Far Cry Primal

a second wind review

FBT is the missing link in the latest Far Cry spin-off

About the only series to recycle itself more than Far Cry is it’s stable-mate Assassin’s Creed. I’m amazed they’ve not created a cross-over or just merged them; Assaassin’s Cry. Since FC 3, it’s always the same, even repeating the plot – regular guy gets stranded, bonds with locals, sees off oppressor, gets shitty choice at end. But this Far Cry is set in pre-history, it can’t follow the routine that closely, can it? We are Ugg (actually Takkar but I prefer Ugg) who gets isolated when his hunting party is crashed by a Sabre-Tiger. Left stranded, Ugg discovers his people, the Wenja are hunted by other tribes and it’s up to Ugg to drive them off. That’s every other Far Cry. FC is becoming Groundhog Day the Video Game.

Actually, that’s a little unfair. FC:P is easy to dismiss as Far Cry in melee mode, but the setting does demand change and it’s there that Primal evolves into something interesting. There’s no machine guns or vehicles, so being out in the woodlands leaves you feeling exposed; you develop a tense, cautious approach. Whereas in typical FC gameplay you’d stomp through the undergrowth, confident a shotgun volley will put down a tiger or pirate, here you’ve got a bit of flint and a club. It’s a lot more, well … primal.

Ugg rescues Sayla, a lone Wenja medicine woman who explains the local tribe is being hunted by the Udam -for food- and has scattered. Determined to re-establish the clan, Ugg and Sayla begin building a village by saving Wenja from Udam hunting parties and the like. Soon, he’s got a little commune going and convinces a shaman with a wolf’s head for a hat to help. I’m sure there’s a wiki article justifying a caricature from some 80s game like Custer’s Revenge but the witch doctor is invaluable, teaching Ugg to tame an owl, which is the coolest thing in a Far Cry game since Jason had hallucinogenic sex with Citra.

Essentially, Ugg has invented a Drone. The owl can circle ahead, tag objects and animals, roam around and best of all, dive-bomb. Lower-level enemies can be killed by it, while armoured ones weakened and eventually offed too. The Owl can even be weaonised, dropping smoke and crazy bombs which presumably it stole from a nearby Assassin’s Creed Sequence. It can also drop bee-hives and unlock caged animals; Droney the owl is easily one of the best things in FC:P, I can’t wait for it to reappear in every new Far Cry game. But Droney is just the first animal Ugg gets to grips with – alongside his burgeoning village, Ugg is setting up a petting zoo.

In Blood Dragon, our hero Rex could attract Dragons by lobbing a cyber-heart. In Far Cry 4, our hero (whatever his name was, Mum’s Ashes Guy) could attract animals by lobbing meat. In Primal, Ugg can attract animals by lobbing meat – and now tame them. You’d expect it to be a tricky, terrifying affair but it’s easy; just hold down a button. The result is a new furry friend – any equal or lower animal will scarper while you have your pal around, and it’s nice to have company too, I spent more time petting my wolf than I do exploring and I feel a pang of guilt when I upgrade it to a bigger animal (or smaller, in the case of the Crazy Nastyass honey badger. Even the sabre-tigers take off when that maniac is on the loose). They can be wounded but reviving them is possible – even if they die (and I accidentally skinned one of my pets once) they can be brought back with a potion. You’d expect to have to re-tame a downed animal but no, a couple of leaves will do it. I was all upset until I noticed the revival option. Wolfie!

Although there’s no vehicles, you do get to ride the bigger animals you tame. It’s a shame it doesn’t go into third-person when you mount your big cat or bear, it must look amazing, and there’s several alpha versions that can be tamed too, including the uber-tiger from the beginning. They do act a little like classic Fallout 3 companions, taking misjudged routes to reach you, getting stuck or attacking something clearly too big for them, but they’re great. You can direct them, it crouches when you do, they growl at things and see off attackers; they become an absolutely necessity out in the wilds. The only ones you can’t tame are the mammoths, although you can ride the smaller ones, if you can get past the parents …

I really struggled with offing families of Mammoths, orphaning the baby and watching it circling its dead mum; I stopped doing it in the end and part of the reason for that is it has no real impact beyond you stocking up on fur and meat. It’s natural for Ugg to do it, but we should be taking that huge carcass back to the camp or something, make it a bit more meaningful, or at least realistic; why is Ugg taking on an entire Mammoth herd with nothing but a honey badger? Usually out of self-defence; get one pixel too close and its game on. Being chased by the bull is terrifying. Not even running into the water can save you – not only can they wade but the crocs from FC3 are back. It’s just a shame you can’t tame the crocs, surfing one as a reskinned jetski would’ve made Primal the best game ever.

