In Crytek's 2007 PC Game of The Year
Crysis, you engaged in an adapt-or-die struggle to
save the planet. In Crysis Warhead, you take up
the fight once more in an all-new, dangerous and
challenging mission with the fate of mankind hanging in
the balance. How does this expansion pack to one of the
most highly anticipated and talked-about Sci-Fi first
person shooters stack-up? Let's take a look.
Crytek's goal was not only to make
Crysis a game that raised the bar above and beyond
the norm for first-person shooters in terms of immersion
and gameplay, but to make a shooter without peer or
equal in terms of visual fidelity that blurred the line
between the real world and the virtual world of PC
gaming. Pretty lofty goals for any game studio, but keep
in mind that we're talking about the company that set
the same goals for their debut title back in 2004—Far
Cry—a critically-acclaimed first-person shooter that
was ahead of its time.
The
CryEngine that powered Far Cry was taken to the next
level—CryEngine 2—for
Crysis. As a result, the game world in Crysis was much
larger and more lifelike with even more complex physics
and sophisticated enemy AI than the game that started it
all. The incredible visuals encompassing every aspect of
Crysis were not only the centerpiece for its impressive
technology, but served as the ultimate litmus test for
establishing Windows Vista with its DirectX 10 API as
the OS of choice over Windows XP for next-generation PC
games.
In
Crysis, the player assumed the role of a Delta Force
Operator 1st
Lieutenant Jake Dunn, code-named “Nomad.”
Parachuting onto the Lingshan Islands under the cover of
darkness, Nomad and his five-man team are sent in to
rescue a group of scientists being held by the North
Koreans who have committed a massive invasion force
to secure the islands and seize a startling
extraterrestrial discovery made by the scientists—and I
don't mean Stephen Spielberg's cute-and-cuddly E.T. With the
team leader MIA and only one other surviving member of
the squad left, Nomad and the supporting U.S. Task Force
find themselves almost outnumbered by the KPA (Korean Peoples
Army), and the previously dormant aliens now preying on
both sides with the intention of turning the
entire planet
into a deep freezer.
Fortunately the player is equipped with a
state-of-the-art
nanosuit
that protects the wearer from most battlefield hazards
while enhancing their speed and strength to
near-superhuman levels and allowing brief periods of
near-invisibility. The need to adapt both the nanosuit's
capabilities and modify available weaponry to meet the
increasing number of challenges and threats added a
welcome tactical element to Crysis that is not often
found in most first-person shooters.
Although
Crysis won critical acclaim, it wasn't without its
faults—namely CryEngine 2 raised the visual bar so high
when Crysis was released, existing hardware wasn't
powerful enough to play the game smoothly at high
resolutions with anti-aliasing and anisotropic filtering
enabled and
all of the visual effects maxed-out, as the devs at
Crytek originally envisioned. Hopes that Crysis would be
the one title that would finally
convince the majority of gamers to switch to Windows
Vista were quickly dashed. This was not only due to
poorer performance under Vista than Windows XP, but the
fact that a hack was discovered that allowed simulation
of some of
Vista's DirectX 10-only visual effects to be enabled
under XP and DirectX 9.0 without the huge
performance hit. One of the vehicle-based missions
was criticized as playing like a poorly-executed rail
shooter sequence. Crysis also lost some of its
open-ended and dynamic feel during the last half of the
single player campaign against the aliens.
But that
was then.
Service Pack 1 for Windows Vista and a regular
stream of updated video card drivers from
NVIDIA and
AMD, have steadily improved stability and
performance for games under Vista, including Crysis.
Crytek released several
patches for Crysis to deal with the usual bugs,
address some gameplay issues and tweak performance. And
the ending of the game suggested that the battle with
the aliens and keeping their technology out of North
Korean hands was far from over.
Fast-forward to now—and
Crysis Warhead.
A
stand-alone expansion pack rather than a full-fledged
sequel, in Crysis
Warhead you don the
nanosuit of Sergeant Michael "Psycho" Sykes
of Raptor Team, as events from the original game
involving Nomad unfolds on the other side of the island.
