My Testreport on Crysis 2
It was only one matter of time, until the cuttlefishes want to conquer the world. The Viecher have more arms than us, can change her colours without styling advisers and need no nuclear stream - quite clearly the überlegene species to the life.
In the Ego-Shooter Crysis of Crytek and Electronic Arts a sophisticated form of molluscs looks itself into New York, and only one man can point to the molluscs, why the humanity, nevertheless, will survive: Because we have spine! And play tests with GameStar read!
The entrance
Alcatraz, the hero of Crysis 2, has not only a spine, but also a skull. From the drinking. When he comes at the beginning of the play to himself, his companions of the Recon marine come along just ready for the application: The soldiers drive in a submarine in the bay of New York where they should dam the results of a deadly epidemic by a humanitarian application.Humanitarian application? The men want to know nothing about it. Since who requests for the Recon marine, that has obviously a more evil problem than a few viruses. And just this problem tears the are … … the ship's side on from the élite warriors few seconds later. From an unknown object grievedly there sinks the submarine; the marine escape to the water surface, only to become there from a weird flight machine dahingemetzelt which appears absolutely unexpectedly also from the floods. Everything seems lost, there is saved Alcatraz at the last minute by an imposing shape: It is a prophet, a supporting actor from the first Crysis. He carries the Nanosuit, the fight suit which we already learnt know in part 1 and to love, and destroys the alien drone in a wild shooting scene. When the bustle has lain down, prophet drags the seriously injured Alcatraz in country, before this loses the consciousness and the picture becomes black again. What dramatic entrance!
The Nanosuit
When Alcatraz comes again to itself, the world is another. Not only that New York has become in the meantime an aim of a full-scale attack of the mysterious Ceph, Alcatraz carries suddenly still the Nanosuit.From the fight against the invaders hardly drawn prophet has delivered the miracle suit during Alcatraz' unconsciousness to the young navy, the old battle horse makes the arena freely for the next generation. Crysis 2 thereby ties together the absorbing story entrance cleverly with the inevitable Tutorial: Because neither Alcatraz nor the player knows what is able to do thus everything of the Nanosuit, now both get a test run. The superthings order more than two modes: Armour plating and camouflage field. Ersteres raises our damage resistance, the latter makes us nearly invisible and permits us to do opponent from the back with only one close fight attack. Both functions use energy which regenerates, however, rather fast.
The strength mode and the tempo mode from the predecessor were stroked in Crysis 2, nevertheless, Alcatraz can still run quick as a flash, jump up very much or throw heavy objects. Indeed, also costs the stream. While we had to steer four Nanosuit modes about a radial menu in the first Crysis, 2 two keys are sufficient for Crysis for armour plating and camouflage field (normally Q and E). With it the suit can be served much more intuitively than in the predecessor. Moreover, the new Nanosuit has become agile. If we crouch down behind an object, a pressure on the sighting key reaches, and already leans against Alcatraz of our mouse movement after from the cover. Cool!
The control
We must jump at 2 also no more pixel-exactly obstacles in Crysis to scale them, instead, the play helps now and then and then reels short animation sequences has in which Alcatraz pulls itself up in the climbing edges. Besides, we see his hands and now and then also feet what gives a plausible body feeling, thus as in Mirror's Edge to our alter ego. If Alcatraz from the sprint goes to the squat, he slides a few metres about the ground. With it we are able to do not only opponent umsäbeln, it looks from quite cool. Silly only: We always use Shift for ducking and STRG for sprinting. To press both at the same time (beside WASD and the space bar) we lack a finger, and there is not a secondary key allocation. Speak: no Slides for us. In the campaign this can be got over, however, in the Mehrspieler mode against human opponents it appears to us disadvantage.The opponents
By the way human opponents: In consideration of an alien invasion one would like to believe that the humanity moves up. But puff's cake! When of the Alcatraz freshly carried to the supersoldiers for the first time laid waste New York enters, he is immediately attacked by agents of the C.E.L.L., "Crynet Enforcement & Local Logistics".Their principal, the Biotech company Crynet, has developed the Nanosuit and wants to have the thing back. Because prophet was from that point of view probably not particularly co-operative, the mercenaries have the order to do him. And now there thinks all world, Alcatraz is a prophet! At least prophet has shown the way to our hero: He should visit the scientist Dr. Gould, that can help him. And thus creep, we hurl and beat to us our way by New York, in search of Gould.
