Wednesday, November 14, 2012
The Vulnerable Side of Crysis 3
For a series that lets you throw people by their necks and knock steel
doors off their hinges with your bare hands, there's something oddly
vulnerable about Crysis 3. Sure, in many ways this is the same sci-fi
first-person shooter you've seen in previous installments--right on down
to the part where you pick up enemies by their necks and throw them
from cliffs, buildings, or buildings sitting atop tall cliffs. But
there's this other side of Crysis 3 that hasn't been explored in
previous games, a side where all that machismo recedes for a moment or
two and you get to look at the game's setting and central characters in
an altogether different light.
Remember Psycho? He of the cockney accent and with a penchant for
British vulgarities? Psycho was one of the nanosuited supersoldiers from
the original Crysis, and he went on to star in the series' lone
expansion, Crysis Warhead. Psycho returns as a player companion in
Crysis 3, but he's a different man now.
No longer equipped with a nanosuit, Psycho now belongs to a sort of underground resistance network fighting the CELL private security forces responsible for erecting a massive dome around New York City after the events of the last game. Decked out in plainclothes and looking a little pudgy, Psycho comes off a bit timid and shell-shocked after what has happened in the past. He feels like a veteran battling post-traumatic stress disorder, only he never got to come home from his war. He's still fighting it.
In one memorable scene, Psycho and Prophet (Crysis 3's main character) approach a gate leading up to an elevated subway line. Psycho attempts to knock down the door, but just winds up hurting himself and falling to the ground. It's then up to you, the player, to finish the job as Psycho looks on in what can only be described as abject embarrassment.
That sense of vulnerability is reflected in the environment, as well.
New York has long been portrayed as the type of city that is able to
overcome any tragedy or disaster that comes its way, a place where
people are simply too proud and stubborn to see their home devolve into
anything less than one of the greatest cities in the world.
In Crysis 3, though, there's a certain loss of identity that's hard to ignore in those moments you're allowed to take a look around you outside of combat. After aliens invaded New York in Crysis 2 and effectively demolished the city, Manhattan is now covered in a giant dome designed to quarantine the lingering threat. The result is a city that has returned to nature, with dense foliage and greenery overtaking the buildings and concrete.
You see a bit of New York in those glimpses at its iconic skyline, but often you're so surrounded by jungle that it's hard to tell you're in the city at all. Are you on 7th or 5th Avenue? Is this Central Park or some new jungle? So much of the city's defining characteristics have been smoothed over by destruction and overgrowth that it becomes that much harder to pinpoint where you are. It feels like a different New York, one that wasn't--for once in history--able to rebuild itself.
Will Crysis 3 take all of this and turn it into a first-person shooter
that's a little less aggressive and a little more contemplative? Who
knows. It might very well become the same sort of alien invasion story
we've seen twice before. But for a few moments here and there, Crysis 3
does let you look at its characters and settings in a somewhat different
light. For a series three games and one expansion deep, that change of
pace--however fleeting--is nice to see.
No longer equipped with a nanosuit, Psycho now belongs to a sort of underground resistance network fighting the CELL private security forces responsible for erecting a massive dome around New York City after the events of the last game. Decked out in plainclothes and looking a little pudgy, Psycho comes off a bit timid and shell-shocked after what has happened in the past. He feels like a veteran battling post-traumatic stress disorder, only he never got to come home from his war. He's still fighting it.
In one memorable scene, Psycho and Prophet (Crysis 3's main character) approach a gate leading up to an elevated subway line. Psycho attempts to knock down the door, but just winds up hurting himself and falling to the ground. It's then up to you, the player, to finish the job as Psycho looks on in what can only be described as abject embarrassment.
In Crysis 3, though, there's a certain loss of identity that's hard to ignore in those moments you're allowed to take a look around you outside of combat. After aliens invaded New York in Crysis 2 and effectively demolished the city, Manhattan is now covered in a giant dome designed to quarantine the lingering threat. The result is a city that has returned to nature, with dense foliage and greenery overtaking the buildings and concrete.
