Why do people say Crysis 1 is a "generic shooter" ? Pages PREV 1 2 3 4 5 6 NEXT | |
I wouldn't say it was substandard, but it was VERY mediocre in at least half a dozen ways I can think of. I really liked the game, and I wouldn't say it was generic in a lot of ways, but I would say it was flawed and that the storyline wasn't exactly innovative. | |
Crysis has the nanosuit. That's just as much of an innovation as the gravity gun. | |
In practice, they're pretty much the same as the Jedi Powers in Dark Forces 2... granted, the gravity gun isn't far off of Force Throw. Innovation in shooters is super tough. HL2 is probably better remembered for its narrative technique than anything else. | |
I'd say it is because the game is simply generic. That isn't to say that generic is bad. That the game looks good is expected - the FPS genre on the PC is traditionally a technological marvel if nothing else. The game isn't open by any stretch - you just have a little more width in the corridors so they aren't quite so obviously corridors. The weapon modification system is something that has long existed before and since. There are no new ideas in Crysis. What there are is a bunch of old ideas well executed upon. It is generic, certainly. But, then most games are largely generic. Only a relative few execute the tropes of their genre's with excellence and Crysis counts among those ranks. | |
It was a very fun game. I don't think it was a generic shooter. It was certainly more dynamic than most. | |
Lots of people complain about the stealth in CryTech games, but to me they're the closest to right I've seen. People are so used to fake stealth mechanics that they don't realize that moving through bushes is anything but stealthy. Snipers have to inch along to prevent exposing their position because moving grass/bushes is very easy to spot. What I loved about Far Cry was it provided easy to follow roads to your objective and punished you if you were dumb enough to use it. Of course you're going to get sniped if you come at a base fully exposed... that's what snipers are there for. CryTech games are stealthy right up to the moment they're not. Letting you pick that moment is the brillance of their combat system. | |
I've only played the first Crysis game (PC, I could run it on High settings, but not maximum) but I still found it to be worth the time I spent on it (well under 30 hours). The main draw for me was that I had a certain amount of freedom in tackling mission objectives that I didn't find with other FPS's at the time. And to be honest, I always had fun messing around with the Nanosuit abilities, too. | |
I for one thought that Crysis 2, though good, wasn't as fun as the original. Strength mode + chicken = Dead Korean soldier. Top that! | |
The thing I remember best from Crysis (aside from running out of tank ammo) is the night level. Making a daring escape over a waterfall in a speedboat, a running helicopter battle that ended with me seeking refuge under a bridge, taking the chopper out with a missile barrage, and having it crash down and skid to a halt literally inches from my face. | |
You know what was not fun? that GOD DAMN CHOPPER! And the annoying bullet sponge enemies. I frankly couldn't do half of that fun shit without constantly having to run away and hide, why were they so mealy with with suit energy? Maybe not chicken bowling, but substituted with: -Car bowling | |
Because it is? It's just super fun and well made with mind boggling good graphics for its time. | |
I think I can see why it didn't work for you, because that's not how it worked at all. Were you seriously trying to turn invisible or turn on speed by pressing the maximum armor button multiple times? EDIT: That came out too contemptuously than it should have. Your comment just bothered me as yet another misconception about Crysis 1/Warhead that I feel led to the eventual creation of Crysis 2, in which the only thing improved amidst a sea of downgrades was how maximum armor worked. It's because of all these misconceptions that the Crysis series is no longer the unique and incredibly rewarding gameplay experience it once was. Oh well, at least S.T.A.L.K.E.R. might be getting a sequel, and hopefully that isn't turned into a corridor shooter. | |
The best part about Crysis 2 was the easy controls - cloaking was much easier which is great. | |
I bought Crysis on Steam. I've looked through the control settings a dozen different times, there IS NO hotkey for each of the suit modes. There is only ONE hotkey to cycle through the suit powers and it works not by each tap cycling to next mode, but the mode corresponding to tap number. Please, don't revel in spreading ignorance TELL ME HOW to find these DIRECT KEY INPUTS for each suit mode so I can set it as: I have the latest patch on PC, so what gives? Don't treat me like a complete moron as if I would seriously ignore hotkeys for invisible + speed and just tap hotkey for max-armour over and over. That is an insulting assumption when you didn't consider that was the only key layout I had available!!! So explain yourself. How did you get a keyboard layout that had one key press to go DIRECTLY to each suit mode? And don't say "Google It" as I have. | |
I would also request this too - it'd make my tactics and stuff much better - at the moment I play it safe (still have loads of seriously great unscripted fun) using the wheel, but it's kinda unintuitive. | |
