Crysis Retro Review: najštedljiviji dosadašnji FPS

Retro pregled Crysis

Titula: kriza
Žanr: Prva osoba pucač
platforme: PC
Proizvođač: Crytek
Nakladnik: Electronic Arts
Datum objave: Studenog 13th, 2007

It’s bizarre to me that a headline for a retro review of a 13-year-old game could contain a truth that has not been and will not be (for the foreseeable future) challenged nor rendered obsolete given the current state of gaming. And no, you didn’t read it wrong. kriza, for better or for worse, is still the most technically achieved first-person shooter to date, and there isn’t a game in sight that seems intent on dethroning the king. It’s embarrassing how far the gaming industry has regressed since 2007, but that’s just how the dice fell.

Nemojte me krivo shvatiti, kriza may be technically superior to almost every FPS game before and after it, but it’s not the most mechanically proficient shooter to date by far. There are a ton of other FPS games out there that did almost every aspect of Crysis’ igranje bolje nego kriza; Halo 3 i razne Bojno polje igre lako padaju na pamet.

Crysis - Ultra postavke - dr. Helena

Put ispred vremena

Ipak, vratimo se tehničkim dostignućima s kojima je ostvario Crytek kriza back in 2007, I can’t say enough just how far ahead of the curve that game was and still is to this day.

This represents an era of gaming that’s never coming back; an era where forward-thinking technology was on the minds of actual engineers and real gamers; an era where skill and merit were the order of the day and junk code from diversity hires was not allowed.

Nažalost, kriza is from a bygone era and cannot be replicated in today’s environment where low the I.Q., ideology of multiculturalism prevents humanity from progressing forward and making new achievements in software design.

Crysis - Ultra postavke - eksplozivno

Umjeren proračun s budućim rezultatima

What’s amazing is that this game – on a 22 milijuna dolara proračuna, Što je trećina onoga što je Ubisoft potrošio on Pogledajte Psi – still looks better and has more features than every new first-person shooter made today. It’s a testament that video games are literally regressing, especially when you consider that Mass Effect: Andromeda was made on a $45 million budget and looks like trash and doesn’t even come close to kriza na tehnološkom frontu.

It’s also amazing how capable the CryEngine was so many years in advance of the Unreal Engine, such as its ability to utilize proto-PBR, with physically based light emitters capable of being utilized as screen space reflections, multi-layered soft-shadows across dynamic entities, or the fact that procedural animations were part of the development pipeline well before it became a standard in the Unreal Engine 4 and Unity 3D game engine.

Crysis - Ultra postavke - PBR

Tehnike prikazivanja i dalje bez premca

Yes, the environmental geometry is on the low-poly side, the texture resolution is duly dated by today’s standards, and the lack of subsurface scattering and natural lighting for the characters put them wholly in uncanny valley territory; but the fact that kriza koristio je dinamičke sjene u stvarnom vremenu, kako kroz modele pogleda igrača, tako i na modele pogleda na svijet koji su i još uvijek su vrlo impresivni. Uspjeh mi još vidi kad su višeslojne svjetlosti kako prelaze preko predmeta sa prijenosom svjetlosti u stvarnom vremenu između aktivnih glumaca.

Crysis - Ultra postavke - refleksije osvjetljenja prostora na ekranu

Moreover, seeing screen-space ambient occlusion along with appropriate light fielding in the water reflections is not only ahead of its time but it’s difficult to find done right in recent games utilizing those same techniques in high-fidelity.

Ostali vrlo impresivni podvizi koji su predstavljeni u kriza included volumetric fog effects with directional wind physics, and object-based god-rays, which allowed the sun to shine through trees, boats, houses, heck even the rotors on a moving helicopter. Again, all of this takes place in real-time. There are no smoke and mirrors like you’ll find in most other AAA corridor-shooters.

Crysis - Ultra postavke - Osjetite snagu

I think in some ways we’ve become so complacent with poorly made games by inadequately skilled diversity hires that I was taken aback by how technologically-forward kriza bio je i još uvijek jest.

I can’t even think of a first-person shooter game to date that allows for object-based god-ray rendering, or the fact that nearly every object that isn’t bolted down can be picked up.

