Does it matter which console looks better? This game is one of the worst looking this gen.
Crysis 2
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“No one is more hated than he who speaks the truth.”
― PlatoComment
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Re: Crysis 2 coming to consoles
Having played the DAII demo on the 360 and PC and seeing it get the same score across all 3,I'd say that's pretty unbias but maybe that was just the demo. Still they were correct about the blurry graphics in this.Comment
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Re: Crysis 2 coming to consoles
Based on what I've seen I wouldn't go that far yet. Uncharted 2, Killzone 3, and GoW III are still the games to beat IMO.Comment
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Re: Crysis 2 coming to consoles
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Re: Crysis 2 coming to consoles
However, from some of the youtube videos I've seen, the AI is far less spectacular. It's also mildly annoying how this is still under review embargo, and it releases tomorrow.Last edited by bkfount; 03-21-2011, 01:57 PM.Comment
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Re: Crysis 2 coming to consoles
Well there's a PC performance review and screen comparisons for the settings:
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Re: Crysis 2 coming to consoles
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PCWorld Impressions
I'm also playing on the highest difficulty setting. All it takes if I step out of cover without my suit armor engaged is a pop or two and it's lights out, reload. I tend to die a lot on purpose. It lets me try new things.For all you comparison shoppers, Crysis 2 definitely looks like Crysis. Shadows and light effects have that same shimmering, super-detailed, slightly granular patina. Looking at the sun underwater evinces gorgeous light rays, or what geeks used to call "god rays" when it was still cool to shout 3D tech out. Tree limbs crack, snap, and fall under gunfire. Coal-black smoke billows voluminously from fires. And whatever lighting tricks Crytek played in Crysis to make the world look atypically realistic as you swing your head around, it's happening in Crysis 2 on the console versions, too.
And it still plays like Crysis, which was as much a game about exploring and improvising (using the engine's advanced object-interactive physics) as stealth-surprising squadrons of opponents or aiming then jumping out of moving, almost-exploded vehicles. Crysis 2 adds a collectibles angle, which riffs on Gears of War's dog tags and adds New York souvenirs, vehicles, and email conversations, so moving through levels works out to be considerably less run-and-gun than Call of Duty and Medal of Honor. Sure, the boats and dividers and barbwire-snaked wall tops hemming the starting area give away the design team's need to impose limits, but within each area are broad swathes of explorable city.
All the respectable object physics from Crysis replicate to the console versions. Bags and tires float. Metal grocery carts don't. You can interact with most stuff, though mostly for fun. Copy machines pretend to copy. Printers pretend to print. Phones play error tones. Tourist viewfinders actually zoom on landmarks, and your suit apparently waives the fee.
The new ledge-grab feature helps you move around and makes you feel more connected to the environment. Stand next to a platform, say a crate or shipping container, and jump--if it's not too high, you'll grab the edge and scramble over. The "connected" theme carries over to cover, too. If you pull up against a low wall while crouching, you'll "stick" to cover, with the option to pull a trigger and peek over, or if you're against a corner, around.
Most of the opening level plays like hide and seek, or tag with bullets, working you through suit functions and showing you how enemies work in teams, radioing after each other, Metal Gear-style. The enemies I'm fighting--they look like SWAT teams, but I'm still not sure--scan all angles constantly and spot me unless I'm truly hidden. And they move. Most don't wake up then go back to sleep, or follow patrols loops. They stick their noses into everything, and if you rile them up, they come after you, probing and perusing, wending their way between tents, fences, sandbags, sandbag walls, fountains, and the odd New York City tree. The only glitch I've noticed was one poor fool caught against a slightly raised hallway/room divider, stuck in "infinite walk mode," and--along with his buddy--utterly oblivious to the weirdness.
My only serious quibble so far: Vehicles apparently have just two speeds: Stop, and "go really, really fast," which makes driving with any accuracy a major pain. Why you can't modulate incrementally by applying more or less pressure to the gamepad triggers, I couldn't tell you.
Alright, that's me out of things to say. Well, almost: So far it's just as clever, beautiful, punishing, and exhilarating as the original was at its outset. Whether it'll close as strongly and rectify Crysis's terminal shortcomings, well, one thing at a time.Go Noles!!! >>----->Comment
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