Crysis 3 Single Player Video Shows Off The Game’s Open Fields

By Ishaan . November 15, 2012 . 12:15pm

Ever since they announced the game, Electronic Arts have focused mostly on Crysis 3’s multiplayer modes, showing off different aspects of those with much less of an emphasis on the single-player campaign. This week, however, they shared a video that shows off six minutes from the game’s single-player story mode:

 

 

Crysis 3 will be released in February 2013. Pre-ordering the game will get you a free copy of the original Crysis on whatever platform you buy Crysis 3 on.


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  • http://profile.yahoo.com/PZFYUAI2EUXCNI7GSYCOHCTNDQ do mo

    hopefully the weapons have more force feedback in your hands….thats one thing that would greatly improve gameplay imo.

    otherwise the game looks wonderful, but yeah that guys accent is annoying lol.

    • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

      What the dickens do you have against the English? He has the same bloody accent as Daniel Craig.

  • badmoogle

    I hope next gen console open-world games will look as good as that (if not better).
    I want huge,beautiful worlds and full of detail to run as smooth as butter. :)

    I’m not interested in Crysis games though.:p

  • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

    So, uh… this certainly does look a LOT like Crysis 2.

    • http://www.siliconera.com/ Ishaan

      I don’t know about that… Crysis 2 had a really nice city environment. I’m not so sure these swamps are quite the same. 

      I kind of liked the difference between areas in Crysis 1 (jungle) and Crysis 2 (urban jungle). It made both games feel like they had their own place. C3′s trying to do both, but they’re showing such little of the single-player and the Nanosuit stuff, that it’s really hard to tell if it works or not.

      • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

        I meant more like in the style of the level design, particularly compared to Crysis 1 which was much more open and less driven by setpieces. Also in that C3 clearly uses the exact same engine, assets, animations, etc. as C2, compared to C2′s significant changes over C1.

        • http://www.siliconera.com/ Ishaan

          Ah yeah, I see what you mean. Crysis 1 did definitely feel a bit more open, whereas in Crysis 2, areas felt a bit more contained and you had freedom within limits. I actually honestly enjoyed both styles.

          The downside to Crysis 1 was that your Nanosuit’s power would run out really quickly. 2′s Nanosuit was more streamlined and nicer that way. I guess the goal with this game is to have the open-ness of Crysis 1 and the suit improvements from 2, and a mix of both environments.

          • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

            See, but I liked C1′s handling of the Nanosuit. Slowly creeping your way through a forest or into a base, planning out how far you can go before you have to duck behind a rock or into a bush to recharge your cloak, was a real thrill. It made you feel like a real commando. Also, something I really liked in Crysis 1 is that enemies didn’t feel like they were thrown at you most of the time, so much as organic obstacles standing between you and your goal. When you killed them, it felt like you were doing so because it was truly a necessity in order to complete your mission intact – not because the game goaded you into it. All in all, I felt C1 had more substantive choices in play style than C2, which tended to be pretty clearly divided into “stealth here, action here”. Oh, and the faster suit recharge time, while it made sense for C2′s smaller spaces, also somewhat broke the game; once you got the Stealth Enhance powerup, you could pretty much clear any area in well under 5 minutes by just walking to your destination while cloaked, and you could pretty much shoot enemies while standing right in front of them with nothing to worry about.

            With Crysis 2, while it was still a good game, I felt that Crytek “Call of Dutified” it so hard – so to speak – that it was practically unrecognizable as a sequel, save maybe for the suit powers. The pacing, the combat, the level design, everything felt completely different to the point that it was like playing another franchise. I was hoping that Crysis 3 would either return to the mold of Crysis 1 or find some middle ground between the two, but it looks like it’s mainly going to be more material in the vein of Crysis 2. This isn’t the worst thing in the world, and I’ll still buy it for certain, but I would love for Crytek to make a proper followup in Crysis 1′s subgenre of the semi-open world shooter. But I guess now that they’re committed to F2P for the foreseeable future that’s not too likely.

          • http://www.siliconera.com/ Ishaan

            Agreed completely about enemies and “situations” feeling far more organic in Crysis 1. There was a very free flow to it all. Less driven by setpieces, as you said. The game was difficult and enemies could really put the hurt on you, but at the same time, this was precisely also what encouraged you to experiment with different approaches to see what worked best.

            One of my favourite memories of playing C1 is where I was confronted with six or seven enemy soldiers on the beach, off in the distance. I myself was taking cover behind a rock. All of them were equipped with long-range weaponry, and the Nanosuit Armor mode in C1 would dry up pretty quickly, so I couldn’t poke my head out long enough to target them and take them out with my sniper rifle.