For me Crysis is definition of graphics don't make a good game. I was utterly bored entire time playing it. | |
It's annoying, Breadline seems to have responded as if he/she can speak for anthony87 who said: "I wasn't aware of the shortcut commands for the different suit powers until I was nearly halfway though. Super speed to strength jump FTW..........except when you go over a cliff and die." The only shortcut I can find is a single key that cycles through the 4 suit powers in such an unintuitive way, corresponding to number of rapid taps rather than each tap going through each suit power. | |
Like I said in my edit, I spoke too harshly so I apologize for being a dick in that respect. But I also never said anything about single key inputs. There are four different buttons you double tap for nanosuit shortcuts. I remember, for example, double tapping crouch for invisibility was one and double tapping sprint for super speed was another. There's also a radial menu that you press and flick your mouse in a direction to activate, and after a few tries you do it fast enough that the radial menu hardly even appears. I honestly don't even remember there being a button that cycles through powers, that sounds incredibly inconvenient. This was also a response to you citing Crysis' controls as a huge factor that put you off and made you like Crysis 2 better. You said you have to press one button multiple times to cycle powers, and I'm sorry for saying otherwise if such an inconvenient setup actually exists, but there are obviously much better options available. The powers in Crysis 1/Warhead were intuitive, allowed far more flexibility and weren't pseudo-quicktime events that could only be activated based on context. The Crysis 1 nanosuit was an easy to learn hard to master mechanic (look at the video I posted earlier in the thread for an example) while the Crysis 2 nanosuit was simply easy to learn. It's because of people not wanting to actually get better and use the powers creatively and effectively that half of the nanosuit's powers were stripped down and basically became automatic. | |
Yeah, I think it's safe to assume anyone who has played the game knows about the radial menu. I have no problem with the concept of the radial menu, except WHY THE HELL is the weapon-attachment menu in there?!?! 4-powers, 4 directions, but NOOOoOoOoO! That's too intuitive! Because I really want to suddenly start dismantling my weapon as I'm surrounded by North Korean soldiers mag dumping into my cranium But where is it explained that double-tapping sprint activates Maximum-Speed mode??!!?! Or double-tapping crouch for stealth? What about Maximum strength?!? I've only now been able to find it in a small addendum in the user manual of the sequel: http://cdn.steampowered.com/Manuals/17330/manual_english.pdf The Wiki failed me, and the game NEVER EVER stated that what these suit shortcuts actually were. There is a toggle box for "suit shortcuts" that has no info box explaining its function. The "Suit Mode Toggle" key IS real and a red herring, makes it seem like this is the only alternative to the radial menu (that I avoided for even the 1-10 chance of missing slightly and hitting the useless weapons customisation screen) and from my RPG experience that fits my muscle memory from my experience with prior FPS games (Deus Ex, etc) Radial menus obstruct my vision and even momentarily disable the ability to turn/aim and in this case weren't intuitive X/Y directions but off at 72 degree angles where one angle gave the unwanted weapon customisation. And you know what would have been a HELL of a lot more intuitive than that? Literally having: X = Max Strength In the keys customisation menu. Remember, if even the Wiki fails to mention this, HOW MANY PEOPLE still didn't discover this?!!? You know what is better than "Easy to learn, hard to master"??? "Easy to learn, easy to master" Making it arbitrarily hard to master is a pointless endeavour and FALSE VALUE! That is the difference between challenge and tedium. I am no masochist who will excuse bullshit like putting weapons-customisation-election inside the radial wheel that is supposed to be DEDICATED to selecting suit powers! Especially when it ruins the simple vectors. I am USED to aiming directly up to arc grenades, directly side to side to lead targets and when walking over items directly down. Then to take a 4-option's that would neatly divide into Positive X, Positive Y, Negative Y and Negative X then add a 5th option that fucked up the 90-degree split and if accidentally selected could leave you unable to turn I can easily direct my mouse through 90 degree increments. All the Mouse-gesture gadgets work around 90-degree increments and I control my browser very efficiently this way. But with Crysis radial menu I have to Aim for 144 degrees, but If I hit past 180 degrees (only 36 degrees out from centre, about 5 minutes on a clock face) then I either hit maximum strength when I want cloak, or worse I get the weapon customisation menu. Once spotted, I obviously want to go for max-armour but out by only 5-minutes on a clock-hand out and I either get speed or the crippling weapon-customisation menu. And the distinction from challenge of fighting a potent enemy or hostile environment is I am not foiled by worthy opponents, but by BALLS STUPID DESIGN DECISIONS! Like having the bonnet-release be a setting on a car windscreen wipers, so you're driving along and want to wipe rain off windows, turn a dial a TINY FRACTION too far