After surviving a KPA ambush of a Marine convoy
he was defending, Sykes is ordered by
JSOCCommander Emerson
to pursue and capture a
container being transported off the island by
Colonel Ji-Sung Lee
of the KPA. Emerson believes
that there's a nuclear warhead inside the container
(hence the second part of the expansion pack's title)
which Colonel Lee is planning to use against the U.S.
fleet.
After
engaging in numerous battles and secondary missions to
assist the U.S. forces in their efforts on the island,
you soon discover that the contents of the container is
potentially more dangerous than a nuke. Colonel Lee has
managed to capture one of the alien drones
to take back to North Korea for study and weapons
development. As events unfold on the island showing the
incredible threat that the aliens represent, it's clear
that neither Emerson or you can permit that—though
stopping Lee will prove to be another matter...
Like any
expansion pack,
Crysis Warhead
plays pretty much like the original game. If you've
already played Crysis, much of what is in Warhead
from the incredibly beautiful and life-like environments
of the Lingshan islands, to enemies, weapons and
vehicles, will already be familiar to you. The only
noticeable differences aside from the
less-than-a-handful of new vehicles and weapons, are
mostly cosmetic. Psycho's HUD is amber rather than green
like Nomad's in the original game. His SCAR
Assault Rifle is
painted with a camouflage pattern rather than its
natural color (even though it wasn't that way in
Crysis). “Sykes Mod,”
surprisingly, appears in the lower right-hand corner of
the HUD, which should have been removed before Warhead
went gold. Its presence, harmless though it may be, only
adds to the criticism that
Crysis Warhead
may have been rushed a bit too quickly to market.
"Sykes
Mod" aside, Crytek did listen to much of the criticism
fans had about Crysis, particularly when it came to
improving the enemy AI. Not only will you find KPA
forces a bit more alert, tenacious and aggressive, but
the AI of the alien invaders has improved dramatically.
The alien war drones now openly “communicate” with one
another, which reinforces that they are autonomous and
have an intelligence of their own. And they no longer
blindly charge and attack the player, but use the same
flanking, cover and ambush tactics as the North Koreans,
making them even more of a threat—which makes mastering
the use of your nanosuit's four combat modes even more
important than in Crysis:
Maximum Strength—doubles your physical
strength, allowing you to lift and throw heavy objects,
jump higher, do more damage with melee attacks, and
steady your aim with high-recoil weapons like the Sniper
Rifle, Gauss Rifle and Minigun. The nanosuit glows red in this mode.
Maximum Speed—Enhances the player’s
ability to move faster than normal. The suit glows
yellow when this mode activated. While you can move
faster, your suit is also more susceptible to damage.
Cloak Engaged—Makes you and any selected
weapon partially invisible. You become visible again as
soon as you engage in combat or the battery powering the
cloak temporarily discharges—whichever comes first.
Maximum
Armor—The default mode for your nanosuit that allows it
to absorb most but not all
battlefield damage. The suit briefly glows purple when
switching from one of the other modes.
While
these abilities which are easily and quickly accessible
from a pop-up menu activated by keystroke or
mouse-button, gives you a major advantage over your
non-augmented enemies, they also have a downside. First,
you can only use one mode at a time. Second, using the
modes taxes your suit's power reserves. How much and how
fast depends on what you're doing with the mode engaged
and what's happening to it while it's engaged. Once your
reserves are drained, you must wait for them to
recharge. How long that takes depends on the difficulty
level you're playing the game at (the higher the
difficulty level, the longer the recharge time). Fifteen
to thirty seconds may not seem like a long time, but it
can be an eternity
in the middle of a firefight—especially if you allow
yourself to be surrounded and your nanosuit's protection
is compromised. All it takes is one well-placed shot or
grenade. Fortunately, Warhead's
checkpoint auto-save feature and the
ability to manually save the game wherever and whenever
you want, can help alleviate those frustrating "Game
Over" moments.