To help fortify the village, Ugg tracks down legendary Wenja; a famed hunter, a crazy craftsman (who introduces himself by pissing on Ugg) and a feared fighter who kills Udam for sport. They have nice little side missions that help Ugg build himself up. There’s even an ancestor of FC3’s Hurk, who has some advanced if idiotic ideas. Aside from the spear, bow and club, all of which can be upgraded, you also get rock shard to stab or throw, including ones tipped with crazy-poison (AC Ugg again) and a sling to lob stones. You’re a back to basics mud-covered Arnie and it’s so much fun; XP rewards are nicely balanced and put you in-tune with the world and the animals. As the little village starts to grow it becomes a lovely little spot to return to, genuinely idyllic and pleasant, with kids running about and folks doing their thing. Naturally it doesn’t last. Having caught the eye (and the stomachs) of the Udam, the boss man, UII, cuts through and threatens to have us for dinner. To protect the village, Ugg kidnaps ‘Dah’, a Udam warrior and from him we learn various skills – and that the Udam are dying from disease; and think Wenja meat will cure them. They’re dangerous and primitive but they’re not savages, we see them caring for their children too and realise they’re just another tribe trying to survive. It’s a nice change from FC’s usual boo-hiss villains and as I soften to Dah, and he explains their plight, I wonder if FC:P will let us make peace with them; nope. That would go against FC policy. Shame.

FC:P can’t quite shake off the FC structure; true to form, the main missions all feel familiar and not doing the main mission feels familiar too – we’re attacking camps and outputs. But, FC:P’s approach is the best we’ve seen for a while. Letting your owl get the lay of the land is a great start, as is using it to pick off lookouts, open cages or do strafing runs. Once Droney’s done his business, send in one of your menagerie and ‘snipe’ with your bow while the Udam freak out. At least, that’s the plan. The Udam seem to have evolved from Far Cry 3’s pirates; one arrow ten feet above their heads and they know exactly where you are, and they’re masters at spear-lobbing. The whole thing devolves into a fun scrap with spears, arrows and clubs flying about everywhere – most of which can be lit too, adding a fiery edge to everything. You’re vastly outnumbered and never better armed but a hard-won victory really makes you feel like you’re establishing the Wenja. I’m devolving and I like it.

Now da (cave)man, Ugg can strike out with some confidence; the world is huge and interesting, with cave formations, valleys, woods and rivers to venture through. Ugg gets a very modern grappling hook allowing him to FC4-it up cliff faces, and like all open-worlds, there’s tons of collectables to ignore. As beautiful as it is, its not the kind of world where you can just wander and see where the day takes you; if nothing else, because you don’t want to be caught out at night. A real show stopper is the night-day cycle. After dark the really big bads show up and facing down a pack of wolves, their eyes glinting in the moonlight is unnerving, scary stuff. You can’t see anything except the occasional glint or hear wolves and cats scrapping. You can use fire to keep things at bay, but only for so long.

It’s a real fun challenge to ignore fast-travel and just try to reach safety. A nice touch is pretty much everything can be crafted enroute, there’s no shops so you’re literally hunter-gathering for specific items – types of wood, rock and skin; there’s a lovely survivalist feel to Primal instead of the standard fast-travel to a shop, restock then fast-travel back again. It’s just you and nature. And those bloody crocs. They didn’t even have crocs in ancient Europe.

One staple of the FC series is its tendency to change up in the final third, but while Primal has that, it’s more on Ugg’s abilities as to when it happens. Besides the Udam threat, Wenja are being sacrificed by the Izila, an advanced tribe established in a tougher region. Once strong enough, Ugg goes to rescue the Wenja but is easily outmatched. After Ugg escapes, the Izila’s Citra-lite leader declares war, forcing Ugg to capture one of her advisors, Roshani, for their agriculture and warmongering skills. The Izlia are very tough opponents, and nowhere near as much fun as the Udam, but they do provide the standard FC fantasy sequences as we dig into their sun-worshipping region. They have advanced techniques and more complex camp layouts, but it’s not really enough; by the time you’re encountering them, FC:P has reached an evolutionary dead end.