and the hood pops open flat against the screen totally blinding you. WHAAAA!! MAXIMUM RAGE Who knows, was one of the developers trolling me, or were they just rushed and felt pressured to pile shit into menus that didn't deserve to be there but were worried people wouldn't use it. Probably the latter but it sure feels like the former. "half of the nanosuit's powers were stripped down and basically became automatic." False. Not only is it false that half the suit powers were stripped down but it is false that ANY of the suit powers were stripped down. All the abilities are still there, just accessed more ergonomically. -Speed is still there but you only activate it when you actually need it, when sprinting via a dedicated sprint key. Easy to combine with super-jump for the furthest leaps This is intuitive. This is the way a nano-suit like this should work. You only ever need to do a single super punch or super jump often while doing something else. The number of times in Crysis 1 I wanted to do just a single super jump I'd have to enter a different mode then go back again immediately after. It's pointless and defies the way you'd imagine a suit like this should operate. Automatic means "does by itself". The suit doesn't do any more by itself than in Crysis 1 where a whole load of suit powers were automatic like the rebreather. In Crysis 2 a cutscene event (there were cutscenes in Crysis 1 as well) sends you falling out of a building and you have to activate max-armour to survive the fall at all. Not automatic. The only vaguest automatic is that if you run energy-cell dry using Cloak it turns off cloak... and Crysis 1 nanosuit ALREADY did that when cloak ran dry. Crysis 1 has a whole load of key combinations for shortcuts I am only NOW discovering about, 5 years after the game came out. After I've seen how Crysis 2's controls can be so much better without ANY compromise. _ Crysis 2 is slightly more linear (Crysis 1 WAS linear), but that hasn't held back games like Half Life 2 or Portal from getting stupendous acclaim with similar levels of linearity. Yes, destructible buildings are gone but how were they actually used in Crysis 1 in terms of actual gameplay? Blowing a hole in a wall for alternate entrance wasn't practical in practice (nor usually even possible), it just meant under a firefight the house would annoyingly collapse on you then the pieces freak out as the physics of the boards didn't quite work lying on their sides. Most of the structures the enemies occupied were indestructible in crysis 1. The lush jungle of Crysis 1 was again squandered as the obvious gameplay use of a lush jungle is with passive physical camouflage, a Ghillie Suit like seen in earlier COD games and was a main feature of Metal Gear Solid 3. Except you have an optical camouflage that works as well in a city scape as a jungle or a black-fibre suit that blends in more in a city than in a jungle [Hmm, I just realised the Predator-Predator 2 link with Crysis, first in jungle then in city] So in terms of gameplay, it's hard to miss the jungle. Look, I get it that Crytech were real douches with all the douchy things they said towards PC gamers after they gave them so much paid patronage. But I don't hold a grudge against words, but deeds. I'm happy that console gamers got a taste of Crysis 2, just like they got a taste of Portal 2 but everyone knows the PC is the best version. Is it really the case that Valve can get away with releasing a game day and date on consoles along with PC without being considered traitors to PC gaming, yet the same decency isn't offered to Crytech? | |
I dunno what else to say man. I agree the controls could have been better in Crysis 1, but I and others adjusted fine and enjoy that better than Crysis 2's stripped down nanosuit. And yes, I'm standing by "stripped down". The second game's nanosuit is more inuitive in the same way that auto aim is more intuitive. I want to be precise, I want to choose what powers to use when I want to use them. I want maximum speed to be more than a glorified sprint that decreases your suit energy, and a maximum strength that doesn't rely on context and holding a button in the middle of combat to work correctly. Maximum armor was better in Crysis 2 though, like I said before. As for not knowing about the shortcuts, not sure what to say there either. I didn't even know there was a manual available and I always used them. Apparently you've already checked half the internet for these obscure functions, I can't remember how exactly I cracked the secret but my guess is that I may have Googled "crysis nanosuit shortcuts" and chosen the first result. But you specifically said you already tried that. It remains a mystery then, and a testament to Crysis 2's superiority because a lower barrier of entry is always an indication of quality. I would never want a game to streamline if that streamlining also constrained. The controls of Crysis 1 were clearly a much bigger issue for you than I, a hump that you refused or were unable to get over. I even find Crysis 1's controls more intuitive because I can choose what I want and when without compromise. I much prefer that freedom at the cost of "intuitiveness" because I'm fine with working on it to get a more rewarding experience in the end. I didn't have big issues with the controls, and after getting good at them I find the combat far more enjoyable than Crysis 2. And by "getting good at them" I mean actually using the powers well, overcoming the controls was a simple endeavor, not an arbitrary challenge. But if you think something being "easy to learn, easy to master" is more enjoyable than "easy to learn, hard to master" (and again, I mean the mechanics, not the controls), then we've got very different perspectives on games in general. But the merits of Crysis 1 vs Crysis 2 aren't why I'm posting. You mention a lot of other stuff that I'm not sure is directed to me. It's a shame, though valid, that you hated the controls so much. But this all expanded from you saying that the suit powers had to be cycled, and they don't. | |
