Shooter se­quel sec­ond best

Sunday Tasmanian - Tassie Living - - Tech - MIKE WIL­COX mike@ hy­per­ac­tiveg­ames. com

THE orig­i­nal Cr­y­sis and its ex­pan­sion War­head were both in­no­va­tive mas­ter­pieces. They in­vig­o­rated the first-per­son-shooter ( FPS) genre by of­fer­ing wide-open en­vi­ron­ments and mul­ti­ple ob­jec­tives, so gamers could choose paths for them­selves. It also didn’t hurt that they fea­tured some cut­ting-edge vi­su­als.

The ac­tion in this lat­est chap­ter of the saga once again cen­tres on the hi-tech Nanosuit 2.0, which the game’s new pro­tag­o­nist, Al­ca­traz, is given to wear in or­der to sin­gle­hand­edly save New York City from an­ni­hi­la­tion by an alien race. Unashamedly orig­i­nal, I know.

The run-and-gun ac­tion is mostly stan­dard fare for a FPS, with the ex­cep­tion of the fu­tur­is­tic suit’s pow­ers. These grant play­ers the abil­ity to be­come tem­po­rar­ily in­vis­i­ble, su­per strong and re­sis­tant to im­pacts from firearms and ex­plo­sives. Car­ry­ing over from the pre­vi­ous games, the vi­su­als are noth­ing short of spec­tac­u­lar.

Where the game comes some­what un­stuck is in the de­vel­oper’s de­ci­sion to do away with the open maps and op­tional ob­jec­tive points in ex­change for a more con­trolled­cor­ri­dor play style.

As far as se­quels go, Cr­y­sis 2 is a medi­ocre suc­ces­sor at best.

The con­trols are re­spon­sive and the vi­su­als are jaw-drop­ping at times. The sin­gle-player cam­paign feels a good length for a shooter and the com­pet­i­tive multi-player modes, though not rev­o­lu­tion­ary, will keep your in­ter­est up well af­ter the solo slog has lost its lus­tre.

Con­sid­er­ing this se­ries’ pedigree, I sim­ply didn’t feel the same ex­cite­ment the orig­i­nal de­liv­ered.

With the FPS games mar­ket sat­u­rated with qual­ity ti­tles, it takes some­thing ex­tra­or­di­nary to stand out in the crowd and de­serve your hard-earned cash these days.

Cr­y­sis 2 isn’t that game. But if you pick it up for a bar­gain, that’s a dif­fer­ent story.

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