More clearly
In the fight against C.E.L.L. and Ceph both view modes of our fight suit also help us: Nanovision and the »tactical consultation«. Nanovision corresponds to a warm picture camera which allows to see us at the expenses of the suit energy even in complete darkness. Though in Crysis 2 there is only one short place at which the view device is inalienable, however, in the multi player part the Nanovision performs whole work: She reveals to us disguised players. The view mode »tactical consultation« is used only in the campaign. In regular segments gives us of the Nanosuit thereby tips for our action. He marks key positions, possibly mg nests, ammunition depots or weak spots in the hostile defence, and lets us mark spotted opponents. These marks remain active, after we have left the planning mode again - a legal embankment minced meat. The tactical consultation helps not only genre beginners, but also prevents that we overlook important places in the levels.However, the tactical consultation also has another, more insidious function: She should deceive us about the fact that we cannot move long ago any more so freely like still in the first Crysis. There square kilometre-size operational areas which we could cross by a vehicle or on foot opened to themselves us partly. Here and there in the road edge there was even Nebenaufträge. Now Crysis 2 is substantially more linear and exists to large parts of classical tube levels. If the battlefield expands then on the size of a football field, the insertion should not push to us »tactical consultation available« probably with the nose into it, with it we hotfoot durchrauschen.
The level design
Though the levels of Crysis 2 are substantially narrower than those of the predecessor, but, therefore, not are dull still long. Our way leads us through the metropolis lying in remains, in remains of known buildings past, sometimes by dark underground shafts, sometimes over solar-flowed through boulevards or weird ditches in the middle of the city centre. Though, besides, the relative importance do not correspond to those of real New York, but who has the night Times Square zerballert for the moment with rain, to that this makes no difference quite. And "zerballert" is exaggerated: While we could still sprinkle in tons primeval forest planting of grass and corrugated sheet huts in pieces in the jungle of the first Crysis, the levels are destroyable in Crysis 2 only cursorily. Though cars or the genre-customary explosive barrels are lying round everywhere which rise under bombardment spectacularly in flames, we experience the complete destruction of buildings, however, only in the script sequences.The script sequences
The script sequences are rather rare in comparison to the Call of Duty series, however, have washed for it: When we want to cross the transitional bridge between two skyscrapers, a Ceph spaceship rushes by the house gulch exactly on us to. In an intersequence which we experience in Crysis 2 always by Alcatraz' eyes, to pikes we just still on time in cover when the monster strains the building. Alcatraz falls down in the street. When he looks up, two combat helicopters of the Army about him rattle away, in thick pursuit of the UFO. We look to the machines behind: A few blocks further it comes to the gun battle, the spaceship falls, finally, in a far away skyscraper. Wow!
The collective objects
The narrowness relative in comparison to the predecessor of the levels compensates Crysis 2 by his detailed being in love. Thus we find, for example, even in the extreme edge of a battlefield a half destroyed supermarket in which we serve the cash, the microwave or the drinks machine (or destroy) are able. Moreover, under the bar a New York souvenir lies in the form of the plastic Statue of Liberty. With each of this touristic memory we switch pieces of music, videosequences or reminiscent scraps from Prophets lives freely. The Nanosuit has stored because important events in Prophets meetings with the Ceph, and the suit in the course of Crysis 2 plays that to us over and over again. Thereby we get to know what prophet has experienced, actually, thus between the first Crysis and part 2. Indeed, these clips are given only as pixelated videos - a strong break to the otherwise so excellent optics of the play.Story mistake
Although Crysis 2 tries to produce a connection with the predecessor about the figure of the prophet, there is an unmistakeable discrepancy between both plays: the Ceph. In part 1 were the still extraterrestrial, they tried to transform the world into a frozen waste. Now these beings suddenly come from the sea, thus at least the theory of Dr. Gould. Or they come from a concealed subterranean empire, because they disassemble New York from the ground. How this fits, Crysis 2 does not betray.
