Bringing the Franchise Back to its Glory Days

Post » Wed Jul 25, 2012 5:51 am

Do us all a favour and stop with your nonsense. You don't help the image of PC gamers as elitists.
nonsense? Nice useless reply...care to explain where the nonsense is in my response?

Boeteloez, the poster to whom you were referring DOES know about hardware limitations, I have personally discussed it with him/her in other threads. All you do, is make PC gamers look like condescending f0ckt4rds; not to mention, you're not even entirely correct in what you said. Hardware power has nothing, NOTHING directly to do with how dumbed down gameplay is. If anything, it's a mixture of how console consumers are considered, pressures to make a game aesthetically pleasing with limited resources and the fact that controllers have to be able to use all the controls in a user-friendly way.

So once again, stop with your nonsense. At the very least, try to squeeze out a relevant reply. I know it must be difficult typing out of your ass, but try harder.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Jul 25, 2012 6:12 pm

Holy hell of a thread hijacking...

At the very least, I think we can all agree that PC hardware has vastly outstripped the console counterparts and this makes it extremely difficult for Crytek to create a multiplatform game which effectively utilizes the separate platform advantages. The CryEngine 3 does a very good job at this, but it takes developer input on how they attack the task at hand.

Also due to the different interfaces and complexity, the PC and Consoles have very different target markets.

The HUGE problem with multiplatform games is that they do not effectively create a game which satisfies each platform. Crysis 2 made nothing more than a halfhearted attempt after release to cater to PC gamers, and was a no-show at release. The gameplay design itself is an entire other problem in itself, which is almost completely due to the console's low amount of RAM, and the different interfaces.

Now, it'd be great if the ad hominem stopped.
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Wed Jul 25, 2012 12:46 pm

I think this could use a bit of a bump from the dead. Many of the points in here still stand.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Wed Jul 25, 2012 10:20 am

The campaign's problem was that it failed to escalate. Promising start, but where did it go? No characters were developed, we never got a sense of scale. The mood remained flat throughout. Much as I like the idea of a protagonist being dropped feet-first into the middle of a story and being forced to work out what's happening as he goes, it was poorly executed beyond belief - for it to work, there actually has to be a worthwhile story to unravel. And don't get me started on the first half of the campaign. The early-morning New York setting would've made for a good first mission; it didn't made a good first third of the entire storyline.

Oh, and then there's the "plot twist" of Hargreave's EMP. Slight problem there, in that it didn't actually twist the plot whatsoever. Say you replaced the trap activation and following cutscene with Alcatraz simply being told to activate the spore by Hargreave; the game would follow on perfectly. It stunk of the plot writer realizing just how bad his script was and desperately throwing in whatever meaningless padding he could in a futile attempt to give it depth.

User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Wed Jul 25, 2012 7:50 am

The gameplay design itself is an entire other problem in itself, which is almost completely due to the console's low amount of RAM.
What? Just... what? How does that even begin to make the slightest shred of sense?
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Wed Jul 25, 2012 9:31 am

The level design itself being restricted, going upwards more than outwards. Crytek sacrificed on leveldesign so that they could get the graphical fidelity they desired on the consoles. In respect to Crysis 1 and Warhead, the levels are drastically cut down in Crysis 2. This is largely in part of the consoles pitiful amount of RAM.

As for the story, I agree with you there. In many ways I had the feeling as if the plot never thickens. The twists and turns throughout the story left me emotionally blank. In retrospect and as a recent example, I found Max Payne 3 to have an excellent story line. The protagonist was someone you could connect with, and this helps the plot twists feel meaningful. That game also truly escalates the plot properly and shows you the scale of what is truly going on. Crysis 2 kind of left an emotionally blank story. The war over NYC isn't escalated properly, and having a no-name protagonist kind of detaches one from the plot, which leaves many of the plot twists free to fall face first into the dirt of apathy from customers.
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Previous

Return to Crysis