That’s right, nearly everything in the game world can be interacted with. You can use a water bottle as a weapon if you want, or ambush enemies by blowing out a wall with explosives and sending the pieces of the house slicing into your foes as projectile shrapnel.

Crysis - Ultra postavke - Olupina

Pokupi bilo što, uništi sve

Ova vrsta inovativne uporabe mehanike utemeljene na fizici zaista je pomogla kriza standout u to vrijeme, s obzirom da je jedina druga igra poznata po takvim značajkama Half-Life 2, ali doslovno nije bilo usporedbe između dviju igara s obzirom na ograničenje i ograničenje veličina razine Half-Life 2 u usporedbi sa kriza.

That’s not to mention that not only did Crytek make it where every object could be picked up, but nearly every structure could be destroyed, dismantled, or severely damaged either from gunfire or explosives.

It wasn’t quite on par to the destruction physics in Battlefield: Bad Company 2, koji tortu i dalje smatra najboljim AAA pucačem prvog lica s uništenjem utemeljenim na fizikama, ali sigurno se na mnogo načina približava.

Crysis - Ultra postavke - kuća je uništena

Mislim da je velika razlika između to dvoje kriza‘ structures looked a lot more lived in and realistic, where-as Bad Company 2’s zgrade su često izgledale kao hollywoodske pozornice za veliku eksploziju u stilu Michaela Baya. Većina zgrada u Loše društvo bili prazni ili jedva namješteni, dok je u kriza zgrade su imale pune krevete, kupaonice, namještaj i obilje nadimaka poput novina, odjeće, kutija i ostalog pribora.

To je zasigurno učinilo zadovoljnijima kad bi neka granata pala u sobu, ili bi poslali raketu u zgradu, ili se srušili kroz mjesto i srušili je srušivši je u rezervoar.

I da, postoje različita vozila u koja se može ući kriza as well, including jeeps, tanks, trucks, AA guns, boats and even a VTOL. In fact, nearly every vehicle you see in the game that isn’t blown up or destroyed can be commandeered, which is pretty cool.

Crysis - Ultra postavke - Spremnici

Vozila mogu koristiti nekoliko ugađanja

Mogli biste reći da je Crytek uzeo sve što su naučili radeći na originalu Far Cry igre na OG Xbox, Xbox 360 i PC, i primijenili ga na kriza, pakiranje u što više značajki i onoliko grafičkog napretka koliko ih se može prikupiti, uključujući, ali ne ograničavajući se na prodor metaka, fiziku lišća, AI reakcije slobodnog oblika i dinamičnije efekte krpe.

Jedna od najimpresivnijih stvari u igri je način na koji džungla reagira na vatrene stihije.

To me jako podsjetilo na prizor u Grabljivica gdje komandosi s jakom vatrenom snagom izravnavaju džunglu srušujući cijelu džunglu pred sobom.

Crysis - Ultra postavke - Uništavanje džungle

Na neki način sam bio razočaran što nikad niste dobili priliku pravilno stvoriti taj scenarij u kriza using the mini-gun. Yes, you get a mini-gun, but you don’t get to use it in the jungle areas of the single-player campaign. I’m sure some people have attempted to level the jungle areas in the multiplayer portion of the game, but since it was running on GameSpy and GameSpy shut down, that was a no-go for me.

The single-player campaign, however, is quite meaty. You’ll garner anywhere between 10 – 15 hours out of it depending on how you approach the missions and whether or not you decide to do the secondary objectives.

The maps are super large, so there’s a lot to explore, usually with very little to discover but every once in a while there are some special ammo caches or weapon stashes you might encounter along the way.

Crysis - Ultra postavke - ovi zahodi su čisti

Hitna rješenja za misije

Priča započinje temeljnom "Zaustavi zle Sjeverne Korejke!" kampanjom, ali na kraju se razvija u borbu za opstanak protiv drevnih vanzemaljskih ratnika.

Za razliku od nekih drugih naslova usmjerenih na vojsku, poput Call of Duty, Operacija Flashpoint or Bojno polje, the mission objectives don’t feel very… realized. A lot of the time you’re on your own while your teammates just kind of stand around. Obviously, this was done to reduce pathfinding and AI-wear on the CPU, since there were already plenty of enemies afoot throughout the sandbox maps, and having allies prancing about and dynamically scouring the map would have just added to Crysis’ already hefty overhead on users’ machines.

