FAIR WARNING: THIS IS A LONG POST.
I played the original Crysis through to completion probably a dozen times or more; same thing for Warhead. I absolutely loved the granular detail of the environment, coupled with the freedom of movement across an absolutely enormous playing area. I relished going back to levels I had previously played through, seeing what new tactics I could try, what new havoc I could wreak on the highly destructible environments, and what details I missed the first time around.
I got svcked into the game from minute 1, and it still hasn't let go 4 and 1/2 years later. Mainly because 4 and 1/2 years later, there still isn't any game like it.
TL,DR: Crysis 1 owned EVERYTHING else in the 1st-person shooter world at the time it was released, including a little game some people here might have played (including myself) called Call of Duty 4. Again, before CoD fans flame me, this discussion does NOT pertain to multiplayer.
Crysis 2's release was a great example of yet another game being afflicted by the disease currently rauaging the gaming community. This disease infects everybody in the gaming world: developers, publishers, and gamers alike. It is the disease called "good enough."
This disease causes publishers to be deluded into thinking that if a game looks, sounds, or plays "good enough," that it will sell like mad and that development should therefore be targeted at a release date, not a specific level of overall game quality.
Developers can be afflicted with this disease as well. I know, developing a compelling, open-ended level for a game can be tough, but that is not an excuse for completely throwing the idea out and replacing it with the linear "funnel" that so many 1st and 3rd person action games employ nowadays. If there are only 1 or 2 paths that allow advancement, and only 1 or 2 ways of completing an objective, it no longer allows the gamer to squeeze enjoyment out of the game. "Oh, path 1? I tried that last time, guess I have to try path 2 now."
It is false that gamers are only capable of enjoying a certain style of gameplay. I am tired of running down the only hallway, to the only objective, to trigger the only goal.
Crysis 1 let me take on or eschew side missions, and rewarded or penalized me accordingly, but never stopped me from progressing in the game. In Crysis 2, I was literally ripped out of the driver's seat as the game forced me to hit a single button to trigger a scripted explanation of how my nano suit worked. It didn't even have to go that far; a simple button prompt would have been enough. But apparently "gamers" can't do that for themselves. Let me be clear: we can, and we SHOULD do that kind of thing ourselves. No game gives a tutorial on how to pull the trigger of a gun short of telling us what button to push, so why do I need one for an action that is JUST AS SIMPLE, such as putting on armor or cloak mode? That's right, I don't need one at all. And neither do you, reader.
But some people out there don't want gameplay that is anything but spoon-fed to them. These people are the gamers afflicted by the "good enough" disease. If a game has to hand-hold them and send them down a scripted, padded hallway full of predictable encounters and event set pieces that always require the same actions to trigger them, then they are happy. That kind of experience is good enough for them. However, if a game forces them to think a bit, or encourages them to try new tactics *GASP* on their own instead of telling them there are "tactical options available" then they freak out and write poorly-thought-out tweets to the devs and publishers, accusing them of making things too hard.
These people are idiots. Games that require a bit of thought are not bad at all. If a game is difficult within reason, people will probably enjoy it just as much if not more than a game where everything was safe and linear. Placating gamers who just want simple gameplay is not a good way to make a successful game. It is a surefire way to bore the rest of us and earn the game critical reviews that were scooped from a barrel-bottom.
Crysis 1 pushed virtually every boundary of the 1st-person shooter world when it was released. The game was short, but it had so much potential. The story it set up was slow at first, but towards the end I was on the edge of my damn seat. At the end of Crysis 2, I was slumped in my chair wondering how the series I loved could have taken such a bizarre and downward turn.
I didn't even know there was a comic that supposedly bridged the story between Crysis 1 and 2. I shouldn't have to augment a game's storyline with critical plot details by purchasing a bunch of damn comics.
When Crysis 2 was announced, I was positively giddy with anticipation. How would Nomad, Helena and Psycho get to Prophet on the frozen, radioactive island? What would happen to the entire world now that the skies were swarming with aliens? The game just got REAL.
But Crysis 2 starts out with none of that.
Oh, an ADVANCED ALIEN SPECIES breaks out of a GIANT ICE SPHERE that just got NUKED by the US military? BORING. Instead, let's start the player out with NO info on that and instead show people discussing sports and living normal lives in New York, completely divorced from any idea of an alien invasion until a *spooky voice* mysteerrrrioooousss disssseeeasssee shows up, oooohhh! Oh, but let's include a rogue radio jockey who skirts the edge of paranoia to bring the player updates on how Manhattanites are reacting to the news. The rest of the world? They don't matter, ONLY THE BIG APPLE MATTERS. None of it makes any sense.
The boundaries of storytelling remained thoroughly un-pushed. There wasn't even a slight nudge to be felt.
The graphics of Crysis 1, it goes without saying, pushed the boundaries of game environments harder than anything that had ever been released. Crysis 2 utterly failed to capitalize on Crytek's legacy of great environments, first pioneered by Far Cry and pushed through the stratosphere by Crysis and Crysis Warhead. It doesn't matter that certain advancements were or were not included in the release build of Crysis 2. What did matter is that everybody expected them, and those expectations were let down, then more or less set aside for 3 months while the bad press and angry forum posts piled up like an avalanche.
The DX11 and Hi-res texture updates for PC were awesome when they were FINALLY released, but they still failed to address core concerns about bland environments with low interactivity. The damage had been done. People expected even bigger and more interactive environments than in Crysis 1, and instead they got environments tailored to simplistic console controls and weak console hardware. No big, sprawling fields full of trees or giant bays. Hell, even central park was gimped into a tiny raised island, far away from anything that might allow for sandbox gameplay.
It didn't help matters when Cevat Yerli acted like the DX11 update was some kind of great gift, instead of something that should have been delivered on from day 1 because of customer demands and expectations. Maybe he was skirting a fine line between calling out EA for pushing his team too hard, and attempting to calm the now-rabid Crysis fanbase. But it came off as a hollow consolation. The idea, however implausible, that the DX11 features might never have even come about save for the outcry that followed Crysis 2's release, really has me worried about how Crytek's priorities have shifted, through force or voluntarily, under EA's rule.
I like Crytek. Cevat Yerli is a dedicated guy, who I believe truly does want to make good games. I think that it is unfortunate that, in all likelihood, pressure from EA more than likely forced the radical changes in gameplay and graphics in order to meet proposed sales targets and release deadlines.
I understand that EA and Crytek want to make more money. The way to do that is not to try and appeal to some base focus-group level of gamer, but to make something so good, so awesomely badass, that EVERYBODY wants to buy it. Also, a good way to make money is NOT to yank it from one of the most widely-used digital distribution platforms (Steam) mere weeks after release, and set it up in an entirely new marketplace (Origin). That would be like selling a new car at the world's most popular dealership, then yanking all models a few weeks later and taking them to a much less well-known dealership, and wondering why it isn't selling as well as you'd hoped. It svcks that Crysis 2 was one of the most-pirated games released in 2011, but I bet a hell of a lot more people would have bought it if it was a better product that didn't use a terrible distribution platform.
In the end, I hate that "good enough" ended up winning out over "being awesome". I enjoyed the game, but not as much as I know I could have in some alternate universe where Crysis 2 had a badass story, epic environments, and super-tight gameplay.
I would think EA has learned it's lesson and will allow Crytek time to implement DX11 features from day 1 for Crysis 3's release. Then again, they did just get the Worst Company in America award from The Consumerist website, so who can say.
I leave the development team with one final plea:
Please Crytek, don't make Crysis 3 "good enough".
Make it unforgettably great.