Of
course, the best cure for frustration in any respectable
first-person shooter is lots of firepower with plenty of
things to shoot and “blow-up-good.” You won't find any
shortages of either in
Crysis Warhead. In addition to the standard arsenal
of U.S. and North Korean weapons and upgrades from the
original game, Crytek has thrown in a few new items for
your killing pleasure and a new way to use some of them.
The
AY69
is the North Korean version of the venerable Uzi
submachine gun. Compatible with the game's pistol
accessories, it's a good substitute for the standard
issue sidearm with the added benefit of additional
firepower from its full-automatic firing mode—the
drawback being that it burns up ammunition much quicker
when used that way. Like the pistol, the AY69 can be
dual-wielded when you really need to lay down some
serious
close-range pain (while churning through
double your ammo
reserves for the weapon). To keep ammo consumption under
control, dual-wielding has been modified in
Warhead.
You can now fire each weapon independently, rather than
being forced to fire both at the same time as in Crysis.
Crytek achieved this by hard-coding
firing of the right-hand weapon to the right mouse
button. This isn't a problem so long as you don't have
another function in mind for the right mouse button. If
you do, you're going to have to find a substitue for it.
EMP (Electromagnetic Pulse) Grenades
make their debut in Warhead.
The good news is, the EMP Grenade is quite useful for
temporarily disabling anything hi-tech, including your
nanosuit-wearing enemies and alien drones. The bad news is, if you aren't
careful on how or where you use them, the fairly wide
blast radius from the grenade can temporarily
short-circuit your
nanosuit. Did I mention that the elite KPA troops also
have EMP Grenades as standard issue?
There's
also the new FGL40
Grenade Launcher—another
KPA weapon. In addition to firing frag rounds, you can
also fire EMP rounds. In secondary fire mode, you can
delay the explosion of the launched grenade until you
manually trigger it—perfect for setting a nasty surprise
or two for pursuing enemies. In addition, there are two
new turrets in the game for you to use and steer clear
of if you happen to find yourself on the wrong end of
them. The first is a larger and more powerful version of
the Minigun.
The other is a 20mm Machine gun
that uses explosive rounds.
Players
of Warhead
aren't the only ones expected to adapt their nanosuit
armor and upgrade their weapons to face the game's
challenges. Apparently, the aliens are also quite adept
at adapting against their human foes. In addition to
updated AI routines that make the alien war machines
more formidable and difficult to take down,
Crysis Warhead
pits you against two new alien drone variations. The
first is the standard “Grunt” Drone upgraded with an
energy shield impervious to most of the conventional
weapons in your repertoire, making them a real pain—both
literally and figuratively—to deal with. The second are
the larger, high-flying octopus-like “Assault” Drones
that carry up to four grunt drones at the end of their
legs. These “Carrier” Drones dive towards their enemies
before deploying the four Grunt Drones at close range,
who gang up on the target while the Carrier flies away
to safety.
For the drones armed with energy shields,
you'll need a two-pronged attack—hit 'em with an EMP
Grenade and follow up with a good dose of hot lead.
You'll need to be quick though, as they can easily scoot
away from the blast radius of the EMP Grenade before it
goes off and momentarily disables their shields. Also
keep in mind that it you focus too much on them, the
ones without the shields are likely to flank you.
Carriers are a bit more problematic, as you'll need to
take them out before it can get too close to deploy the
Grunts. Use turrets, the Gauss Rifle and
Missile Launcher to nail and down them at a
distance. They're tougher than regular Assault Drones,
so make every shot count.
You could chase Colonel Lee and
the container all over the island on foot. But there are
times in
Crysis Warhead
where riding is much quicker and convenient, though
you'll definitely draw more attention to yourself from
any nearby enemies—something Warhead
seems to have no shortage of. The new vehicles that you
can drive are the Armored Scout Vehicle—ASV for
short. You'll
encounter variants with either the Minigun or 20mm with
explosive rounds. The other is a Hovercraft,
ideal for traveling over land or water in a
hurry—provided that you avoid combat, as it has no
onboard weaponry.
