![]() ![]() Attachments include things like a flashlight, silencer, grenade launcher, sniper scopes and the like.Īlthough, in my humble opinion, they still tend to oversteer and overaccelerate somewhat, the land vehicles in Crysis handle way, way better than their counterparts in Far Cry and so much so that they are actually a pleasure to use and ultimately of great strategic value. Of special note also is the number of attachments that can be used on the weapons and the fact that if you find a weapon with new attachments, they can sometimes be swapped onto another weapon allowing for a certain level of weapon customization. This then at times requires some careful planning for specific situations where you must decide if it would be more valuable to carry a shotgun (ideal for close range surprise attacks) or a sniper rifle (ideal for long-range stealth attacks). ![]() For example, you're allowed to carry two 'assault' weapons (machine gun, shotgun, sniper rifle, guass rifle, etc) although you are permitted to switch weapons whenever you find a new one. Like Far Cry, Crysis limits the number of weapons you can carry although you can carry two of each type. This leads to situations where firefights at close range with a bunch of KPA soldiers who have outflanked you often result in having to use up a lot of ammo in order to survive. The player is rewarded with instant kills for head shots but, on the other hand, KPA soldiers can surprisingly take an amazing number of body shots from a machine gun before getting killed. They all look and handle very realistically and sound very satisfying. ![]() The game will ship with six modes when it comes out in March next year expect to hear more about Crysis 2's multiplayer between now and then.The weapons in Crysis are -for the most part- standard military fair including a pistol, a number of different machine guns, a shotgun, a sniper rifle, a missile launcher and more. The key armour and stealth modes drain the energy reserves in your nanosuit these reserves can also be upgraded as you gain experience. The suit abilities-including an armour-boosting mode and the near-invisible stealth mode in addition to suit modules-also add a layer of complexity to the first-person shooting, even beyond that of, say, Halo Reach's relatively small armour ability selection. The combat itself still feels fast and fluid, especially with the supercharged sprint and sliding kick melee attack. The air combat module enables a stun ability, letting you end a jump in a powerful ground stomp that temporarily disables enemies in range. Another module makes your footsteps inaudible to improve stealth, with another that removes your shadow for the same purpose. One module makes enemy bullet and grenade trails visible to help you seek out enemy fighters. Customisable weapon unlocks are available, too, but the character customisation is geared less toward weapon modification and more toward suit modules, with some interesting options among the 21 modules on offer. When you finish a match, experience points are funneled into the weapon, armour, and stealth categories according to how you've played, as you progress toward upgrades in each category. Nanosuit abilities are set by the three suit modules assigned by the class (either assault, scout, demolition, sniper, or stealth-favouring ghost) or by the player in the custom class. As outlined previously, the multiplayer classes are defined by their nanosuit abilities as much as their weapon loadouts. The modes we were playing across the maps were as before: Team Instant Action, the team deathmatch mode, and Crash Site, a moving capture-and-defend mode in which an alien ship fires a pod onto the map and the teams (six versus six, marines against C.E.L.L.) compete to secure and hold it until the next pod lands. By clicking 'enter', you agree to GameSpot's
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