![]() ![]() Shouldering it and hunkering down behind cover, I swept the field one last time to get a bead on my targets before pop-pop-popping three headshots off to kill them all without dirtying my nice new nanosuit. Engaging cloak, I whizzed past a set of dimwitted aliens and hopped up to the ledge it was on. On previous runthroughs, I'd gone for close-range firefights, but with a sweep of the tactical assessment view, I clocked a sniper rifle away from the action. You can mark the recommendations and they usually show you a way of taking advantage of a path you might not have chosen.” I tried this out on my fourth attempt at the first action bubble I played. “The scan you get back makes three or four recommendations. The tactical assessment view opens up another layer to the game, as Cervat explains. After an acclimatisation period, it made my sprees much more focused and efficient – by the time I'd removed my armour-enhanced hands from the throat of one foe, I was already spinning to face my next target, rifle raised. 'Magic goggles', essentially, the assessment view can be flipped on to note targets and track them as they move around the map and behind cover. To compensate and encourage that kind of behaviour, Crytek have introduced a tactical assessment mode. The increased vulnerability made me plan my rampages before engaging. We tried solutions to counter having infinite stealth – like if you run it flickers slightly – but there were still drawbacks.” “There was a version of that game about a year ago where we dropped energy to see what happened, but it felt wrong. I put this to Crytek's CEO, Cervat Yerli. Part of me wants unlimited energy to dick about in peace. Waltzing into a combined onslaught felt imprecise, so much light and sound thunking into my suit's visor that I couldn't see an exit, let alone plan a defensive stand. I found myself misjudging distances, flipping to cloak mode and launching myself at full speed towards a flock of enemies who hadn't seen me yet, only to fizzle into visibility a few feet from their position and face their combined fire. All drain your suit's energy, but combining something like cloak and speed means you get a limited window of invisible mid-air fun before you're dry on juice and visible again.Īt the moment, the window to use suit energy successfully is tight. Five nanosuit powers have become two and a half: strength and cloak being the alternate states it can flip to, while speed is a sprint key and an increased jump. Crysis 2 takes this empowerment, keeps it, and hones it. The nanosuit was the star – letting players rise from the sea or the forest like a vengeful, invisible god and smash the teeth out of any ill-fated Koreans who happened to be milling about. Crysis made you feel like an angry extension of the island you were dropped onto. ![]()
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