Most protagonists in first-person
shooters are little more than “placeholders” devoid of
any character or personality, useful only as a means for
the player to interact with the game world. While some
gamers have no objection to this and would rather just
“get on with the action,” there's no denying that
playing a character without any “life” or sense of who
they are and what motivates them, can and does make the
first-person shooter genre seem rather bland in its
sameness from one title to the next. This issue had been
raised about Far Cry's ex-Green Beret Jack Carver.
Sure, he was the square-jawed,
get-it-done-come-hell-or-high-water type, always
sprouting B-movie one-liners and wise-cracks with his
trademark Hawaiian shirt. But many took him for just
another clichéd first-person shooter hero with the real
star of the game being the visuals—though I admit it
always drew a smile or chuckle from me when the bad guys
would yell “You!! In the shirt!!” before sending
a hail of gunfire his way.
The same criticism had been made of Nomad
in Crysis, as many players simply weren't able to
connect with him on an emotional level as a
character—even though it had been implied once in an
interview with Crytek CEO Cevat Yerli that the story, and
especially the characters in Crysis would have somewhat
more depth than those in Far Cry. Of course, what game
developers would like to do and what they
ultimately end up having to do in a game for any
number of reasons, are two different things. Suffice it
to say that character development and plot fell a tad
short of what Cevat was initially shooting for when he
talked with
GameInformer back in August 2006.
However,
never let it be said that Crytek doesn't listen to its
fans or critics. In
Warhead, the player
is given a bit of insight on the type of man and soldier
Sergeant Michael Sykes is, via
numerous cut scenes throughout the game—particularly,
his relationship with Marine Corps Aviator
Sean O'Neil.
Turns out Sykes was forced to intervene against him
awhile back during a training exercise, which got O'Neil
thrown out of Special Forces for good. Nomad, ironically
ended up taking the slot on Raptor
Team that would have gone to O'Neil. In spite of the
tensions between them, when O'Neil's
F-35C Fighter Jet is shot down and Emerson orders
Sykes to retrieve its black box recorder before the
North Koreans can get their hands on it, Sykes disobeys
a direct order from Emerson to leave O'Neil to Search &
Rescue, and rescues him himself. Later on, as Sykes
faces growing opposition from the KPA as he closes in on
Colonel Lee and the container, O'Neil defies Emerson's
orders and provides support and intelligence for Sykes
from the VTOL he has been reassigned to fly. There are some other
memorable cut scenes that add a bit more drama to the
game and fleshes out Sykes' character, but I'll leave
those for you to discover and ponder.
When it
was released last year, Crysis was hailed as one the few
shooters that allowed the player more than one way to
solve tactical problems when engaging the enemy.
Naturally, since this concept worked so well in the
original game, it is also implemented in Warhead.
A resort on
the beach provides a number of opportunities in
eliminating the KPA forces occupying it. Do you go in
with guns blazing Rambo style and risk having to take on
the additional reinforcements they'll call in? After
all, Sykes earned the nickname/call-sign “Psycho” for a
reason. Do you sneak in cloaked, and neutralize all
enemy personnel methodically with a silenced weapon? Or
do you blow up the tank patrolling the road behind the
resort,
then watch the soldiers come running out to investigate—only
to get blown to bits by the mines you've strategically
planted while you pick off any survivors from cover?
“Rail-shooting”
sequences where the player is riding in some type of
vehicle controlled by the game's AI and engages enemies
while moving from Point A to B, always brings up the
dreaded “L” word (Linear) from critics and gamers alike.
Because they are used quite frequently in first person
shooters, they run the risk of being just another stale
gameplay gimmick. There are exceptions of course. Done
right, they can provide a change of pace to the game to
keep it interesting, rather than bog things down. In one
such
Crysis Warhead sequence, Sykes manages to board an
automated train carrying the container. Naturally it
doesn't take long for the KPA to realize he's on the
train. All of the checkpoints along the way go on full
alert while troops and armored vehicles are dispatched
to intercept him.
