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A PC game that lacks the pedigree of a PC game.

Published June 9, 2011
3 out of 5 starsScore: 60/100

The first Crysis game released back in 2007 was met with joy amongst hardcore PC gamers across the net. A game that pushed the latest hardware of those days to the highest limits, and delivered fantastic and spectacular effects not seen before in the PC gaming world. Crytek's lauded CryEngine 2 was the talk of everything for a while.

When Crysis 2 was announced, everyone had high hopes for this game to finally fix all the gameplay issues of the first one, while bringing even newer and better graphics than the original to the forefront of their high resolution monitors with CryEngine 3.

Did Crytek succeed in doing just that?

Well...yes and no, and I'll tell you why.

The fundamental topic of Crysis 2's hype is the Nanosuit 2.0, a more powerful, and more simplified, version of the Nanosuit of Crysis 1. Gone is the need to switch constantly between all modes of your suit in order to maximize your cybernetic potential, the only two modes you are allowed to switch to now are Cloak and Armor. Everything else is placed under the Power tab of your suit's energy. Sprinting and high jumping are some of the misc skills that go under it.

The console-itis shows itself immediately from this fact alone. No longer can you run at super speed to dash into cover or hold your gun perfectly steady with Maximum Strength. Not only this, sprinting itself now costs suit energy and can be detrimental to survival for those unprepared in the combat scenarios. Other features of the Nanosuit 2.0 is that it is now customizable with modules that you 'buy' from retrieving Nano Catalyst from dead alien soldiers. These can increase your abilities by letting you run longer and climb faster, or take more damage in armor mode, and even regenerate and recharge in half the time. However, the suit has no default mode because everything costs energy now, and you are always vulnerable unless armored up or cloaked and sneaking.

Gameplay has also been consolized. Unlike Crysis 1, Crysis 2 lacks important PC options like going prone, the ability to lean freely, and the ability toggle your crouch and ironsights. This confused me early on, because I was used to how Crysis 1 handled this better.

However, there are some good new additions to the abilities of the Nanosuit operator. For one, you can now slide under obstacles when sprinting, and you can slide into enemies to knock them over. In Cloak mode, if you can approach the enemy from behind, you can now quietly kill them, which also works on aliens. With a certain upgrade module, you can even perform what is called an Air Stomp that can devastate groups of enemies but leave you very defenseless.

You can still grab enemies like in the first game, and it is much more generous with the window of opportunity you get to do it. When you have enemies in your grasp now, you can instantly kill them with a neck snap or knife to the throat, and you can do this while cloaked.

To speak practically of these abilities now, some of them are not useful and won't be of any use. For one, stealth killing, while fun and is my personal method of clearing out the game, can leave you open for whatever reason. The AI sometimes magically sees you in the temporary de-cloak when performing the silent takedown and you can be shot while still in the animation. Also, if you do not approach directly from behind when doing the stealth takedown, you run a high risk of causing the enemy awareness meter to rise and then everyone will know you were there.
Sometimes, I've even been shot while hiding, even in cloak mode, they just knew where I was.

Sliding is not very useful, and is only a quicker way of getting under the occasional raised obstacle. The distance traveled and the speed at which it is traveled is very bad, because the sprinting speed is dramatically lower than the first game. The only times I used it were when there was only one enemy left and I just toyed with him. Obviously, if you slide down a ramp, you get more speed, but the ramps often have walls right in front of them anyway, which pretty much negates the purpose of it.

You can still use melee in this game, but to use stronger hits, you will have to use a "Power Strike", which means just holding the melee key. When you do this, you instantly kill the enemy and lose all of your energy simultaneously. It only leads to death and doesn't do anything new for you. There are also context-sensitive parts when it comes to kicking cars, and unless you waste all of your energy for a power kick, you only do a light kick that barely does anything. So honestly, it's a pointless feature that will never be used, and in the rare chance it does, it's probably only to just see it once. It's only because of how quick you can die, because the suit no longer defaults to armor mode and you will die just as quick as you do in the first game.

This kind of thing is what a PS3 game called Vanquish did, but that game was an extreme case of whenever you meleed an enemy, no matter how many hits you did, you always lost all of your energy when it was over.

This also might be a glitch, but using power strikes isn't necessary anyway. You can melee attack faster than you can run, so you'll always do more damage just mashing the button. Sounds very consoleish, doesn't it?

