![]() Whether it's to snipe without being located, to creep behind every soldier in sight and break their necks without a whisper, or just to sneak towards an exit point without being detected, the suit lets the player decide. With the power to turn invisible at a moment's notice, stealth is always an option. When going up against standard human opponents, the Nanosuit makes the player feel like a super-predator. This high-profile piece of gear is the true star of the show thanks to the variety of abilities it imparts Stealth and Armor are the mainstays, but the ability to leap tall vertical distances and see in the infrared spectrum (along with a few other assorted perks) help give the gameplay its identity. While the story of Crysis 2 is some generically forgettable stuff about a silent super-soldier taking the fight to a bunch of squishy aliens, the real focus is the Nanosuit. It doesn't quite go far enough for my taste, but when it works, it works brilliantly. To my delight, Crysis 2 manages to deliver both areas that are open- ish to experimentation and a character that's able to take advantage of them. ![]() ![]() However, when a title manages to pull it off, it's one of the most satisfying things experienced. With all of the potential things that could go wrong and all of the mechanics that could be broken, I would imagine getting away from controlled environments is probably one of the most difficult things to do as a designer. All too often I find myself thinking "if I could just get up on that roof" or "if this invisible wall wasn't hereā¦", yet these ideas go nowhere as I am forcibly shuttled down narrowly-defined corridors on my way to the next big-boom setpiece. ![]() It's rare that a game gives me enough freedom to create my own strategies, implement them, and then be rewarded with success. WTF Why can I bash this door down, but not that one? LOW Alcatraz's status as a silly silent protagonist. HIGH Taking out every single soldier in a level, completely undetected. ![]()
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