Normally you occupy a single weapon in a rail-shooting
sequence and blast away at the bad guys until the
sequence is over. In the Warhead
scenario, there are multiple turrets for defense
strategically located along the length of the train. You
could, if you wanted, occupy one of the central turrets
to fight your attackers. Or, you could jump between the
turrets on each side of the train, which has its
advantages and disadvantages. First, you can avoid
overheating a single turret and keep the enemy on the
defensive (soldiers will abandon vehicles about to
explode and their posts near turrets if they can).
Second, when you're running between turrets, you make
yourself a more difficult target to hit. On the other
hand, it takes skill and timing to run back and forth
between weapon emplacements on a moving
train while trying to avoid getting shot or falling off.
Putting the player in the role of
“one-man-army-against-the-world” is another common and
overused scenario in first-person shooters. Where is it
written that the player must always face
extraordinary odds when trying to save the day/humanity?
One thing missing from Crysis that was really needed,
was the player's ability to fight alongside other
soldiers on some of the missions. In
Crysis Warhead,
you have the opportunity to fight alongside Eagle Team,
another squad of nanosuit-augmented Delta Force
operators on several missions. Eagle Team functions
pretty much like your squad in
Call of Duty 4: Modern Warfare. You can't issue
orders to them, but they will follow just about any path
you take to your current objective, dispatching any
enemies along the way and waiting for you if you happed
to go too far off track. For the relatively short period
of time they're in the game, they, along with Emerson
and O'Neil at least help reinforce that you're part of a
larger effort on the island in dealing with the North
Koreans and aliens.
Not everything in the game flows well. In
particular, the segment where you commandeer a
hovercraft to pursue Colonel Lee in a hovercraft with
the container in tow over a frozen, mine-filled lake
and battle-scarred terrain littered with the wreckage of
armored vehicles and soldiers in the wrong place at the
wrong time turned into ice statues. No sooner than you
begin your pursuit, aliens suddenly burst through the
icy surface attacking anything that moves. Surviving KPA
armor units make a last-ditch and futile stand against
the aliens. You whiz by, hoping that neither of them
notice you in all the mayhem. No such luck though...
By the
sound of it, you would think this would be a very
intense, exciting, action-packed sequence.
Unfortunately, thanks to the absolutely horrendous
handling of the hovercraft (think the infamous VTOL jet extraction mission
in
Crysis—except this is on the
ground rather than in the air), the only thing intense
about it is the frustration
you'll experience trying to keep the hovercraft under
control.
Fortunately, there are several things in your favor.
First, in spite of Emerson's nagging for you to pick up
the pace, the hovercraft and container you're pursuing
will patiently wait for you to almost catch-up before
taking off again if you get too
far off track trying to keep up (how thoughtful). Second, the entire
scenario is over rather quickly.
Crytek supposedly fine-tuned CryEngine 2
for Warhead so that it would be a bit more
forgiving in terms of its already legendary performance
drain on existing hardware when you play at high
resolutions with the visuals ramped up. For this review,
I played and evaluated Warhead
on the following:
Crytek changed the name of their visual detail presets
in Warhead. Instead of Low, Medium High
and Very High as in Crysis, they are now (from lowest to
highest):
●
Minimum
●
Mainstream
●
Gamer
●
Enthusiast
I suspect this was done strictly for
"marketing" purposes rather than any actual technical
differences.
Interestingly enough in spite of having
two GeForce 8800 GTS cards in SLI,
Crysis Warhead
auto-detected and configured my visual settings to
Mainstream (which is equivalent to the Medium
setting in Crysis) except for Shader Quality, which was
set to Gamer (the equivalent of the High
setting in Crysis) at 1680x1050 with antialiasing and
Vsync disabled. I need to point out that this is what
Warhead thought would be optimal for my particular
configuration under DirectX 10. When I launched the game
in DirectX 9 mode (which can be done by right-clicking
the Crysis Warhead icon in Windows Vista's Game
Explorer and selecting it from the pop-out context
menu), and ran the auto-configuration routine again,
Warhead chose the Mainstream setting for everything—including
Shader Quality.
