Special Forces, as a
recruit. Once you’ve chosen a side, your goal is to
assist your team in capturing and holding resources
and strategic points on the map, and weakening the
enemy as much as possible—with the ultimate goal of
building alien and/or human super weapons to
obliterate the enemy headquarters which is heavily
fortified and protected by a battery of devastating
automated turrets that can track and destroy any
armored or non-armored target. Recruits start out with basic
weapons. By successfully completing objectives
and scoring enemy kills, you can rise in rank and earn
Prestige Points (credits) that can be used to
purchase better weapons and build vehicles for your
team. You can only purchase upgrades at your
headquarters or factory zones that your team
controls.
You can score vehicles for your side
in two ways—capturing a zone with a factory to build
them; or stealing them from the enemy. There are two
ways to steal an enemy vehicle. The first way is if
one of your enemies is careless enough to leave a
vehicle unattended while investigating a possible
threat (read: a “distraction” conveniently provided
by you or one of your teammates). The stealth
capabilities of your Nanosuit and an Electric
Lockpick also work in a pinch. You gain points
for stealing a vehicle or capturing a factory, which
is good—since you’ll need a certain amount of points
to build and develop vehicles for your team. While
your team can have multiple vehicles, you can only
manage one at a time. The rest remain in a secure
area until you decide to use them. How secure
they remain depends on how well you have them
guarded, since the other side is just as capable of
stealing your vehicles as you are theirs.
Unlike other multiplayer games,
Crysis Power Struggle ups the realism and pucker
factor by forcing you to make certain tactical and
logistical choices when it comes to vehicle
armaments and damage. For example, if your VTOL Jet or
Attack Helicopter runs out of ammo,
you’re going to have to land at the
appropriate factory zone you control, retrieve
the ammo and reload it yourself. If your tank suffers too many
critical hits, you have several choices. Get off the
battlefield and out of the line of fire and make the
repairs with a Welding Torch while teammates cover
you. Limp back to an armor factory zone and make the
repairs (and hope you don’t get bushwhacked along
the way). Or keep fighting until the next enemy
missile round blows the tank out from under you.
You’ll need to secure and hold on to
research facilities and alien crash sites to build
the more advanced weapons needed to ultimately
destroy the enemy base—which sounds a lot easier
than it actually is. The team with the most credits, better weapons and gear,
and controls the most
strategic points and facilities on the map, will end up
dominating the battlefield and making the other team’s
life increasingly difficult. If ever there was a
multiplayer game that demands teamwork and
communication to win,
Power Struggle in Crysis is it. Any lone
wolf, cowboy or Rambo tactics that might have gotten
you over in other multiplayer games will practically
insure that your base will be the first to go
up in a mushroom cloud before you wise-up and realize you’ve
already lost.
Crysis
servers aren’t ranked nor do they support persistent
stats. Any points and rank you earn in one round are
automatically reset for the next one. Higher skilled
players who move up quickly in rank have
more to gain individually and most importantly—for
their team—by focusing their efforts against
opposing players of the same rank and skill. Going
on a “n00b hunt” could easily be exploited by savvy
enemy team leaders out to seize valuable resources
and assets you fought so hard to get. Players who
take advantage of the game’s Voice-Over-IP support
will have a distinct advantage over those using the
traditional text-based chat via the keyboard.
Fortunately, if you fall into the latter category,
you won’t have to worry about getting owned by
players with VoIP, as you can easily filter your
server list to exclude the ones that use it.
Punkbuster
teamed-up with Crytek’s own in-house anti-cheating
technology (which they are understandably hush-hush
about), should help keep things honest for everyone.
An excellent video tutorial that gives you the
basics of Power Struggle is available through the
Multiplayer menu, though the only real way to learn
is to jump in and just do it. It’s probably quicker,
easier and somewhat less intimidating getting up to
speed on Power Struggle in Crysis than
Enemy Territory: Quake Wars—especially for
anyone new to multiplayer shooters.
So far, Power Struggle looks and
sounds promising for gamers looking to get the most
out of their Crysis
multiplayer experience without the usual hassles and
aggravation associated with cheating and unbalanced
gameplay. It can only get better with enhancements
that Crytek could include with future updates to the
game, and more user-created maps. We’ll see…
Crysis
ships in a Standard and Special Edition
version. The
Special Edition includes a
“bonus” DVD with the “Making of Crysis” and
other related videos; art, screenshots, storyboards,
and a 16-page art concept book. The Crysis
soundtrack composed by Inon Zur is also included on
a CD audio disc. A Crysis poster and an
exclusive, unlockable Amphibious APC vehicle for
multiplayer was an added bonus offered by EB Games
and GameSpot for preorders of the game. All-in-all,
a nice little bundle for the extra bucks—though I
think the poster should have been larger.