While the Ceph were ethereal Schwebewesen in the first Crysis which carried flying, mehrarmige robot suits, the newcomers look like slimy sea creatures in humanoiden machine bodies. Though the new opponent's design likes us much better than that of the predecessor, nevertheless, it disturbs us that except us obviously nobody has a problem with the spontaneous Ceph mutation - not even prophet! From the ice formation plans of the predecessor there is also no more track, the new Ceph weapon are the deadly spores which contaminate the New York population. Therefore, it has fled in protective bunker and underground shafts. (Something troubles active) explanation of it, why streets of New York are freely from civilian population.
The Nanosuit-Upgrades
When Alcatraz gets into contact with the Ceph spores, something unexpected happens: The Nanosuit develops antibody against the epidemic. The suit is evident not only a very modern armament, but also a sort of Symbiont. No miracle that Crynet wants the thing zurückhaben. Nevertheless, for Alcatraz is certain: The Nanosuit is the only defence which has the humanity against the Ceph bioweapon. Before he has not expelled the intruders, nobody gets out him there so fast! To Alcatraz' luck becomes of the Nanosuit from now on mightier and mightier. As a result of the DNA fusion we can collect from killed aliens so-called "Nano catalysts" and with it bit by bit new suit abilities free switching. The "menace seeker" possibly marks the lines of fire of hostile balls and tracks down thus opponent, the "track seeker" marks the footprints of walking around enemies - practically for some seconds! There are twelve these Upgrades in four categories, indeed, we may always activate only one per column. With it we can put the abilities of the Nanosuits on new situations and adapt to our play behaviour.Upgrade inconsistencies
However, some of the abilities in Crysis 2 are only in the multi player mode of use. The "camouflage field seeker" possibly who indicates invisible opponents is the most expensive Upgrade in the campaign, there is there, however, only one place at which he would be of use. If we have mastered this situation, we are showered with Nano catalysts and are able to do all Upgrades free switching - indeed, Crysis 2 a few seconds is over later. The idea behind it: If the player turns now the second story round, he has from the outset enough points for all Nanosuit-Upgrades. Therefore, our catalyst account is also attached not to the score, but to the player's profile. Who wants all Upgrades free switching absolutely in a campaign, can play worthwhile segments several times one after the other and thus points "Farms". Because one does not need all Upgrades, however, in the end, at all, one can save this.Many possibilities, little change
By the cool Nanosuit with his variable application possibilities and the level design at least relatively free in some segments gives us Crysis 2 the possibility to solve situations in many different kinds. This misleads cleverly about the fact that in Crysis puts 2 changes a little play-mechanical relatively. While to us the predecessor has maintained once again with interesting driving segments and even airplane segments as well as fat bosses, we can count the opponent's types in part 2 almost in a hand. The very rare driving inserts are short really, and there are not real boss's fights also, not even in the finale. We must provide already even for playful change, while we get involved in the situations. The tactical assessment of the Nanosuits helps us in it. Who wants the whole story dull in the armoured mode durchballern, this can act of course, besides, may not expect, however, the countless script sequences of a Call of Duty and could be disappointed accordingly.However, all this is a criticism at high level. Understandably, one looks at the dream evaluation of the predecessor. Crysis 2 scarcely does not approach that, because part 1 offered with his big island world, the more diverse mechanics and the maximum freedom of choice, however, the more unusual play experience. Still: The great graphics, the exciting story and the cool fight suit which gives us the feeling to be really a part of this virtual world make Crysis 2 a wonderful adventure. Whom this play does not make hot, that is presumably a cuttlefish.