Since Warhead doesn't come with benchmark script
files as does Crysis, I used
FRAPS to record the frame
rates as I did a run-through of the “Call Me Ishmael”
level of the game. Because I hate jaggies and the
texture tearing that occurs when you leave Vsync
disabled gives me a splitting headache after fifteen
minutes of gameplay, I set antialiasing to 2x and turned
Vsync on. Warhead was play-tested at the Samsung
226BW's native 1680x1050 resolution in DirectX 10 mode
first, then DirectX 9 mode. None of the settings in
either the NVIDIA ForceWare control panel or the
advanced graphic settings were changed from their
default settings.
Keep in mind that the GeForce 8800 GTS with 640MB of RAM—even
two of them in SLI mode—and the E6600 Core 2 Duo are
yesterday's technology by today's standards. Activating
any of the Gamer settings caused the frame rates on my
particular set-up to take a noticeable hit, especially
during large firefights with lots of enemies. The levels
where the aliens had turned parts of the island into a
deep freeze had the biggest decrease in frame rates. As you can see from the
screenshots, like Crysis, Warhead is still one of
the best-looking expansion packs out here, even under
DirectX 9. So I wouldn't go crazy worrying about not
having the latest and greatest video cards and processor
(especially in these tough economic times).You can
get the game to run acceptably and still look great
(as the screenshots show), without taking out a second
mortgage to build a new high-end rig.
Crysis Wars
is the multiplayer component of
Crysis Warhead,
and is included on a separate DVD with the game. As in
the original game, the player can choose to be either on
the U.S. Delta Force or KPA Special Forces nanosuit
team. Certain weapons, vehicles and equipment are
exclusive to Crysis Wars. You can play over the Internet
with a GameSpy
account, or over a LAN. Instant Action allows you to engage in
a classic deathmatch battle that supports up to 32
players. Power Struggle
is a blend of deathmatch and capture-the-flag, where you
must secure prototype laboratories with alien
technologies that will allow your team to build
super-weapons, with the ultimate goal of destroying the
opposing team's headquarters.
Rather
than just recycle the same multiplayer modes from
Crysis, Crytek has included the new Team Instant Action
mode for Crysis Warhead,
which combines Power Struggle's team strategy the
kill-or-be-killed, last-man-standing elements of Instant
Action. Whichever team reaches score limit or has the
most kills within the time limit, wins the match. In the
event of a tie, the game goes into three-minute overtime
until there's a winner. There are six new maps and one
exclusive to Power Struggle, which also gets an improved
HUD. Crytek has removed the Tactical
Attachment and
Incendiary Ammo
for the North Korean FY-71
assault rifle from multiplayer.
Crysis Warhead's
single-player campaign can be completed in about 7
hours, compared to the 15 in the Crysis single-player
campaign. It is an expansion pack after all, but that
doesn't mean I would have opposed another 2 or 3 hours
of gameplay. Overall, the pacing in Warhead
is much tighter and faster with a somewhat greater sense
of urgency than
Crysis, thanks to more frequent firefights, improved enemy
AI routines, and the non-contrived way obstacles impede
your progress and challenge you as you try to catch up
with Colonel Lee and the container. In Crysis, Sergeant
Michael Sykes was little more than the clichéd
hard-boiled, loose-cannon Brit with an equally clichéd
nickname. In Crysis Warhead,
it was good getting to know “Psycho” Sykes beyond the
cliché, even if it was only through cut-scenes. In
retrospect, I wish Cevat Yerli had simply ditched the
nicknames for everyone in Raptor team and used
their rank and full names instead. Seems more
appropriate. I liked the concept behind the hovercraft
pursuit, but the handling of the hovercraft itself
brought back some unpleasant memories from Crysis that I
could have done without. And I think the dual-wield mode
in Crysis was much better implemented.