The single-player campaign, depending
on skill level selected, takes about 10-15 hours to
complete—although the irresistible urge to retry
levels taking different approaches to a mission
could easily stretch it out longer. Fighting against
the North Koreans is actually the high point of the
Crysis single-player campaign. Their sheer
numbers, strength and tenacity provide a first-rate
and enjoyable challenge that forces the
player to constantly evaluate and adapt to
each new threat and situation, while the Nanosuit’s abilities allows
them the flexibility of dealing with those threats
and situations using the playing style that they
prefer. Do I use the cloak to slip into the enemy
encampment to disable the jammer, gather intel and
any extra weapons and ammo? Or create a distraction
that will lure most of the soldiers away by blowing
up the fuel tanks in the motor pool, improving my
chances of slipping in undetected? With my missile
launcher one missile shy of being spent, what if
that KPA Gunship flying CAP close by decides to join
the party? After playing far too many shooters that
funnel you through one gauntlet of utterly clueless
enemies after the next, it’s refreshing to play a
game like Crysis that lets you think on your
feet and take more than one approach to a combat
situation. Too bad it doesn’t carry all the way
through to the end of the game.
What appears to be an earthquake
suddenly causes the largest mountain at the center
of the island to crumble away, revealing a massive
structure similar in design to the artifacts
discovered by Dr. Rosenthal and his team. The
structure turns out to be a ship, and it’s
where you finally come face to face (assuming you
could call them faces) with its malevolent
alien occupants. As you fight your way through
the frigid, sinisterly beautiful and disorienting
zero-gravity interior of the alien vessel, you
witness the gelatinous creatures preparing an
invasion-sized force of the same deadly, flying
octopus-tentacled “living machines” that have begun
attacking U.S. and North Korean forces and have
recently claimed the lives of most of Raptor Team.
Although it’s more linear that the
previous Crysis levels, it's definitely the
best alien level in the entire game.
Once you escape the alien ship, it
generates a huge dome of ice around itself, killing
everything inside of it—except you of course (nope,
you don’t get off that easy, unfortunately).
Crysis suddenly does a complete 360. For the
remainder of the game, instead of giving you the
opportunity to engage in the final, last-ditch
battles against the alien menace with the same
creativity and brilliance as the previous North
Koreans levels—it all deteriorates into an atypical
series of ridiculously linear and tedious
“run-gun-die-reload-rinse-repeat” action you can get
in any two-bit, bargain-bin shooter.
The whole thing gave me a feeling of
déjà vu. Three years ago, it was Far Cry’s murderous
mercenary army who were really responsible for
the game’s resounding success—not those
mutant chimpanzees or mercenaries with the
Frankenstein makeover (A.K.A. the Trigens),
or their mad scientist creator whose idea of
improving humanity was to build a better freak-show.
The best levels of Far Cry were the ones where the
player squared off against increasingly tougher
mercenaries with their vehicles, helicopters,
gunboats and wide array of weaponry and tactics;
while the levels where the Trigens were the
predominant enemies had all the impact of a
“been-there-done-that-insert-your-favorite-monster”
shooter. While this would have sank any other game,
the fact that Far Cry was way ahead of its time in
the looks department, certainly didn’t hurt.
But that was then and this is now.
Although there are times when it doesn’t seem like
it—thanks to the over-hyped and underwhelming titles
and trashy console ports that unfortunately will
probably always be with us—PC games have evolved—and
so have the expectations of the people who play
them.
It’s clear that Crytek didn’t stray
too far from their Far Cry roots with Crysis.
That’s not necessarily a bad thing. When you have a
winning formula, you obviously want to stick with it
and tweak it as needed—while leaving out the stuff
that doesn’t add to or weakens the gameplay. Still,
if you’re going to go all out and revolutionize a
game’s visuals, why not go all the way with every
single aspect of the game?