Midway through you start to realise this is all there is – roaming the same valley, encountering the same enemies and animals, the same situations. The Izila don’t alter it enough and there’s just not enough going on to cover how light and repetitive it really is. It is an Open World Shooter after all, but it’s reputedly as big as Far Cry 4 and that’s too big when there’s not much in there. It should have been Blood Dragon – a quick, fun romp through 10,000BC – or go more RPG; have Ugg invested in the village, more interaction with the tribe – it would have been great to build up hunting parties to go after a mammoth, take Wenja with you when exploring, help gets crops started; in every other Far Cry you’re trying to escape the region, but here you should be making a home; it’s like playing Skyrim but only doing the main mission; so much is being missed. It could have been amazing to make peace with the Udam, who are also victimised by the Izila, or fall in with the Izila to put down the neanderthal Udam, open it up a little; one tribe could provide better protection, the other advancements; you decide where the Wenja are headed. Anything but another FC with added AC; Ugg even has ‘the sight’, able to sense animals, objects and foes around him. You never shake the feeling you’ve done this before.

Still, there’s a lot of effort gone into FC:P – the representation of pre-historic life feels very believable and the taming animals and the Owl really change the dynamic; the characters are amazing too – Primal is trying, and when we finally take the fight to both the Udam and Izila bosses it’s not FC’s event-driven button mashing; they’re curiously old-school with health-bars and waves of baddies in arenas. But there is a rather effecting end with Dah, which again just makes you wish FC:P had struck out on its own; rather than a spin-off it could have been a reboot. Instead it’s too bedded in the standard FC world and that’s at an evolutionary dead end. Still, it’s the best Far Cry since 3 and until it runs out of ideas, one of the more original open-world FPS (First Person Spearers) of ancient times; go find your inner caveman.

2016 | Developer Ubisoft Montreal | Publisher Ubisoft

Platforms; Win (Steam/Uplay), PS4, XO

Mass Effect playthrough – Pt1

A SECOND WIND special

In a special 3-part playthrough, FBT takes on an unconventional approach to the classic sci-fi series; FBTShep is Bi-Paragon and Renegade-curious

I’ve played the Mass Effect trilogy more times than I can remember. But never as a Renegade; all my Sheps have been good Sheps. Not intentionally, but the unfolding of a galaxy-wide threat drew you in as you grew into the role of saviour – playing any Renegade options just seemed a dick move. About the only renegade thing I do is dump Ash for Miranda and be rude to Udina. Thing is, even Renegade Shep wants to save the universe, but what if Shep didn’t actually give a shit? If they were good or evil, just indifferent? If the series is all about choice, how easy would it be to save the world if the only person for the job threw a sickie?

I was also curious about how the Reaper invasion would play without any distractions, romances or side-missions. Should Shep really be wasting time chatting to adoring fans, trying to bed the crew and doing personal admin while Reapers are decimating the universe? A large part of Mass Effect is the experiences, the moments, the family feel that comes from Shep’s George Bailey impression. What happens if the universe is in the hands of a DGAFShep?

I decided a few rules – I know how this story plays out, but DGAFShep doesn’t, so;

  • unless it’s described as Reaper-related Shep isn’t interested

  • I use Renegade options if a situation threatens the mission otherwise it plays out as neutral.

  • I use Paragon if it gets Shep what they need to progress – otherwise neutral.

  • no conversations, side missions or loyalty quests

  • no romances.

  • DGAFShep isn’t renegade/paragon, they just wants to get this done and crack a beer.

  • I should go.

Mass Effect 1. DGAFShep is an Earth-born orphan who ran a street gang before joining the Alliance to escape. I chose femShep to avoid the Ash v Miranda trap again (just have to resist Trainor). Anderson describes me as a soldier who gets the job done no matter the consequences – in reality I don’t care, but a bad rap helps cut to the chase. I even adopt a skinhead look, just to appear meaner. Don’t mess with DGAFShep.

