See our slide show of the Crysis game
Stop the presses: Everything you've heard about Crysis is true. It's a first-person shooter game that features a massive Lost-like island to explore, revealing it in naturally occurring areas that can take several minutes to sprint through and hours to fully experience.
Crysis simulates that island and its tropical ecology by employing visual technology so sophisticated that bullets fired through sun-streaked foliage cause leaves to shiver, while massive explosions thousands of meters away can produce clouds of dust that settle gradually over jungle canopies like smog.
Remarkably, everything in Crysis is interactive, from coffee cups and barrels to destructible shacks to the trunks of felled trees, which you can pick up and wield.
Your opponents, organized around the island in organic detachments, are not only tactically devious but work together with uncanny efficiency. And even without a gun, you're a lethal weapon, kitted out with special nanotechnology that lets you hit, run, and jump like a superhero. Developer Crytek promised something that would "move the shooter genre forward substantially," and with Crysis, it is firing on all cylinders.
Crytek has also produced something of a flawed masterpiece. Your enemies are smart, but only to the extent that they play better hide-and-seek. Rules that apply to you are occasionally broken by the creators to ramp up a challenge, violating the game's internal logic and creating some of the most unnecessarily irritating moments in the story. And at the eleventh hour, the game's much-touted sense of openness gives way to a design that narrows as you advance, culminating in a final battle where someone barks orders at you like a drill sergeant reading a grocery list.
That is not to say Crysis isn't exceptional, and often extraordinary. But appreciating what it offers--an unconventional "emergent" adventure in an unspeakably beautiful setting--depends primarily on how you choose to engage it.
Paradise Vast
For instance, if you want a sophisticated story, or as lead designer Jack Mamais put it when I interviewed him in early 2006, "an experience equivalent to seeing an Oscar-nominated film," forget it. Crysis is long on bullets and short on plot. You're a member of U.S. Delta Force who is HALO-dropped onto an equatorial island to rescue a team of archaeologists who have been kidnapped by the North Korean military. Battling across the island, you eventually encounter a much-hyped plot twist, which is only ever vaguely explained. There--now you know as much about the story as I do having finished it.
Then again, in a game like Crysis the story isn't told to you so much as by you. In other shooters, invisible trip wires trigger events; only when you move past a threshold in Doom or Call of Duty or Gears of War do the bad guys pop out. That's rarely the case in Crysis, where the trip wire is you, picking your own time and trigger points, shaping approaches into outcomes instead of robotically reacting to predetermined surprises.
In one mission, for instance, you might crouch on a hilltop peering with binoculars at a small fishing village in a valley half a click below. Soldiers smoke and stub out cigarettes, wax their cars, march off patrol perimeters, perch in guard towers, salute superior officers--even unzip by the river to answer nature's call.
Your goal is to infiltrate the area and download intelligence from a laptop on the second floor of a heavily guarded building in the center. Do you sneak building to building without killing anyone? Assault the entire village, including reinforcements potentially summoned by flares from outposts kilometers up the road? Set traps using claymores and explosive charges to lure first responders to their doom? Creep behind patrols and drag soldiers away one by one? Attach C4 to jeeps and trucks, or ride them blazing into buildings housing enemy squads, leaping out at the last minute? Swim under and hijack dockside riverboats, and then strafe the village with their high-powered machine guns? All possible in this game, and just a handful of possible approaches.