Crysis 1- More Linear Than You Think.

Post » Wed Jul 04, 2012 9:12 am

If you're like me and get on the forums often, I'm sure you've seen the posts complaining about how Crysis 2 wasn't near as good as Crysis, or about how C2 ruined the franchise by making it less open and more linear. Really, what I believe the complaints to be is PC gamers wanting to find a reason to hate on console gamers. It's always been like that. PC gamers think they're superior (which a PC is a superior gaming device, but some can't afford it or would just prefer console) to console gamers in every way, and will find something to say about how console gamers are inferior and ruining everything. Now, keep in mind this is just a general sense, I'm not saying if you are a PC gamer than you do this.

Now, back to the main topic. So many people hate on how linear C2 is, and how it became too much like CoD-blah blah blah. What most people don't realize is how linear C1 was as well. While it was less linear than C2, it wasn't to the point to make a big deal out of it like most people are doing. While you could free roam the island, there wasn't too much to find. The mission structure was VERY linear (excluding the tank scene). Most of it is even a one path mission approach. Think about them. Also, people think linearity is all about a horizontal plane (meaning most building or enemies are just on the ground). While C1's horizontal plane was much larger, C2's was much more vertical. When playing C1 I can't really recall a whole lot of time's when I was in a building sniping from a window or doing a surprise attack from above.

I can understand some of the complaints such as lack of game modes or vehicles. But I really think the linearity complaint is silly, and mainly used as a complaint to try and put themselves above console gamers.
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J.P loves
 
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Post » Wed Jul 04, 2012 7:33 pm

Agreed
But Crysis 2 wasn't vertical enough, it wasn't really vertical at all
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Klaire
 
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Post » Wed Jul 04, 2012 6:13 pm

From what I remember Crysis 2 seemed pretty vertical. Most the environments were at least three vertical levels. The sewer level (which wasn't to effective), the street level, and then a building or walkway. That was almost always there, and when it wasn't the environment was many more than three. Just think about the level design on most of them, you could almost always be standing two stories above the enemy.
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Georgine Lee
 
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Post » Wed Jul 04, 2012 9:31 am

Crysis 2 had a mix of warhead and Crysis. More straightlined with optional areas.

If you recall from this video. http://youtu.be/EBQAqUuNEaI
Watch Part 2 also!
They touch on non-linear and linear gameplay.

I'm glad I have the hard copy of this video in my PC box
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Richus Dude
 
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