It’s been a few years but ME1 has held up really well. Now a decade old, it’s basic but a detailed, convincing future. And being rude in the future is easier than I thought. There’s some good cut-the-bullshit lines, and it’s fun to not put up with Joker’s shenanigans. Mostly though Shep just holds everyone to an impossibly high standard; she has no time for the crews concerns and is pissy with an unarmed dock worker who smartly ducked a fight between Spectres. I also feel a bit lonely; I miss chatting with the excitable Tali, reassuring Liara and breaking down Garrus’ cynicism. One thing I hadn’t counted on; is DGAFShep pro-human? Paragon Shep put human interests aside in favour of the galaxy, whereas the Renegade options turn her into UkipShep. That’s not DGAFShep, she just wants out, so I take John Lennon’s approach – ‘I don’t believe in Beatles, I just believe in me’. Didn’t imagine her as a Beatles fan.

If missing the gossip speeds up Shep’s progress, avoiding the side missions and searches has turned ME1 into a speed-run. Suddenly it’s all about the Reaper threat and I quickly stop pining for missed missions and moments; this is intense. Events like Virmire come up so much quicker when I’m not spending hours staring at the Mako’s arse, while avoiding chat and side-missions makes stuff like Noveria race by – I develop a sense of urgency that wasn’t there when I was off looking for that Admiral’s team then figuring out where he’d gone too. Finally, Shep’s “I should go” sounds right; I should. When I make my stop at Feros I drive right past the ExoGeni group and just drop off the daughter and depart. I only picked her up because it’s scripted, otherwise I’d have left her to the Varren; Shep’s not bad, she just DGAF. But when Shep is bad, she’s very very bad.

Killing the Rachni Queen was harsh. I coincidentally took Rex and he made a compelling case for wiping it out so I had to go through with my first truly DGAF choice. She was a possible risk, so I gassed the bug. The Thorian Asari tries to convince Shep she’s as changed on the inside as the outside by turning her back and kneeling, letting Shep decide. Seems like proof enough to me that she’s innoc – Shep just executed her! Holy shit. In the back of the head, while kneeling. She was a danger hence following Renegade but I thought we’d arrest her, not blow her head off.

Only one Feros colonist survived and I don’t fancy their chances since I didn’t do any of the side-missions there. On Virmire Shep shoots another Asari in the back as she runs off. No wonder Liara always looks worried. Sometimes it wasn’t even my fault; it was a complete coincidence I took Rex on the Fist mission, forgetting he was contracted to kill him. Rex is clearly a bad influence.

Playing as a complete git wasn’t my intention, but quickly I’m consumed by the chase – anything that might distract from stopping Saren gets put down quick. I barrel through speech options, don’t get emotionally involved and it becomes much easier to make the tough calls. I don’t even know why but at Peak 15 the security guards turn on me. Obviously I said or did something I shouldn’t but that never happened before, and it doesn’t bother me; they’re between me and my goal of leaving work on time. I’m unstoppable, and this new-found personality really comes into focus on Virmire; I expect to put Rex down – I never spoke to him so not like we’d built a bond and I don’t have time for his tantrum so use Renegade options, but after some home-truths he backs down; it’s brilliant. I don’t even have the option to talk Saren around, we just insult each other. Oddly though, Captain Kirrahe died? Not sure how I contributed to that; I sent a team member with him as always. It’s interesting how those subtle changes to Shep’s approach have larger impacts. I picked Kaidan to die simply because Ash was guarding the bomb (convenient). This play style also has an impact on me; I’m nowhere near the usual XP levels so we’re getting through a lot of medigel and I don’t have the cash to buy the high-powered weaponry. Not caring takes a lot of work.

While I get into Shep’s Dirty Harry-style approach and the new-found urgency, what is disappointing is how everyone just takes the rudeness on the chin. Shep criticises Ash for losing her team on Eden – where Shep herself just lost a squad-mate – but I’m still the best commander ever, and I tell Liara her psychic link is a waste of time but she does it anyway. Anderson just nods sagely at my extremism (tellingly, Udina is the only one to call me on my bullshit). They just don’t get shirty or in my face – I was expecting more backchat, or a questioning of my orders. No time to care what they think though, I’m right on Saren’s tail and so caught up nothing else matters. When we get grounded in the Citadel, I’m actually furious and tear Udina a new one. DGAFShep smirked when Anderson laid him out.

The ending though. I didn’t have the option to convince Saren to kill himself, so I had a fight with him that I’d not had before, and let the council die to concentrate on Sovereign. Not because I dislike the council but if Sovereign goes, I go home. I chose Udina to lead the council because I thought he’d protect me. It was the best/worst choice I’d ever made. He hilariously/terrifyingly turned into The Emperor, raging about how the galaxy will bow before humans and his new council will wage war on the Reapers as we dominate the galaxy. It was great if ominous, and instead of walking off heroically, Shep just stood there giving the best DGAF face I’ve ever seen. It’s beer o’clock.

