Jick
Auxiliary Assistant
- Joined
- Jul 8, 2007
- Messages
- 9,444
- Reaction score
- 174
- Points
- 73
I'd compare it more with MW2, as it had a bigger wow factor in me than BO. That was a nice thing to look at and made me wonder about the aliens power, but having a building collapsing near you as you escape the area gives me a sense of a bigger danger. Not only because the soldiers can die from that, but because everything is falling so easily, not matter how big or collosal it is.Having played both, I wouldn't agree with that. It's fairly cliche' something we have seen in many games. Call Of Duty: Black Op's has something blow up every 2 seconds. It's very similar to something in Crysis, except in Crysis, a friggin mountain miles away starts to collapse in on itself. It's not a skybox trick either, it's actually in map. You can zoom in and see helicopters flying around it.
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I still have to check for myself, but from what I could see in a video review, we can also spot buildings collapsing far away in the background.
Those may have been two of the four most interesting change of paces in the game, because I wasn't seeing just plants and grass everywhere. The feeling that I was in a tropical island was gone once those events happened.Also, The player goes inside a space-ship, inside the mountain that is probably, the most visually stunning game levels to date. Pure HR Giger.
http://i42.tinypic.com/vg0rnn.jpg
http://i43.tinypic.com/u36g5.jpg
http://i44.tinypic.com/snnfpf.jpg
Then, the entire tropical Island become a frozen paradice.
How many other games have a frozen tropical island?
http://i42.tinypic.com/rriej7.jpg
http://i41.tinypic.com/169rez6.jpg
Add to that the part where we had to sink a ship and had almost zero interactivity with the jungle. From this moment, the game became more bearable to me, because I was about to drop it, but the later two you mentioned is what made it special.
But that's me. I guess it's just a matter of taste. In the big city, I feel a bigger urge to fight and to protect everything than I feel in a isolated island. The city is here, is our world, full of people and where our everyday life is.
I simply relate more to the city.
I won't argue that, as I have yet to see it. But what I've seen in videos is pretty exciting, as it seems we travel different places in the city. In the jungle, all feels so similar to me.What are the Crysis 2 enviroments?
A) New York at day.
B) New York At night.
I'm not seeing anywhere near the potential used of Crysis. The supposes emphasis of vertically basically amount to being 5-10 feet above the ground. Which you could pretty much do in Crysis with bases. The interactivity, scale and destructibility are all gimped. As are the vehicles which have been shoe-horned into small corridor like area's.
But that's a matter of technicality, isn't it? It doesn't affect the background or is affected by it.
None of this in the sequel when we shoot cars or punch a hut? Are there things like that, actually?
Particularly, I can live without that if the price is that it is set in a big city.
The fact that the first is set, for a big part, in a normal jungle, is what keep me away from replaying it.
They did slip, then. Too bad.One of the main things that annoys me, which admittedly is a small thing, but none the less annoys me intensely, every blade of grass, every leave would react to the player in Crysis. In Crysis 2, when the player unloads a pack of rounds into a tree, it reacts like it's made of metal. Hell, the leaves even react to wind. Something the new Elder Scrolls supposedly does that Crysis was doing way back in 2007.
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Both technically and gameplay wise, I consider this an inferior game.
Fans were concerned that this kind of thing would happen if the game was made for the consoles too, differently from the first game, which was PC exclusive. Maybe that was the main problem? Because they weren't as limitless like in the first?
As for gameplay, I have yet to test it, but I read that it is easier to change the armor's capabilities. If we want to sprint, we press shift and run, for example, instead of changing the ability manually, saving some time. This seems like an improvement.
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