Not only in the campaign, but also in the multi player mode Crysis 2 something differently makes than his predecessor. The first Crysis strongly orientated itself by the Battlefield series. There were vehicles, gigantic battlefields, infantry-special equipment and a very tactical play mode. Combined with the functions of the Nanosuit this was quite a nicely complicated matter. Too complicated as it seems, because the multi player mode of the first Crysis found not too many fans. Now Crysis 2 is completely different: Away with the big Maps, the vehicles and the much too high tactical claim, here with Perks, to Waffen-Upgrades and classical play modes. With it it is clear to whom Crytek wants to dig away the players: the Call of Duty row.
Heart of the Mehrspieler part of Crysis 2 is of course of the Nanosuit. For him we switch bit by bit 22 Upgrades freely which correspond partly to the Perks of the Call of Duty row so quicker reloading, invisibility for hostile radar, less dispersion while shooting and the like.
Scenario-partly can permit to itself Crysis 2, however, still a few more completed Perks, for example, the menace alerter whom we have already well liked in the campaign. Many Perks work as a strengthening or antidote to the abilities of the Nanosuits. Camouflage field seekers and approach alerters possibly who are absolutely useless in the campaign turn out in the multi player part very helpful. 22 Nanosuit-Upgrades are divided into three categories: Armour plating, Stealth and energy. For each of these columns we receive own points of experience. Who is on the move possibly particularly a lot with camouflage field, collects Stealth-XP. Then with every new Stealth rank we are able to do a matching Upgrade free switching. However, we may take only a Perk per category in the match. With it Crysis 2 our playful predilections promotes, motivates us with the rank system, however, at the same time also to use all suit abilities.
Weapons and rewards
As in any other multiplayer-Shooter we also switch in Crysis 2 weapons new bit by bit freely. The arsenal offers twelve main weapons from the campaign, from the shotgun up to the microwave cannon, four secondary weapons (three guns and a tommy gun), two shell types (HEY and Flash), C4 and a bazooka. Every rattle has her right to exist and, moreover, place for up to eight articles in three categories, so silencer, lower course garnet thrower or, especially cool, a hologramme projector. He generates an effigy of our play figure which even moves. We can let go the thing above a free surface, with the help of the menace seeker look, from where the poor hologramme is fired and afterwards hunt on the startled opponents make. Very funnily!Differently than in the Call of Duty series we are recompensed in Crysis 2 not directly for firing series. Instead, we must collect the dog brands of vanquished opponents. If we get together a few brands without departing this life in the meantime, there is a present: for three brands a Radarscan, for five a ray attack from all, a radar or a Nanoanzug-Störer and for seven a KI-steered Ceph-attack airplane or a Nanosuit-energy push.
The bonuses all help, we cannot choose them, however, in contrast to the Killstreak rewards from Black Ops freely. Instead, the Goodies depend on the Map on which we just play.
The dog brand system brings tempo into the play, because who camps instead of collecting the brands, also gets no bonuses. Indeed, there is for higher player's levels an Anzug-Upgrade which lifts the things of magic hand automatically. Who wants to crouch absolutely as a Sniper in the level corner, for that this Perk is a must.
There are, by the way, also rewards for players who have little luck: Who is often floored one after the other without scoring independently, gets one of three "Fatality bonuses": 50% less damage of balls or explosions or a sturgeon field which takes the view from Snipern. The multi player maps
Crysis 2 offers twelve diverse maps with Settings which we know thus or alike already from the campaign. Here there is possibly to see the destroyed New York station building also sometimes during day and sunshine, however, on the laid waste Wall Street it rains, moreover, it is dark there. The Maps offer an amount of cover and above all many levels about one another. It gives big pleasure to romp around here with the Nanosuit.