It's been a while since I've played it, but I remember feeling that the suit was rather under utilised. You could almost speed-punch your way out of anything. I also remember being annoyed at how quickly the stealth mode drained energy, making stealth much more of a chore than simply sprinting and pulverising anyone in the way. So, interesting ideas, meh execution. I really should play it again, now that I have a rig that should run it on better than middling settings..... | |
I really would've liked to use Stealth, but it was impossible due to the suit drain and bad shortcuts. Stealth was better in Crysis 2 even though sometimes the AI could see you in Stealth mode which was annoying. Crysis has aged very well I think. | |
But maximum speed IS jsut a glorified sprint that uses suit power! It's the only feature of that mode and with discrete mode it is almost impossible to use Maximum Speed sprint anf Maximum Strength Jump at the same instance for the longest jump. While sprinting in Max Speed mode the time needed to switch to max-strength mode and jump the forward momentum is lost. Unless macro keys are used. And would you look at that, Crysis 2 controls are pretty much macro shortcuts. There is NOTHING AUTOMATIC. Auto aim makes intelligent decisions for you, the controls in Crysis 2 doesn't. There is NO special context menus, in Crysis 2 you can hold down melee button anywhere.
Anyone can do snide remarks. 'Being needlessly obtuse and unexplained is just the kind of shit that hipster gamers love' Why the hell should the control layouts be "secret" and "Obscure" that you didn't even know you have to crack. And there is still the problem of how this SUCKS! Double tap "move back" for armour mode?!?!?
No "constraint", no "compromise", no loss of freedom. It is NOTHING BUT empty and contradictory accusations from you. I have addressed al the problems with Crysis 1 controls and how Crysis 2 controls are in every way better but you simply deny this without any logic nor reason. In all this you NEVER directly address any one of my specific problems such as: Crysis 1 controls you DO NOT get more freedom! You have LESS freedom compared to Crysis 2 as it is impossible to use two suit modes at the same time. You Cannot sprint while using other powers, after picking something up you can't super-throw while continuously tracking a target. I don't get you, I really don't get you, why do you keep saying Crysis 2 controls are "compromised" when I have demonstrated that in every objective way they are NOT compromised but IMPROVED in their capability! Please, explain to me what is so "compromised" about a control scheme that allows you to combine Super-Sprint and Super-Jump for the furthest leaps? -Everything you can do with Crysis 1 controls you can do quicker with Crysis 2 controls So, why am I mad? Other than you being so mealy mouthed denialism about progress? Because these developers have endeavoured to make things better and yet people shit on their work from 20'000 feet and say the awkward controls of the previous game were good enough and reject all the improvements for no adequately explained reason. People like you are standing in the way of progress, unable to see or accept when things have improved by relishing in poor design. I didn't get into PC gaming to put up with awkward and unsuited controls. | |
I never said that was the case. I said I WOULD have preferred that was the case. The only alternative to the tricky Radial menu (that the game actually explains) is the Suit Powers Toggle (Default numb-row 4) where you do have to tap once for armour but to get speed you must double-tap, triple-tap for max speed and 4 rapid taps for Cloak. So NOT cycling through powers, but instead a bloody quick-time even of morse-code like tapping. I don't know if that's better or worse than double-tapping S to get Max Armour. Riddle me this: Why couldn't there just be one key to go DIRECTLY to each suit mode? | |
This is precisely why Crysis 2 was the biggest disappointment of 2011 - it took one of the most dynamic, polished and multi-faceted shooters since Half-Life 2 and turned it into a very pretty COD-clone. | |
I remember after I boosted my PC power I reinstalled and replayed Crysis, I remember when the game first came out I was a little critical of it, perhaps overly so. I remember thinking just after using a rocket launcher to take out an entire tower which fell to pieces in beautiful fashion sending the sniper flying, before usinging strength to jump over the compound wall into a jeep which I used to make my escape. "Where have the games gone that try this stuff?" Crysis only seems to get better with age precisely because no one seems to have the passion to make games with its ambition anymore. Crysis 2 was pretty much another CoD clone. | |
No, it's been canned due to poor sales of previous games (read pirates).