I said that leaning is not possible anymore, at least freely. You are now restricted to a Killzone-esque lean system that only works if you find a form of cover that Crytek felt like putting the "Lean" code in. Only a very small amount of the environment can be "leaned" around or over, and it's also tied into your ironsight key, so you basically lock yourself into place and become vulnerable.
Also gone, as said previously, is the ability to prone. I used this feature liberally in Crysis 1, because to me, it was fun to sneak around and find cover in thick bushes or behind smaller destroyed sections of the structures that dotted the island.

You can only crouch now in Crysis 2, and it is just as you would expect from any FPS, your aim becomes better and you can avoid enemies.

To use your high jump, what was known as the Strength Jump in Crysis 1, you only have to hold space now.
Moving on, I want to cover the AI next.

The AI is more or less the same as it was in Crysis 1, but I dare say the Crysis 2 enemies are slightly worse than their Korean counterparts. As was the case in Crysis 1, enemies can and do get stuck in geometry and can become lodged in walls or in the ground. Their pathfinding can get muddled and they will do nothing at all. Sometimes, the AI seemed to have spawn without weapons and all they do is follow you around like resistance fighters following Gordon Freeman.

However, their awareness has been toned down and fixed, and the AI now acts more realistically instead of blatantly cheap ways of seeing you across the map through a whole forest and even shooting at you and hitting spot on each shot. The AI accuracy is balanced, and they often use cover, jump over things, slide under things, and later on, enemies jump across the walls and higher than you, adding a feeling tension in your hunt.

There is one thing that might bother those going for stealth gameplay, and that is if you ever kill the gunner who's in a jeep and sitting there watching the place, everyone immediately goes on alert and reinforcements are called despite nobody ever seeing you. Very cheap things can still happen, because the event mapping is somewhat off, and the AI can and will see you across the field if you aren't cloaked and shoot you. There is no subtle 'cover' system like there was in Crysis 1 with all the foliage, that is why.

I said before that the AI has periodically shot me even though I was cloaked. They do things other than this. Even if you are hiding after cloaking, the enemy does know where you are sometimes and they come running right up to your hiding spot while you're probably trying to get energy, and they will kill you most likely. Also, the game likes to spawn enemies not previously there, and this happens very often early on in the game, but mysteriously not after the halfway point.

For example, during the Northlights Pier level, I could not kill every enemy there. For some reason, every time I killed two people, four more came down a ramp out of nowhere. And even when I moved to the other side of the area, they just started randomly spawning behind me, and try as I may to wipe out the area, I could not because of this. Thankfully, this does not happen much after that particular level.

The binoculars you have are also improved. They let you tag enemies with the press of a button, and you can see them on the hud afterwards. You can also tag every specific gun drop on the ground and ammo crates, and even tactical objectives. This allows you a whole new way to plan varieties of assaults on your enemies. It will also show their health in the visor mode, and their weak spots.

Now to talk about the biggest thing in this game. The graphics.
From the demo alone, which I had to bring in about five friends to walk around the levels with me just so we could look at the graphics, the game looked absolutely stunning. With the fully optimized and maxed out full version, it looks unbelievable. And, this game has much lower system requirements than the first. This is a true example of perfect optimization, and is without a doubt, superior in this regard to the first game. Crytek accomplished a great thing with CryEngine 3.

The lighting and modeling in Crysis 2 is the most detailed I have ever seen in my fifteen-some years of video gaming. Your guns are modeled so perfectly that you can see everything down to the small numbers on the rails, and the logos on the sides of attachments and the gun itself. The foliage looks even better, but sadly, you cannot shoot trees into segments and make some firewood like before.

The texture mapping is vibrant and well-done, from the rooftops to the sewers and to a small off-shore island, Manhattan is brought to a breathtaking life. Not only that, there are so many subtle visual effects to your Nanosuit and the briefing screens that just makes you think this is a movie. The cinematic factor is very high. My personal favorite part of the game's graphics was when you are on the off-shore island, you could see the lit-up city at night with all of the bullets and energy projectiles flying back and forth in real time. It was, for lack of a better word, simply superb.

Do I even need to say that consoles have nothing on this?

Sadly, even though consoles are holding us PC gamers back, EA wanted to make this game approachable by console players, and that really is why this game isn't as good as it should be, but there is still enough good in it that it is a fun game.