The only deficiency: The levels cannot be destroyed or only partly. Indeed, here there are and because the areas which have influence on our play behaviour. We should cross, for example, no water jets. The »drop bubble from the Visor« effect the view can complicate us at the wrong moment. Crysis 2 steers itself because of the Nanosuit functions more complicated than the genre competition: Mode changes, Nanovision switch on and switch off and, besides, squint always on the energy announcement, this demands. If the Nanosuit is empty then really sometimes for a short time, we notice that such a supersoldier moves, actually, rather sluggishly – particularly if the sprint energy is absent. However, this is not bad, but it requires a certain tactics: We must go regularly to cover to charge again, and must plan our action a little bit. This brings tension. Moreover, is great how easily we can scale obstacles. Nevertheless, with our standard control, Shift for ducking and STRG for sprinting, we cannot use the Slide function of Crysis 2. But half as wildly, real advantages does not seem to bring anyway, because up to now we have still seen no player to whom she is of use.
The play modes
Crysis 2 offers six classical variants. Deathmatch and Team-Deathmatch, Capture the Flag and King of the Hill correspond to genre standards and probably need no big explanation. With "ex-filtration" the attacking team must pinch two canisters from the opposing camp and bring to a waiting helicopter. Besides, the containers get Nanosuit bonuses the team which it holds in possession: One increases the achievement of the armour plating mode, the other those of the camouflage field.
The mode "attack" is most special. Here Nanosuit agents line up against normal soldiers. So that this remains fair, the superwarriors may use only guns and agreed Upgrades, however, her opponents get thick Wummen. The Nanosuit bearers must approach several computer terminals and hang around long enough in their reach to download confidential data (in the German version they load confidential data high, but what it has to do). Their heavily armed opponents must prevent this. After a round the teams change the sides.
We like "ex-filtration" and particularly of the asymmetrical variant "attack" best of all because they have mostly tactical draught. However, Crysis 2 offers beside the default setting still seven other modifications: The option »new recruits« leaves only player to level 10 on the server, with »quick rounds« there is no break between the match, "Classically" removes the Nanosuit with his functions, »a life« strokes the Respawn (who falls apart, must pause up to the next round), with "Solo" we can invite no friends in the battle and "per" remotely all announcements and a hardcore mode raises the weapon damage-. Soberly looked a lot of sense proves in Crysis 2, however, not too: Without announcements most Nanosuit-Upgrades are cancelled also, and they make Crysis 2 just particularly. But because the modifications are combinable, one is able to do himself with "Per", "Classically" and »a life« in the mode "Exfiltratrion" practically a contemporary counter strike basteln.entfernt all announcements and a hardcore mode raises the weapon damage-.

Server browser and technology
The server browser of Crysis 2 permits the filters after variants, maps, modifications and eight other settings. Indeed, the play does not store our searching default, after a match or new start it is put back of the filters again. In addition, the browser indicates regularly wrong Pings: Thus German servers with Ping of 1000 are performed by the dozen. When we try out them, nevertheless, sometimes, appears that the match run perfectly. This is not normal necessarily, because in Crysis 2 we land now and then on the servers which have themselves apparently in a loop aufgehangen: Either the players are stuck in the lobby, or, however, the countdown for the round start is put back over and over again. This irritates tremendously, in particular because we depend on on-line plays. A LAN support does not offer Crysis 2.Some players report, Crysis 2 would not store her CD-Key. And really we had on two our calculators in the beginning the same problem. This can be solved so: Begin the play, choose the multi player mode and give them to the Key. Change now back in the single player-part, and then again in the multi player mode. If you give now the Key again, he would have to remain stored. In addition, Crytek works on a patch which should repair the mistake.
The multi player mode of Crysis 2 is an uncomplicated fun rich in tempo which completely places on quick reactions and good marksmanship. With it the play unambiguously Call of Duty wants to compete. However, Black Ops, the topical scion of the series, offers the more stable server structure to more extent and (after considerable start difficulties). Remains to hope that the multi player mode of Crysis 2 outgrows fast from the technical childhood illnesses.















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