            Instead, I decided to try and use a grenade. I only had three on me. The first one I wasted completely. I was too far from the soldiers for my grenade to reach, so it just fell a bit of a distance away and blew up. With the second, I tried throwing it a little higher, to see if that would make a difference, but again, I couldn’t get it far enough to actually hurt them.

            Then, I had this wild idea. Just on a hunch, I decided to use Power mode on the suit to see if it would help me lob grenades farther. I turned it on, lined the enemy up in my sights and lobbed the last grenade I had, and it traveled aaaall the way across the beach and landed bang in the middle of their little group, blowing them sky high. 

            It was amazing. I grinned so hard that moment. Crysis 1 really did encourage you to look for your own solutions. Crysis 2 definitely felt more planned and like they wanted to give you opportunities to feel like a badass. I liked it very much in its own way, though, because it sort of had this “Iron Man” superhero kind of feel going for it. Or maybe, to make a closer comparison, it felt a little bit like Vanquish. You basically “felt” cool relatively easily, whereas in C1, you really had to work and experiment to feel rewarded in any way.

            Again, both have their merits. It would be fantastic if C3 were to find a middle ground between the two games, but right now, I’m not even feeling all that optimistic about it having a great single-player campaign. They’re barely showing anything of it, which is extremely disconcerting, and what little they have shown so far looks very “pew-pew” and Call of Duty-esque as you said.

          • Syn

            Wanted to reply to Ishaan on the thrill part, loved C1 over 2 because of the sheer number of such moments. For me, I think I was a quarter way through the game and had to infiltrate a camp, I was confident by now to try the gung-ho approach and blast my way through the place, but before I new it, i was running in the bushes with a jeep and about 5 soldiers after me, so I take a turn of the clear path, head straight into the trees and am in speed mode at the time, just as am making a short speed burst the ground beneath me vanishes and in a moment of pure reflex I switched to power mode and landed with my hp almost all gone. i just stood there for several seconds because I honestly had no clue what had just happened(I had apparently run off the ledge of small cliff near a beach that was covered by grass and trees etc)….then I ran off to the kitchen to tell my cousin about the awesome stunt I had just pulled, absolutely amazing stuff.

          • http://www.siliconera.com/ Ishaan

            @Ni_Go_Zero_Ichi:disqus Haha, that sounds amazing! Speed mode was really fun to use, too, because sometimes you could just run your way past an enemy and duck into cover before they’d really have time to do much damage.

          • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

            I agree, again, that Crysis 2 is decent for what it is, but the sad part is that “what it is” is something for which there are a reasonable volume of alternatives on the market – not that it isn’t a particularly high-quality product, but still – whereas what Crysis 1 “is” is something that’s damn close to unique. I had many similar experiences like the one you describe, and there are few experiences in a video game more exhilarating than finding a solution to an in-game problem through that kind of emergent gameplay, rather than, y’know, checking a box that the designers specifically put there for you to check (or one of multiple boxes, to give C2 at least some credit).

            Another thing I liked better about Crysis 1 was the approach to narrative. Both games have the decency to relegate their predictable alien-invasion plot to the sidelines, but I felt the first one had more dignity about it. Cutscenes were brief, dialogue was terse, and the plot was very straightforward. It was cliche as all get-out, but since you felt like you really had a part in it the cliches didn’t seem quite so bad – hell, by the time the terse military confrontation suddenly erupted into a freaky cryo-alien invasion, I was actually starting to get into the story a little even though I’d seen it all before. (As an aside: I liked that the military characters for the most part acted like trained professionals rather than action heroes.) Crysis 2 ditched the simplicity of its predecessor for a plot that was both more intrusive, more incoherent, and more blatantly ridiculous, with some kind of sub-X-Files conspiracy mumbo-jumbo, an inexplicably silent protagonist, and human villains who all too obviously existed solely so that you could have human enemies to kill. The worst part is that Crysis 2, like every other modern wannabe blockbuster action game, tried to go “cinematic”, bombarding you with ADD-fueled briefing sequences, an overbearing soundtrack, constant CO chatter barking at you exactly where to go and what to do, an overabundance of “event scenes” that diminished or eliminated player control, and ultra-scripted sequences that existed only so you could see stuff blow up real good with fancy CryEngine 3 graphics. The sad part is that it was all just so totally unnecessary, because finding a North Korean military encampment on a mountainside, planning and executing a one-man raid and scraping through it by the skin of your teeth, all totally unscripted, was so much more thrilling than any of that.

            Also, I’m pretty sure multiplayer is to blame for Crysis 2′s drastic shift in gameplay style. The engine and mechanics all seem to have been modified – rebalanced, made faster paced, etc. – to accommodate multiplayer mode, and the multiplayer mode was of course modeled after Call of Duty, hence we have the entire game Call of Dutified. There are certain things you can do, mechanically, in a single-player shooter that don’t really work if you intend to make it work equally in multiplayer as well.

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