After two playthroughs, I still feel like I could stomach another one, simply because the stealth factor is handled so well, and it is fun to secretly wipe out a whole base on your own. Of course, there are more play styles than that. You can go rambo if you'd like, and bring out all the stops to annihilate the enemy with armor mode. The Heavy Machine Guns you can rip off of the top of jeeps or on the sandbags are devastating to every enemy in the game and you feel like a true walking tank with it in hand.

Grenades are a lot better in this game as well, they no longer bounce all over the place and you can easily cook them off to wipe out groups of enemies in seconds. They're a lot easier to aim and are a lot more useful. For some reason or other, decent grenade systems are so hard to find in FPS, but Crytek got it right.

Weapon customization returns from Crysis 1, but it feels a little shafted in Crysis 2. The SCAR rifle, for whatever reason, cannot be supressed anymore (yet a shotgun can be silenced now?), and is only useful to carry around for the extremely powerful Gauss Attachment. Silencers are much more important in this game because, like the first, they prevent you from being found out by the enemy if you want to fire from cover and take people down one by one.

Sound effects now.

The effects in this game are very good, and would probably be even better if you had a high-end sound card and some surround sound headsets. The gun sound effects are really crisp and new, and the sound effects of your nanosuit shifting into separate modes feel new and sound great. Nothing in this game is harsh on your ears.

On the subject of sound comes a real treat, the game's soundtrack. A high majority of all FPS these days lack compelling soundtracks, but Crysis 2 safely avoids this, for it was composed by none other than Hans Zimmer. Though Inon Zur is and will forever be one of my favorite composers, Hans has proven that he is the man for the job when it comes to Crysis.

Crysis 2 features a plethora of warming and stressful pieces. You will hear a warm piano during the times you are out of combat and viewing the effect the alien's invasion is having on the populace, and during combat, you will hear a variety of tense and thrilling music tracks. Not just combat will your ears find joy in, but in the cutscenes, both in-game and rendered as well.

It all flows so well as the story shifts into high and low gear.

The special soundtracks made for all of the cutscenes are enjoyable, but hard for me to describe personally. Suffice it to say that if you are an audiophile, you will love this every step of the way, and for those who aren't, you will still enjoy the light touch given to Crysis 2. It's fitting and goes well with the combat.

There are very irritable bugs in the game as well. For one, no saving and loading feature that we PC gamers deserve. No quick saving either, just nonsensical console checkpoint silliness.
If you amass a bit of Nano Catalyst and you quit the game and come back later, you will find that you have lost all of your Nano Catalyst, and for some reason, you can't even get anymore if you are collecting it. The bug goes away when it feels like it, but thankfully, I was able to get everything on the first playthrough.

Before I close this, I must mention some big problems. First, this game does not have the large, open areas of Crysis 1, and you are restricted to linear environments. Though this sounds short, you can still take as much time as you'd like. The gameplay changes often with how you play. If you are spotted, you get reinforcements called in, sometimes helicopters and APCs. What can and will probably take away from the enjoyment is that you can sneak around and not fight any enemy for a majority of the game.

Secondly, the story. Though Crysis 2 starts off very slow and doesn't tell you anything, it does eventually start to make connections to the first game. I won't spoil, but I was impressed enough that I am interested in seeing what happens in Crysis 3, and I will be eagerly awaiting how the trilogy ends.
You cannot tweak your graphical options unless you edit a game file to do so. We're only left to "Gamer, Advanced, and Hardcore" Options. Oh wait, that was pre-patch. My PC only gets the options "High, Very High, and Extreme", I am not sure about others.

They also locked the console pre-patch, and we cannot not use Cvars.

This game could have been the next great PC-centric FPS, but due in large part to EA's greed and their unjustified hatred of the PC platform they opted instead to sink their fangs into Crytek and drained the life out of this once proud supporter of computer gaming, in turn causing a disaster similar to what was seen with Bioware and their consol-ified Dragon Age sequel.

The game's length is typical of what we expect in modern FPS, no doubt due to Crytek's desire to fit each zone into an area that could be easily written into the paltry 512MB of DDR3 RAM without much disc thrashing. sadly, because Consoles cannot handle the huge environments Crytek obviously wanted with this game.

Thankfully Crytek didn't skimp on the gameplay, which is this games only saving grace. While it's length and depth may be lacking, the sheer fun present in its singleplayer mode manages to keep it from becoming a complete waste, especially once you witness how well balanced the games combat is.

While I may sound harsh, I have nothing but respect for Crytek and hope they one day return to their PC roots and remember the PC gamers who brought them to the level of success they are now.

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