While I didn’t miss scanning the collectors or spend hours dressing each crew member, it was tough to pass up missions and moments; but it was worth it to discover the backbone of ME1 is a pure thrill-ride that didn’t sag; it became as exciting as the first time I played, and I can’t wait to see how this attitude plays in ME2 – and how DGAFShep treats The Illusive Man (aka TIM).

In ME1 Shep was a borderline psychotic. She wilfully murders people, even when it’s certain they’re no longer a threat. DGAFShep is more dangerous than a Renegade, so I wonder how she’ll fit into TIM’s ranks. He likes things just so. In that mindset, I look for a way to leave Joker to his fate at the start of Mass Effect 2 but I have no choice. I’m not happy about killing myself to save Mass Effect’s Claptrap, but it’s worth it for the medicinal sponge baths I imagine Miranda gives me during my rebirth. As the memories come flooding back, I worry it’s going to be hard work to be indifferent in ME2’s world. Even though I’m now a terrorist.

This whole aspect of ME2 always sat a little uncomfortably for me; Cerberus was extreme in ME1 and it always felt wrong that Shep wouldn’t just return to the Alliance – that the Council refused to accept the invasion, leaving the Reapers as Shep’s personal battle and Cerberus her only option always felt a bit convenient, but this time that won’t be a problem after Udina’s crowning; I’m a war hero, an icon, the council’s champion … right?

Wrong, and that annoyed me. The Reapers have still been suppressed by the council who send us on a dead-end mission to get us out of the way. What? What happened to Udina using the Reapers to exert power? I was hoping to see the Krogan statue changed to Udina, a militaristic council with him as a power-mad dictator and Shep feted as a beacon of human might rather than hope. It feels a bit of cheat, something I never thought I’d say about ME2. It also bugged me that the crew fell in with Cerberus just on Shep’s say-so, especially Joker who’s argument that he joined a despicable terrorist group because they rebuilt the Normandy makes him more DGAF than I am. Thankfully, it works perfectly for DGAFShep too; she only cares if the cheque clears.

Dealing with TIM is strange this time around. Normally I tolerate him with a few put downs, but he actually works for DGAFShep in a way that I never got as Paragon Shep. TIM thinks –or wants me to think– our goals are aligned and that suits DGAFShep. After a while, I become indoctrinated. We both have a goal to reach and the quickest way is a straight line. Even when he sends us into traps, I have to agree with the plan and I start to see the Cerberus light. I’m not pro-human, but his ‘sacrifices must be made’ approach is compelling. When I visit Anderson I defend Cerberus and slap Ash down for her naivety. Later, DGAFShep shares some Fake News posts on Facebook with a fumin’ emoji.

ME2 does look and play as beautifully as it did on release. It’s streamlined yet feels so much bigger. Shame I’m ignoring most of it. Still, I realise what a task DGAFShep has ahead of her; ME2 is where Shep evolves from solider to hero, how is it going to play out if I’m anything but a hero? It’s a lot tougher to keep focused – you gain missions just walking within earshot, you’re constantly pestered by Hackett and Kelly, and Shep’s become a control freak; why in the hell am I piloting the ship around? And scanning the planets? What do I keep EDI and Joker around for? As DGAFShep it’s insanely frustrating and makes no sense the ship’s commander would be doing those chores.

I avoid everything I can; those Krogan will never know if there’s fish on the Citadel, Chakwas never even gets to ask for brandy and the crew continue to eat slop. I can’t resist taking down al-Jilani though – Shep gives the gutter-press harridan an actual bloody beat down. But the biggest issue with not caring is everyone assumes I do – even the game.

