Its weird - even though I've been playing Back to the Future, for some reason it feels like it's been a long time since I've played a new, core-gamer focused PC title. I figured Crysis 2
would scratch that itch, and having played the last game, I knew what
sort of experience to expect. I just didn't expect that it would be
pretty much the same damn game for four years ago.
Developed by Crytek, Crysis 2 is
the sequel to the 2007 game that you probably didn't play because your
computer didn't have the power to run such a beast. Boasting extremely
high end visuals, Crysis was first and foremost, a feast for the eyes. As a game, Crysis
was a methodical shooter that allowed players to approach all
open-ended combat zones any way they wanted using weapons in tandem with
their Nanosuit gadgets. Despite this freedom, it was difficult to play
the game utilizing any strategy other than crouch and active stealth -
at least, until the third act when the game became a non-stop action
fest against the aliens.
Crysis 2 picks up some time after the first game left off. On the whole, Crysis 2
doesn't play or feel any different from its predecessor and the only
significant change was the location shift. Instead of an island annexed
by South Korean forces, Crysis 2
is set within a stunningly rendered New York City, which has been
stricken by a mysterious plague. You control a Marine named "Alcatraz,"
whose unit is called in to investigate the matter, only to be ambushed
by an alien craft. Near death, you are rescued by Prophet, the special
ops protagonist of the last game. Claiming you as his only hope, Prophet
gives Alcatraz the Nanosuit with instructions to meet with a Dr. Gould
before killing himself. Armed with more questions than answers, Alcatraz
must tromp through a devastated New York City, defending himself
against trigger happy PMCs as well as an invading alien menace.
Throughout
the game, you'll move from one objective to the next, navigating the
environment and either evading or shooting down enemies as you solve the
mystery behind the alien threat on Earth. In all honesty, there is
really nothing in Crysis 2 that
stands out from its predecessor or as a first person shooter. You'll
collect weapons throughout the game world and as you progress, you'll
gain the ability to outfit them with various accessories such as
silencers, grenade launchers and scopes (you can even put a silencer on a
shotgun, hilarious as that sounds). The game's newest addition/box
bullet point is Nanosuit customization using the tissue samples you
collect from dead aliens that grant various perks such as better
invisibility, sustained fall damage and enhanced threat assessment.
Other
then that, there just isn't anything all that new here. When you
approach a battleground, you'll use your scope to pick out targets (who
will not show up on your minimap unless you tag them through the scope)
and the Tactical Assessment Computer will highlight ares of opportunity
where you can snipe, flank or resupply. Despite all the equipment at
your disposal, you'll still feel compelled to just skulk around in
stealth mode, dispatching enemies with silenced weapons and stealth
kills. Enemies can call in for reinforcements if they spot you, which
can certainly put a wrench in the works.
The most obnoxious thing about Crysis 2
is the inability to save (either to a slot or quicksave) whenever you
want. The game has autosave checkpoints, but they frequently feel
relatively far between. There were several situations in which I died
from an enemy that got in a lucky shot or got swarmed by a group that
didn't show up on my map during initial recon. Each time this happened, I
would end up rage-quitting the game instead of having to go all the way
back to the check point and try again.
In the end, Crysis 2
feels so middle of the road. It's not terrible, but it's hardly
spectacular. If you're a fan of shooters, I don't see any harm in
picking this up especially now that the game is much more accessible (it
is available for PS3 and Xbox 360). Obviously, the game is going to
look its best on the PC - it is stunning
- but when you design a game around its visuals, there exists the
possibility that the gameplay will suffer to some degree.