One thing a lot of gamers might not be
happy with, is that Crysis Warhead has a DRM (Digital
Rights Management) protection scheme. Face it, at the
rate things are going with the whole piracy issue and
DRM, honest people could very well end up
spending an entire day on the phone with all the
various software publishers to get authorization to re-install everything again if they upgrade or buy a new
PC. Crytek has at least avoided the more idiotic and
draconian methods of DRM used by other software
publishers, and have come up with something that they
and their customers can at least live with (you can read
about how Crysis Warhead's DRM works
here).
If
Crysis Warhead
has a major weakness, it's that there are a number of
things central to the plot that assumes you've
already played Crysis. If you haven't, you'll probably
find yourself drawing a blank trying to fill in the
blanks of what's going in the game and why. The final
battle and ending, which was much better executed than
in the original game, will probably leave anyone who
hasn't played Crysis scratching their head and thinking.
“OK that was cool—now what?” Other than borrowing
a page from Valve's book on Half-Life 2 and its
Episodes
1 and 2—weaving and interconnect enough plot elements
together to maintain the continuity of the game's story
so that someone who hasn't necessarily followed the
series can grasp what's going on—I'm not sure much can
be done about that, other than actually buying Crysis and playing
through it before playing through Warhead.
With the
price of
Crysis
close to what other expansion packs are going for, that
probably wouldn't be such a bad thing. Crysis Warhead
has the best of what made the original game such a hit,
with just the right balance of new material to keep the
saga fresh in the minds of its fans and anxiously
waiting for the next installment.
Final Score:
Summary:
Highs:
New weapons, vehicles, improved
enemy AI, plenty of white-hot action and
combat; a new Team Instant Action
mode for Crysis Wars multiplayer, and
of course the incredible beauty and realism
of Crytek’s CryEngine 2 backed by
renowned composer Inon Zur’s
soundtrack, are the hallmarks of this
stand-alone expansion to 2007’s
award-winning Sci-Fi first-person shooter,
Crysis. Crysis Warhead takes you
to the other side of the island under siege
by North Korea and an uncovered alien menace
as Sgt. “Psycho” Sykes of Delta Force Raptor
Team, in a race to recover a cargo container
from a ruthless KPA commander and its deadly
contents before it’s too late.
Lows: Single-player
campaign could have been a bit longer.
"Tweaked/optimized" CryEngine 2 still
require a powerhouse rig to play Crysis
Warhead at above average visual settings
and high resolutions. Gamers who haven’t
played Crysis may find Warhead’s plot
leaving them with more questions than
answers. Vehicle control could still use
some improvement. The terrible handling of
the new Hovercraft ruins an otherwise cool
(literally and figuratively) scenario.
Warhead would have been better off
sticking to the original dual weapon
wielding configuration of Crysis, rather
than the clutzy rehash that hard-codes
the right mouse button to fire one of the
weapons.
Video: NVIDIA 6800 GT 256 MB / ATI 9800 Pro or
better
Sound: DirectX 9.0c compatible sound card
Other: Internet connection, online
authentication, and end user license agreement required to play.
More information is available at www.ea.com
Windows Vista:
Video: NVIDIA 6800 GT 256 MB / ATI X800 Pro
256 MB or better
Sound: DirectX 9.0c compatible sound card
Multiplayer: 2 to 32 players, network or
Internet connection
required (512Kbps Cable, DSL, or faster connection)
Other: Internet connection, online
authentication, and end user license agreement required to play.
More information is available at www.ea.com
Important: Please ensure that you have Windows
Vista Hotfix "Windows6.0-KB940105-x86" or Windows Vista SP1
installed.
Note: The following cards are below minimum system
requirements: nVidia 7100 series, 7200 series, 7300 series, 7500
series, 7600 GS, 8300 GS, 8400 GS, 8500 GT, ATI X1300, X1550.
While you will be able to play Crysis Warhead with
the specifications
above, play experience may improve if you have additional RAM, a
faster CPU or a better graphic card.