While Shep’s Renegade interrupts are occasionally a bit mean, the Renegade dialogue options aren’t anywhere near as spiteful or fatal as ME1; they’re more Tough Love than Tough Shit. I have to be actively mean; it takes more effort to let the guy in the Omega slums die than save him – which is then excused by a team mate saying ‘doubt they had any useful info anyway’; whoa, is my DGAF rubbing off on the others? No. Regardless of my behaviour in ME1 the crew all greet Shep like we spent most of ME1 having Pyjama Parties and promising to be BFF’s. Liara comes in for a hug, Ash exclaims Shep’s more than a commander to her -even though I never once talked to her- and Rex uses me as an example of a selfless leader. Even Garrus explains that without my example, he became a burnout. Who are you again? Even sending someone to their death is tough; I leave Reegar to provide cover, assuming he’ll die – yet he limps in at the end. Dunno if he made it home though, I never went to visit the fleet. But, as my Renegade slowly rises, Shep’s brutality literally shines through.

By not bothering to fix my scars (I’m not scanning a dozen planets to get a nose job), red light bleeds through and her eyes start to glow. She looks dangerous and that starts to inspire me to behave even worse. I’m so evil I let my fish die – only kidding; I didn’t even buy any. Kelly still offers to feed them though. DGAFShep starts to teeter on a real Renegade playthrough; I’m actually nasty to Tali. What a monster. I have to keep reminding myself I don’t care rather than I’m a bully. But the game has ways to corral those urges.

Unlike ME1, the main mission – stop the collectors – is often stopped in favour of being nice. TIM won’t give me new missions until I complete side-quests, forcing me on detours. ME2 assumes I care; I don’t. As a result ME2 doesn’t have the zip that ME1 did. Occasionally events happen and you can’t get out of them, which always sent me into a panic originally but now I’m like ‘finally, some action’ – ME2 teases who the collectors are and what their Reaper connection is which is a very different experience to ME1; I’m clawing rather than chasing.

Still, the main missions are solid fights and the companions much more aware and involved, firing and flinging biotics all over the place; in ME1 they would often wait for commands and get shot but this time, picking your pals is much more critical and exciting on the battlefield. To DGAFShep they’re just bodyguards, picked for their prowess not because I want to hang out, and if they fall, I often leave them to smear their own Medigel. They’re not having mine.

Eventually I reach the infamous IFF Install mission. But I can’t trigger it until I’ve done missions and don’t have any Collector-related ones. I’m stuck wondering where DGAFShep is going to have to compromise, until I remember she came up from a street gang; I’ll rebuild it. I chose to make loyal the criminal element only, so Zaeed gets his brutal day in the Blue Suns while Kasumi gets her revenge – although I force her to destroy the Grey Box; I want her thieving for me, not having VR sex. I contemplate Thane and Jack but they’re looking for absolution and there’s no place for that in my gang. Still no IFF so I do Legion and Grunt, figuring they’d make great Enforcers for the Red Sheps. I wanted Samara’s daughter as well, she’d be our assassin but DGAFShep would be unaware of that option and no way she’d want the sanctimonious mum in the gang. Just as I’m contemplating turning Mordin into the gang’s torturer, EDI pipes up that the IFF is installed. Finally. With Shep looking like a Terminator and backed by a team of scoundrels, we start the DGAF suicide mission.

Read part two of FBT’s brutal Mass Effect playthrough – will the entire team commit suicide? Will ME3 be any better on a DGAF playthrough? Can’t be any worse.

Crysis

Most games, you’ve either played or haven’t but this was one you either played or couldn’t.

The Past

Crysis set the bar for non-linear shooters, itself a relatively new sub-set of FPS at the time, popularised by Crytek’s previous effort Far Cry. That game showed non-linear shooters could work but Crysis, it’s ‘spiritual successor’ showed how they should work. If you could make it work; Crysis’ specs were so high, it melted even the most high-spec PCs. No one played it on Highest Settings and four years after release, the only way to make it even run on Consoles was to hugely reduce the spec and dumb-down the AI (ideal for console players). But all that OTT tech was up there on screen; it looked and felt real – you believed you were on an island to stop a renegade Korean army intent on claiming some powerful discovery. Which turned out to be the squiddys from Matrix and after that it went downhill faster than the Matrix sequels (while the Crysis sequels were as well-received as The Wachowskis’ subsequent films). Still, the Nanosuit was a game-changer – it was thrilling to cloak and get this close to the enemy; and that was if you played as a coward; you could also be an armoured tank, a zippy shock-trooper – the Nanosuit was the character choice menu rolled into one. The AI, the open environment, the boats and Humvees to barrel around in; Crysis was a huge leap for FPS – after this, linear was suffocating.