You see a bit of New York in those glimpses at its iconic skyline, but often you're so surrounded by jungle that it's hard to tell you're in the city at all. Are you on 7th or 5th Avenue? Is this Central Park or some new jungle? So much of the city's defining characteristics have been smoothed over by destruction and overgrowth that it becomes that much harder to pinpoint where you are. It feels like a different New York, one that wasn't--for once in history--able to rebuild itself.
Call of Duty: Black Ops 2 review
Watch the Call of Duty: Black Ops II video review
Black
Ops II takes off in the year 2025, with Black Ops' Sergeant Woods
pushing 90 and David Mason (son of Black Ops lead character Alex Mason)
taking over as leader of the future US Navy SEALs. Cyber-terrorist and
all-around-bad-guy Raul Menendez has a bone to pick with the Masons,
Woods, and the U.S. of A. over the loss of his disabled sister, and he
has waited the good part of forty years planning his revenge. The story
remains engaging throughout, with surprises and plot twists that change
depending on your performance and several life-or-death choices made
throughout the six-hour campaign.
If
that sounds unlike any Call of Duty you've ever played, that's because
it is. Black Ops II's story contains alternate paths that change small
portions of the campaign, leading to multiple endings. Whether you meet
the specific criteria of some objectives can determine if certain
characters live or die, so taking too long to rescue a V.I.P. or making a
wrong turn during a driving sequence might completely change the
ending. The branching story is surprisingly dynamic, and seeing the
substantive alternate endings adds another reason to replay the campaign
after the credits roll.
The
missions alternate between flashbacks set in the 1980s, starring Alex
Mason and Woods, and 2025 missions from the perspective of David Mason
and his high-tech Spec-Ops team. The variety is staggering and
well-paced, and though there's plenty of running and gunning, all of the
set-pieces are memorable and exciting. One mission, you'll shoot at
tanks with a rocket launcher while riding a horse; the next, you'll
guide a spider-like recon drone through a winding network of vents. The
campaign excels with its pacing, excitement, and delivery, but falls
short in one of the new additions: Strike Force missions.
The
new Strike Force missions are optional levels that pop up during the
campaign. Unlike the standard missions, you can choose to play from the
first-person perspective of any unit on the battlefield; alternatively,
you can swoop up to the tactical overhead perspective in which you
select units and order them to move, attack, or capture points like you
would in a real-time strategy game. It all sounds good on paper--but in
practice, the AI doesn't work well enough to play exclusively in the
overhead view (which should've been a viable option). Playing in
first-person isn't much better. Enemies run out from cover to be mowed
down with your gunfire, so it isn't much of a challenge.
Tranzit
expands Zombies from a traditional horde mode to a full apocalyptic
adventure. You still must survive waves of undead attackers, but you can
also explore the massive world map using an automated bus as transport
and interact with a new puzzle element involving "parts." Parts can be
used to assemble special items with unique properties, like power
generators or riot shield-like weapons--pushing players to explore, take
risks and develop strategies to open new doors. You’ll spend hours
exploring and experimenting in Tranzit's open world, and when you and
your friends unlock something new, the return for your effort is
extremely rewarding.
Killstreaks
have also gotten an overhaul in the way they are earned and are now
called Scorestreaks. Kills are no longer the only way of earning the
multitude of air support, drones, and turrets that stack up the kills
for you. With Scorestreaks, camping out and racking up kills is often
the slowest way to earn your streak bonus. Higher score values are
awarded to players who put their efforts toward match-winning
objectives, like controlling capture points, planting bombs, and
guarding flags. The score system becomes a huge motivator for your
teammates to go for a flag capture, rather than camping out and trying
to earn a Stealth Chopper, making the cooperative effort all the more
thrilling.
Outside
of the gameplay, Black Ops II has also received several other upgrades
as well. The Codcasting feature allows players to commentate on matches,
livestream, and share their videos online. Then there's League Play
that ranks your skills and places you in brackets with players that are
at your skill level. This is the most feature heavy multiplayer offering
in the series' history with options that will appeal to a variety of
players.
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