The hype around Crysis from
its announcement to its final release raised a lot
of those expectations that boundaries would be
pushed in new and exciting ways; not just visually,
but in content and gameplay as well. As expected,
Crytek has nailed the visual part and then some,
even if drivers and hardware have some catching up
to do before the full potential of the game's
next-generation visuals can be realized. But
next-generation visuals alone don't mean much
without the gameplay to back it up. And it's part of
the gameplay in Crysis that's still stuck
back in 2004 with Jack Carver and those bloody
Trigens.
I was disappointed that vehicle
control in Crysis is the same as it was in
Far Cry. I still think steering with the mouse is
more fluid and natural than with the keyboard—and
still stand behind my view that
Halo for the PC
has the best vehicle control thanks to the excellent
job Gearbox did for Bungie with the
game’s mouse-steering (which unfortunately was not
repeated in Halo 2 for Windows Vista). Cleary the
worse vehicle in Crysis was the VTOL Jet.
Slow and sluggish—a bad combination with the already
klutzy keyboard steering—the VTOL was no match for
the game’s fast-moving, highly maneuverable aliens with their freeze rays and
armor-piercing ice shard weapons—or the high-wind
conditions it had to fly and fight in—making the
“Ascension” level in Crysis the most
torturous of the entire game. Being able to maneuver
with the mouse rather than the keyboard definitely
would have made things more tolerable, though this
was one mission where having the AI fly while I did
the shooting, would have been a real relief.
It’s also
a shame that the
initial plans for the player to fight alongside
Raptor team members throughout the game; having your
actions determine which way the storyline in
Crysis would branch, and even determine if
certain teammates lived or not—as well U.S. and
North Korean forces putting aside their hostilities
to deal with the alien threat that had been
unleashed on the island, ended up on Crytek’s
cutting room floor. I also would have liked to have
seen the ability to make more granular changes to
the game's difficulty level—like the ability to
set the KPA to speak Korean, toggle the enemy
awareness aura, and so on—regardless of the
difficulty level set.
I really liked the Nanosuit
abilities, though it would have been helpful if the
Cloaking ability (and Night Vision) didn’t deplete so quickly. The
ability to mod weapons was another of my favorite
features, even though it does allow for some rather
bizarre and improbable upgrades. You can attach a
Sniper Score to the Shotgun if you wanted to, for
example—though I don’t know why anyone would,
considering that shotguns are best suited for
close-range combat.
The AI for the North Koreans in
Crysis is noticeably better than that of the
mercenaries in Far Cry. Their combat animations and
facial expressions from boredom and surprise to
suspicion and anger make them much more life-like.
At the higher difficulty levels they are much more
alert, better shots, and tenacious about pursing and
hunting you down, and calling reinforcements. They
lay down covering fire for one another while trying
to flank, use cover effectively, and have no problem
jumping over and clearing obstacles. They love
tossing grenades to either nail you on the spot or
drive you out into the open—and don’t mind resorting
to their rifle butts at close range. When they
aren’t actively trying to kill you, they smoke
cigarettes, check supplies on trucks, chat,
and perform other activities. They even slip away
once in awhile to take a leak! I ran across one pair
of KPA soldiers chillin’ on the beach near a palm
tree. It was almost a shame to slip up behind them
cloaked and pop them with my silenced pistol—almost.
I’ll admit to being annoyed at the
ending of the game thinking “not another Halo 2!”
But that was until I discovered that Crysis
is going to be part of a
trilogy—which
is encouraging. With the visuals already nailed
down, this will give Crytek plenty of opportunity to
do things that are even more compelling and
spectacular with character development, NPC
interaction, storyline and overall gameplay. I think
Crysis would have been just as exciting—if
not more so—had the game focused solely on battling
the North Koreans and rescuing the scientists they
took hostage while hinting at the alien
presence on the island, to be revealed in greater
detail in the second installment of the
trilogy. This would at least squash the perception
and criticisms that Crysis is little more
than a prettier rehash
of Far Cry. There’s no denying that the Crysis franchise
certainly has the potential of being so much more
than that. Time will tell…
Hefty system requirements aside, and
in spite of the first half of the game playing like
lapping the
Nürburgring
in the new
Nissan GT-R
only to have the final missions leading up to the
finale play more like being stuck in New York City
traffic in a Chevrolet Aveo, Crysis
does live up to most of the hype, will serve
as the benchmark (both literally and figuratively)
for cutting-edge visuals and gameplay for some time
to come, and was well worth the wait.