Onesquillionbazillion times this, I got into Crysis Wars (multiplayer) for a while but had to retire due to a lack of the above. It felt so clunky being forced to use the radial menu to say the least. Allowing Quake (or any competitive shooter's) binding of weapons/skills to keys might have seen Crysis Wars take off in a big way. | |
I loved it, personally. It felt played great, it looked great, it was open in design. The combat was fun, the aliens looked cool (unlike what they did in Crysis 2 :( ) and were difficult to fight. Even the story was alright. Not winning any awards for writing or making compelling characters; but it at least told a coherent story at a reasonable pace which, if CoD taught me anything, is apparently a lot to ask from games now-a-days. | |
WHAT!!! How is Crysis 2 any more a CoD-clone than the first one?!?! What Crysis 2 HAS to exclude it from being a COD-clone: What it lacks which CoD has and is derided for: If Crysis 2 is a cod-clone... then by that same loose standard so are Crysis and Crysis Warhead also CoD clones. The only similarity is the BARE BASIC similarity in controller layout with on consoles. But that's like saying Portal is a Quake clone because it uses the controls layout that were established to work best for those inputs. Wait... is it a CoD clone ONLY because the develoeprs DARED to make it available on Consoles as well as PC? Yes, Crysis 2 is slightly more linear, by why automatically compare it with the VERY LINEAR CoD rather than Half Life 2? Ah, yes, because Half Life 2 is a rightly lauded game and CoD is a derided and despised game. Crysis 1 was still very linear, you faced every obstacle in-order just have the option to flank around the side a bit, broadly you can do the same in Crysis 2. | |
Sorry dude, but I disagree with a few things you said. It seems you had trouble with the radial menu. In all honesty I thought it worked great, as long as you memorise where the different suit powers are on the menu. I don't agree with your hatred of having the weapon customisation on the radial menu, but I can see how it would annoy some people. You mentioned how the radial menu obstructed your vision and stopped you from turning and aiming. I can only imagine this being an issue in combat. Even then it's not really a problem if you've memorised the different power locations, since you can then select your wanted suit power very quickly. As for shortcuts, I never used them since the radial menu always worked great for me. Ironically I had huge problems with the radial menu in Crysis 2. For some reason it always selected a different power from the one I had highlighted. Maybe it's just me. As for the powers themselves, I never liked what Crytek did to the nanosuit in Crysis 2. Making speed/strength the default suit power felt stupid to me since it meant you were always using up energy. Speed is essentially sprint now, instead of 'really really fast' sprint like it was in Crysis, which means that no longer can you normally run out of a nasty situation if you've lost all your energy from being shot at(since being shot takes energy, even if you're not in armour mode). Throwing things in Crysis 2 is just pointless: for whatever reason, enemies aren't effected by thrown objects like they used to be. And holding down the attack key to power-throw an object takes more time than quickly switching modes and hitting the throw key. For me anyway. It seems that you didn't care for the destructible environments in Crysis. Even if they didn't do much for you, don't you think it's better that they were there? Compared to Crysis 2 where the environment is mostly static. In Crysis you can destroy a bench with a rocket launcher. You can't in Crysis 2. The destruction may not serve much practical purpose (for some people) but at least it was there. I respect your opinion, but that doesn't mean I have to agree with it. Anything that I haven't mentioned means that I either agree with you, or don't necessarily disagree with you. | |
Hey, Piracy isn't the problem. The easy to pirate Crysis 1 sold more than Crysis 2 even with 2/3 unpiratable console releases. STALKER I think would have suffered just as much because it was expensive to make and not enough people wanted to play it, it just added insult to injury that a proportion who were interested did not pay for their copy. Remember, on console if you have only passing interest the unscrupulous pirate, but on console they rent or pre-own, either way no money to the developer. They needed to find a way to either broaden the game's appeal to sell to more copies, or some way to get more funding from that passionate core of gamers. I don't know. Hat's or something. It worked for Valve. | |
It's sad when one of the PC's poster children (S.T.A.L.K.E.R.) cannot fund a sequel, if that's a wake up call I don't know what is. That said, I don't think Crysis 2 is comparable in the same way, it's a simplified and less impressive sequel to a PC exclusive. Also, console piracy is getting very visible with the biggest titles being pirated as heavily as their PC counterparts. It's digressing from the original topic though, I haven't bought Crysis 2 nor do I plan to. I have Crysis + Warhead, and it's not really a "generic shooter" but it could be a lot better. | |
