Crysis 3 Review
Played on Xbox One (base)
Developed by Crytek, Free Radical Design
Released 19th February 2013
After the graphical limitations that Crysis 2 was put under due to console hardware holding back the potential of game developers and the often criticised linearity of the game, Crytek attempted to build Crysis 3 as flawlessly as possible, using their previous criticisms as a step in the right direction. Oh, how that backfired...
Story
The narrative is such a downgrade from 2 and 1's intriguing and navigating storyline. For the third instalment of the series, you equip the classic nano-suit 24 years after Crysis 2, with the story focusing on the moral complexions of man and machine and the threat of the Alpha-Ceph. While the concept is strong and could've been a brilliant journey to experience, the execution fell off. Only two scenes stood out to me and I thought the performance, delivery, etc we're brilliant. However, the rest of the story didn't excel for me, as it felt like a plain sci-fi experience that was done countless times before.
Gameplay
The gameplay was as expertly done as its predecessors, but also happens to be the most flawed out of the 3. The pros are plentiful and include things like multiple new enemies that feel fresh and are fun to tackle, from the Ceph Scorcher to the Ceph Stalker. The new hacking system is another enjoyable bonus to combat as you get to turn an automated turret against CELL (the human enemies) or activate a dormant minefield as your foes stand on top of it. My favourite addition, like everyone else's, has to be the Predator Bow. Not only is it the most satisfying weapon to use, but it's also capable of modification as you get to alter the arrowheads between thermite, electric and more, while also adjusting the draw weight of the bow, which adds depth to how you use the weapon amidst combat.
The sound design, feel and look of the firefights continue to be a spectacle and the modules make a return. Like previously, you can have only four equipped and each module offers different enhancements, however, this time around, not only can you swap between your custom-made module builds but also achieve mastery among them by performing specific tasks which allocate to each module. For example, to increase your 33% sprint speed to 50%, you had to sprint 5000 meters and swim 1000 meters. Your arsenal also encounters this kind of ever-changing enhancements as you're once again able to switch attachments mid-fight, being a more effective and successful mechanic in this game than it was previously.
The cons of the gameplay are, unfortunately, also plentiful. Firstly, the vertical level design that the previous game flourished with is gone, replaced with wide and open areas that are a nuisance to run around in. The next issue is the game's difficulty - it's too easy. Aside from the no-energy-cost sprint that you get access to, the glorious Predator Bow creates most of this flaw with how overpowered it is. Being able to stealthily and dynamically use this weapon in any situation and one-shot pin enemies to walls creates this feeling that other weapons are unreliable and possibly do less damage than the bow, grenade launcher and LMG included.
The majority of the weapons may be powerful but, while it could be blamed on their potency or the lack of reaction, they don't deliver anywhere near the same impact as they did in the previous games. Additionally, changing the module selection from the creative, diegetic selection of Crysis 2 to an immersion-breaking block HUD was very disappointing. The game further disappoints with the removal of two features: corner leaning and the binocular's tactical assessment. While leaning around the corner wasn't vital, it did help maintain a sense of interactability with the environment and enemies. The removal of the tactical assessment that was otherwise found in the binoculars continues to damage that feeling of being a mega-soldier that had to use everything in his surroundings to succeed - a one-man army.
For the two features they added, I have some mixed feelings. The idea of supercharging is a cool concept, but with how much easier it made the game, I wasn't so keen on it. So much so, that when it made a very rare appearance, I was glad knowing that I won't see it again for a while. The other implementation was the use of Ceph's weapons. Though not new, it was given a new coat of polish as you now could access the heavier and tougher weaponry of your enemies, like the Scorcher's incinerator or the Devastator's X-PAC Mortar.
Bossfights
The boss fights of this game are the biggest downsides of the whole Crysis trilogy. First things first, the game has the worst boss fight I have ever encountered. There is a total of two bosses in the game, both appearing towards the end of the 7-hour experience. The first boss you encounter is also the worst one. The intended menacing, threatening design gets washed away with how severely goofy the Alpha-Ceph looks. The actual fight is also a slog, consisting of some of the most boring and plain attacks I've ever seen, a bullet-sponge nature and an empty arena that disappoints even more considering the boss stays in one spot the whole fight. The second and final boss was a much-needed 180 flip from the previous fight, but it still didn't raise the stakes enough for me to enjoy it thoroughly.
Characters
The characters weren't at all interesting. For the first time in the trilogy, our protagonist speaks, revealing that he is the series' beloved Prophet. However, this adaptation of Prophet has to be the inferior version compared to the other 2 games. The voice acting and performance aren't bad but it's not even a fair match when you compare every interpretation's impactful dialogue. Psycho also makes an appearance, for the first time since the original game, and while he didn't make an impression on me then, he sure did this time, quickly becoming my favourite character. His struggling mentality of being ripped from his nanosuit that he was bred to be in is quite alluring, while his "shoot himself to prove a point" personality was relatively entertaining. The two aforementioned cutscenes that excelled for me were mostly due to Psycho being the main attraction in both. Every other character either didn't have enough screen time for me to invest in or was as bland and soulless as soggy oatmeal.
Atmosphere
The atmosphere is great but not as good as it could be. The flair and design are fantastic, mixing the lush wilds of Crysis 1 and the concrete jungle in Crysis 2. Seeing vegetation take over a once indestructible land, is always great to see in video games. Being able to sneak among the tall blades of grass in a train station is also some good imagery. The game does dull down a bit, taking you to beaches of collapsed buildings, but the beginning areas are where the peak of the visuals is. The music on the other hand falls flat and only captivates once - the main menu. Other than that exception, musically, Crysis 3 doesn't hit the same impact that 1&2 did.
Story- 4/10
Gameplay- 7/10
Bossfights- 3.5/10
Characters- 6/10
Atmosphere- 7/10