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Crysis and Crysis Warhead 7+ Years Later Review

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Gameplay:

Both games are first-person shooter, action games that allow for some exploration and creative gameplay, but only to a point. You are able to carry up to two handguns, for dual wielding; two assault weapons; and various explosives. The handguns and assault weapons can all be modified with attachments you find on other weapons you encounter, such as laser points, silencers, and various scopes. Personally I preferred going around with at least one assault rifle, and when available, a Gauss Rifle.

The Gauss Rifle is somewhat rare in Crysis, but can be found throughout Warhead, and is a pretty powerful weapon. Many enemies can be killed with a single shot, but not all, and it has a slow rate of fire, so you do not want to jump into fights with it.

The assault rifle I preferred to use is the FY71 and that is for one reason only: ammo. When you first land on the island, you have a SCAR assault rifle, which is definitely the superior weapon of the two, but SCAR ammo is also rarer. Since the Koreans use the FY71, you should never really run out of ammo, so long as you search for it. For attachments I equipped the laser pointer, sniper scope, and the silencer. Even though the precision rifle is technically the superior sniper, there is no suppression capability for it, so every shot you make will ring out loud and clear for your enemies to hear. With the right attachments, either assault rifle becomes a very versatile weapon for stealth and open combat.

Submachine guns are also available to use, and because the Koreans use them as well, ammo is not so difficult to find. However, because they have even more sway to them than the FY71, making them less useful for long range shots, I tend to avoid them.

 

 

 

 

 

 

One of the issues I have with Crysis is that collecting ammo requires actively picking it up, either in boxes or picking up dropped weapons. It is not so much the added step of picking up the items that annoys as much as it is the necessity of finding the dropped weapons to pick up. Sometimes there is so much foliage it is hard to find dropped weapons. Warhead thankfully has an auto-pickup system, so walking over and by the items will collect the ammo for you.

Warhead also features a few additional weapons, including micro machine guns, which Psycho is able to dual wield, and a grenade launcher. I never really used the micro machine guns much, but they are definitely effective, and as the grenade launcher takes an assault weapon slot, I often passed on it.

There are also additional vehicles to drive in Warhead, but as most of the gameplay is on foot anyway, I am just going to skip over them.

 

Likely the most defining gameplay element of both of these games is the Nanosuit. With it the player can have additional armor, speed, strength, and can cloak. Using any of these features drains the suit's energy, so be careful to not run out when you really want it. The default option for the suit is to boost your armor, as it only draws energy when taking damage. The speed option gives you a very fast sprint that drains energy, but it also accelerates your regular movements without drawing power. Strength can be used for super-powered punches, jumps, and steadying your aim, to a degree. In Crysis I failed to notice much of an improvement, but in Warhead I could see its affects. The cloak operates like in many games, where the faster you move the faster the energy drains, so be mindful of where you will be when it disables. Also enemies close enough to you will still see you.

 

That brings me to another issue I have with Crysis that at least seemed somewhat alleviated in Warhead. Enemies very often seemed to know where I was, even when I was hiding. You would think that hiding in some bushes would provide me with some cover when the nearest enemy is over one hundred yards away, but apparently not. The biggest issue in this regard is the helicopters. These flying death machines can apparently spot and track you whenever you are not cloaked. If you hide under cover, they can see you. If you dive under water, they can see you. If you hide under ground, they can see you. Seriously, I was in a drainage tunnel, under the ground, and a helicopter followed me and was shooting at me before I came up even. As it is pretty hard to shoot one of these down (two hits from a rocket launcher and a lot more from a gun), and I did not have the ammo to do so, my solution was to rage-cheat and disable enemy AI. This allowed me to leave the tunnel, find the appropriate weapon, and blow the helicopter out of the sky.

 

Helicopters appear to be less common in Warhead, or at least when you encounter them, the means of destroying them are also readily available, like a mounted minigun or cannon. Given their firepower, you will want to destroy them as soon as you can.

The biggest issue, beyond all the others, that I have with the gameplay of Crysis is that despite wearing what I would consider a supersuit, I never really felt like a super-soldier. When facing groups of enemies, I always felt I had to exploit the surroundings and the cloak to survive; not just win the fight, but to survive. Also there were plenty of times it seemed like enemies were taking far more hits than they should, and more hits than I do. In one case I practically emptied the entire magazine into an enemy at range, and it was still standing. Perhaps the game reduces damage with range, but the drop off seems pretty severe to me. That enemy was not even wearing a nanosuit, and those enemies are an even bigger annoyance. Basically I always felt like I was at the disadvantage against enemies that should be my inferior, forcing me into more cautious strategies.

 

Fortunately, Warhead appears to have had some balance changes that alleviate this issue. There were really no instances that I felt Psycho was not up to the job for, either by applying brute force or strategy.

 

After installing a game to review, and making sure it will actually launch, I will check to see if it records playtime, because it is so much more convenient for the game to do it than for me to grab a stopwatch. As I have played both Crysis and Warhead before, I just looked at their saves where I saw Playtime listed. It was not until I was already into Crysis that I realized that value is not what I thought. For some reason, both games record the time you spend in a level, but not in the entire game. You can even sort saves by Playtime, and the separate Level Time stat. (I think Level Time keeps the same levels together, instead of just putting the most time first.) That is why I have no playtime to give you for Crysis; because I did not realize I had to record it separately until I had already started. The reason I have no game time for Warhead is because I forgot to start the timer until after I started playing. (Sorry.) I would still estimate both titles to be around 10 hours. Steam actually says I put 11 hours into Crysis and 9 hours into Warhead, but that counts time spent in the menus and is rounded. Still, I do agree with it that Warhead is the shorter.

 

Altogether, the gameplay of Crysis has flaws that can be very aggravating, but are not insurmountable. I did only rage-cheat once, and only needed to once. Warhead definitely appears to be the better in this area, even if it is a shorter game.




  1. Crysis and Crysis Warhead Review - Introduction
  2. Crysis and Crysis Warhead Review - Graphics
  3. Crysis and Crysis Warhead Review - Story
  4. Crysis and Crysis Warhead Review - Gameplay
  5. Crysis and Crysis Warhead Review - Additonal Gameplay Media
  6. Crysis and Crysis Warhead Review - Conclusion
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