But for all my fond memories, I never actually finished it; my PC fell at the final battle, dropping to a frame-rate slower than a PowerPoint slideshow. As much as I loved playing it, when you know you’ll not win, you give up – it’s been years since I had a Crysis but now I have a better PC. I hope. Time to don the Nanosuit and save the day. On Highest Settings.

Still a Blast?

Opening on a group of soldiers so cliched they should be in a CoD game, we launch ourselves over an island where a research group uncovered something – I know what it is; disappointment. I never got on with the aliens once they were out, partly because everything that happens before was so good. Let’s get to the good stuff.

Before I can though, I have to go through a ‘systems check’ which I can’t take seriously because it reminds me of the ‘tutorial’ at the start of Blood Dragon. I’m Nomad, one of Raptor Team, the best of the best of the best who are outfitted in Nanosuits, the latest in military tech armour. Basically the Batsuit, it can make you run faster, jump higher, go more invisible than ever before. The only flaw is the suit is fitted with an iPhone battery; you have just long enough to get going before the battery is at 1% and you have to wait for it to recharge. If you sprint, Nomad turns into a gazelle with asthma; a quick dash and he’s wheezing to a stop. Invisibility is great – if you’re one of those street-performers who stand perfectly still; move and it’s gone in seconds. Strength allows you to leap higher and throw/punch at far greater levels. But only once. Armour deflects gunfire – but moving while armoured means Nomad gets over-taken by the tortoises that meander around the island. The suit does recharge quickly but when it’s down you’re also unarmoured and exposed. For all its apps, the iSuit isn’t best suited to close-quarter fighting. I remembered it a lot differently but you do start to think tactically. Should I circle around using Speed, then Stealth up behind and use Strength to hurl this tortoise at him … or just shoot him straight away?

Unfortunately, it seems none of this tech works in the cutscenes. Something is stalking the Raptor team and we’re dropping like flies. At least one Raptor would have survived if he just turned on his invisibility. After we lose Prophet, our CO, it’s down to me and some bloke off EastEnders as we continue to push forward.

Actually, we can push in any direction we want. Crytek have made everything an option. I can clamber up cliff-faces, get into thicker bush, go into the water, circle around for miles, squirrel through placements unseen – there’s no game-dictated barriers, no corralling, no ‘you’re leaving the mission area’ within reason. It’s a very realistic setting within a believable island – there’s even wildlife. Thankfully nothing dangerous like the later Far Cry games (didn’t you just love lying in wait, sniper trained on a distant camp’s look-out only to hear a growl and while you desperately try to swap for the shotgun to see off the tiger, the shots attract the nearby soldiers costing you the ‘no alarms’ bonus and one of them is the Molotov guy and he burns the place down and you lose the bulletproof vest running from fire and your entire plan is ruined?) Where was I?

Oh yeah, no nasties on the island but it is teaming with life. The tortoises, fish, chickens, wader birds; I was once terrified by a frog that leapt at my scope as I was lying in wait, sniper trained on a distan – anyway, Crysis provides an amazing environment and gives you the freedom to solve the problems within it.

Although your missions never get beyond ‘reach this dot’, it never feels repetitive; you’re working out routes, choosing approaches and being as Ninja or Michael Bay about it as we like. We start on a beach using Humvees and boats (or not) then the terrain subtly changes as we push further inland through rivers and forests. Those give way to valleys and lush grasslands, mangrove-style swamps eerily covered in fog and abandoned townships surrounded by wide-open paddy fields, before a harbour being used as the Koreans’ staging ground. They are heavily dug-in on the island, and its surprisingly tense engaging them.

Out in the woodland you can never be sure you’re alone. Sometimes you catch the glint of their scopes, hear them chatting or see a flashlight but other times I’ve just stumbled into squads not realising they’re there. I had a soldier trip over me as I was prone, looking at frogs. If they see you cloak they panic fire, but they’re aggressive and smart, circling, kicking the bushes and flushing you out. I’m not sure modern games know how to do this kind of thing anymore, it’s all scripted and planned but in Crysis it all happens naturally – well, usually because you’re dicking about.