The problem is muscle memory, all all the mouse-gesture interfaces not just in games but in interfaces for browsers it is done at 90-degrees segments and possibly further sub-divided into 45-degree segments. This 5-way 72-degree split defies ALL the muscle memory! It's needlessly different and all that is to put something in there that doesn't even need to be in there!!! Can't you recognise the failure in ergonomic design here? "Making speed/strength the default suit power felt stupid to me since it meant you were always using up energy." Well that is just plain ignorant as in the game the suit is NOT always using up energy in Crysis 2. Only when you ACTUALLY sprint or ACTUALLY PERFORM a strength move is energy used. The default movement speed is about the speed you move in Crysis-1-Max-Armour with sprint always held down. If you run out of energy in either Crysis 1 OR 2 you cannot sprint away at super speed. Super-sprint is slightly slower in Crysis 2 but is traded off by you can overall go further on its energy consumption rate. The speed was ultimately too fast in Crysis 1, you'd fly into object or enemies before they are actually rendered. "And holding down the attack key to power-throw an object takes more time than quickly switching modes and hitting the throw key." That defies the logic of its use in practice. Not only does it take time to switch modes (even if you are super fast there is a lag in the actual switching) but you only have to hold down for anything longer than a tap and WHILE you are holding it down your fingers and mind are free to focus on aiming your shot AND you can do all this while in Max-armour. So while in max-armour (protected) you can instantly pick something up something heavy and as soon as it is in you hand, hold down throw key/button as you look around and aim at what you want to throw at and release. The enemies react differently because the physics actually make sense, you can't throw an empty cardboard box at a heavily armoured soldier and expect the impact to send them flying like hit by a cannonball. The game has been IMPROVED with satisfyingly accurate physics. " Even if the (destructible environment) didn't do much for you, don't you think it's better that they were there?" Well from the sake of facile bragging rights of "we got it" yes, but it was so poorly implemented it's worthless. It wasn't really destructible environments, more like a delicate arrangement of indestructible boards that clipped and jittered annoyingly when they did collapse. It had no gameplay use like for blowing a hole in a wall or roof for alternate access. IF (big if) Battlefield 3 style destructible environments HAD been in Crysis 1 there but was absent in the sequel. that would be bad. Actually, most of the environments of Crysis 1 were indestructible. So many times I tried to blow a hole through a wall or fortification and it shrugged it off like I had just thrown a water balloon at it. Both Crysis 1 and Crysis 2 had pre-animated explosions that significantly deformed the environment in response to specific ations, so it's a zero sum change there. | |
Give Crysis 2 a chance. It is NOT simplified. Making something ergonomic is not "simplifying" in a patronising sense, if anything the suit powers are MORE complex in how they are arranged but more intuitive in their use. Crysis had the simplest approach to suit powers with separate modes for each, that became obtuse to use. Valve used to make PC exclusives, but all their latest release have been getting console-releases at the same time, yet they aren't considered sell outs to "consolisation". STALKER needed to be marketed better and to spite how many people hate this term it needed to be monetized. NOT gouging like charging real money for virtual ammo, but plug into a network that provides services like extra missions and live updates on the Zone. Something that couldn't easily be replaced by a crack or series of youtube videos. "console piracy is getting very visible with the biggest titles being pirated as heavily as their PC counterparts." Sorry, but last time I checked they console games were not pirated as much as PC counterparts, though still significant levels of piracy on consoles. But I believe console game releases ARE losing similar numbers of sales not to piracy but to pre-owned and rented copies. | |
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The problem is the genre has been heavily mined since the early 90s. It's incredibly difficult to do anything particularly innovative in the genre because it's all been done before. The gravity gun from HL2 was probably the last time someone came up with a truly fun and innovative weapon type (not counting the Portal gun). HL Episode 1 & 2 certainly didn't bring anything new to the table, being pretty much a carbon-copy of HL2 with a couple of "new" enemy types.
For me, it's gotten down to presentation. Only games that have a narrative that truly suck me in stand out these days. Crysis 2 was cool on a lot of levels, but the story was just kind of there. The entire time I was playing it, I was wishing it had a story worthy of the levels.