Where Crysis Went Wrong

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    #1

    Where Crysis Went Wrong

    GameSetWatch's latest in its "Design Lesson 101" series, takes a look at Crysis and where it all went to hell.
    The strength of Crysis lies in choice. The choice to enter the situation on your own terms and from your own perspective. The game gives you powers, such as cloaking, speed, and strength, that can be used to turn the tide of battle. This adds more choice to how you handle a given combat situation.



    The linear, corridor levels go against that sense of choice that the rest of the game has set up. The problem is that this other style of level does not compliment the more open style the rest of the game has set up. It feels far more restricting, in fact. You have less places to move around, less ways to approach a situation, and less opportunities to use your nanosuit powers.
    The author shuns Crysis for essentially taking away those powers which you have learned to use for most of the game. If you give the player the initial ability to pick and choose how they want to go about doing something, that ability should not be taken away later on.
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