Eventually though, once the scale of the Korean invasion is realised, the US Navy decides to invade too and the game shifts focus. Soon our missions change from black-ops to charging AA Guns and assisting in the US deployment and it escalates into shooter silliness; I was enjoying the at-my-own-pace style and subtle build but now, for no good reason, the million-dollar suit wearing infiltration specialist is the only one around who can operate a tank. But, no sooner have I grumbled about this mission being out of character when I somehow manage to flip my tank – and Crysis anticipated this contingency/my idiocy; the ground troops conveniently have RPGs so I can bolt around taking out the Korean tanks on foot. Not easy, but Crysis is one of those rare games to really consider how you’ll play instead of forcing you to play their way. Eventually we reach the mountain where the Research team are. And the Squiddys. Think I’d rather stick with the tank vs foot fight.

Inside we discover the research team were actually CIA who’d uncovered an ancient hibernating alien race and decided the best thing to do would be to wake them up. The only way out is through the Squiddys ship. Or the exit menu.

I’d forgotten about the zero-g level. Inside the alien ship thing, Nomad floats about while seeing the aliens wake. They rush at you shrieking and clawing or firing annoying ice darts. Tumbling around the alien spaceship is different after all the tactical stuff but it’s a shame Nomad didn’t retain the zero-g ability once back outside – if the squiddys can float about naturally in the real world why do they need zero-g in their spaceship? It would’ve been awesome to add ‘zero-G’ to the Nanosuit’s abilities. Later, Nomad flies a VTOL in another unnecessary CoD level so it’s possible. What really annoys me about the zero-G sequence is I know once I escape I’m in another game. The look, the enemies and most importantly, the game-play all changes up; yet Nomad is no better prepared.

I’d hoped that years of more brutal shooters would soften the squiddys but no, they’re worse than Borderlands’ Skags. We’re basically in a race to reach an evac area except it’s not a race, it’s a slog. The Squiddys are out in force and they take a lot of force to get past, reducing it to a shotgun game as they constantly charge like tentacled zombies. There’s no anticipating or tricking them to get an edge and the open spaces have changed to a tighter path. There are hair-raising moments but whereas getting spotted by the Koreans was just the beginning, now it’s just turn-on armour and hope you have enough shotgun shells.

There’s nothing wrong with refreshing a game, but everything that came before was still working. It feels unnecessary – we only ever saw one Squiddy before this and we took out the Koreans before entering, so you assume the zero-g moment is leading to a boss fight; it feels tacked on like a post-ending DLC. And because the squiddys prefer it cold, their ship snap-froze the island which is now bright white ice. It’s an interesting look, but has drained the deep, layered environment. The whole game has gotten flat. Then it gets daft.

Prophet survived somehow and now has an anti-Squiddy gun and some weird connection / understanding of them. He also needs to pause to recharge every two minutes, usually wherever Squiddys hang out. Now a babysitting mission? Why has Crysis gone from staggeringly original to hitting every shooter cliché? We reach the fleet which of course is overrun. We fight off a wave, then suit-boy is the only one who can fix a problem, then fight a wave, go fetch something. It’s turned into Half-Life.

And then the big daddy Squiddy appears for a monumentally cliched boss fight. I’d never seen this before, originally my PC died during the waves and it totally ruins what I thought was a subtle, intelligent game; it was all on you and how you read the situation but this is a scripted, bombastic mess. It’s as epic as unnecessary. Another thing I’d missed was the ending, which I won’t spoil. You’d never guess it – because Crysis 2 ignored it.

This has been a weird blast from the past. The first two thirds were even better than I remembered. The suit’s power is frustratingly short but then if I could have permanently cloaked I would have just enjoyed a stroll through paradise or sat on the beach having an invisible beer. I still struggle to figure out how a game that is essentially trudging and occasionally shooting can be so compelling – Crysis is as a much a work of art as it is a shooter; most of its attitude and style has been copied but it’s not been improved on; Crysis’ greatest strength is it builds a believable world and leaves you to work out how to get through it. It’s still one of the best thinking-man’s shooters I’ve played. But … I’ve also never played a game with such a disappointing final act. There’s nothing wrong with it, it just completely undermines everything leading up to it.

Crysis spawned two sequels and an add-on, focused on the Danny Dyer sidekick. While the add-on Warhead is hugely underrated and equal to the original – better in places, with great characterisation and a more even Squiddy experience but the sequels were a mixed bag; and by mixed bag I mean horrible; only the FEAR series tops Crysis for going so badly off the rails. But we’ll always have two thirds of the original. Quit at the spaceship and it’s one of the best non-linear shooters of all time.

2007 | Developer Crytek | Publisher Electronic Arts

Platforms; Win/Origin, PS3, X360

FBT