Nevertheless, you could tell that the team became more aware of how to optimize AI for the story purposes, and near the end of the game there are more dynamic encounters involving the player, AI teammates, and enemy forces. The game really shines here as not only a technical showcase of the CryEngine’s beefy rendering capabilities, but also as an out-and-out fun-filled time in a very lovingly crafted first-person shooter.

Crysis - Ultra postavke - Strickland

Grafika koja utječe na igranje

A lot of times we hear Centrists™ say “Who cares if the devs remove that feature? It doesn’t matter since it doesn’t affect the gameplay!” but here, a lot of the graphics actually do affect the gameplay. For instance, the volumetric fog effects that are affected by the game’s wind simulation completely changes how you can use smoke both to your benefit and how it can be used against you during a firefight.

Na primjer, možete koristiti dim da prikrijete svoju prisutnost, ali u jednom scenariju, nakon što sam bacio nekoliko dimnih granata doletio je neprijateljski helikopter, a uslijed udara rotora gurnuo je dim s puta i tako očistio izvan pokrivača koji sam odložio. Ovo je grafički učinak koji utječe na i mijenja rezultat izbora igranja. Svi su ti mali elementi zaista pomogli dovesti kriza u životu na načine koji su potpuno odsutni od mnogih novijih igara.

Crysis - Ultra postavke - Dimna granata

Mehanička nevolja

Međutim, unatoč svemu Crysis’ amazing technological feats back in 2007, and even to this day, sadly it doesn’t quite hold up as well from the mechanical and playability standpoints.

Što mislim pod tim? Mislim, rukovanje oružjem, rukovanje vozilima, neke AI rutine i neki od izbora izgleda karata; kvaliteta je sve davanje ili uzimanje u jednom ili drugom smjeru, a ne uvijek u najboljem.

For instance, there are only two assault rifles in the game and neither are particularly powerful or feel very effective. You can dispense more damage by either acquiring incendiary ammo or by using the power mod for the Nanosuit, which increases the damage output for all of your weapons. Now some of you might be thinking “Just always use the power mod!” but it drains the suit’s energy whenever you fire using the power mod, so you’re limited on how repeatedly you can fire at any given time using the suit’s power mod.

Kriza - Ultra postavke - Poslanik

Pucanje manje od zadovoljstva

Other weapons such as the sniper file, gauss rifle, and the shotgun work well enough for their respective roles, along with the rocket launcher. The pistols aren’t entirely effective most of the time, and you would actually have better luck picking up a locker and chugging it at nearby enemies rather than relying on the handgun.

I was also shocked that there was no way to just stealthily knife guys in the back. That seemed like it should have been an option but it wasn’t.

I did like that they didn’t just limit you to two weapons, though. You have access to two primary weapons, a pistol as your sidearm, a variety of grenade types, a rocket launcher, and explosive detonators.

Crysis - Ultra postavke - TAC Cannon

Većina oružja omogućuje vam da ih prilagodite u bilo kojem trenutku tijekom igre, dodavanjem ili uklanjanjem prigušivača, uspavanih strelica, mjerača ili točaka, kao i streljiva.

It’s not the most in-depth weapon customization tool available, but I did like that they allowed you to make use of the option at just about any point in the game.

Znam da djeluje bogohulno za reći, ali samo želim da se mehanika pucanja osjećala temeljitije, težina i isprepletena kao u drugom kriza igre ili neko od najbližih FPS natjecanja, kao što su Bojno polje, Halo ili vraga, čak Call of Duty.

Crysis - Ultra postavke - noćni vid

AI nevolje

One of the problems is that the AI doesn’t really use proper tactics against so much as they rely on just swarming your position and peppering you with fire until you’re down.

Ovo je i blagoslov i prokletstvo za igru ​​jer vas to prisiljava da koristite taktiku za kretanje po okruženjima. Često morate odabrati momka, a zatim aktivirati maskirnu kamuflažu. Nažalost, svaki put kada aktivirate plašt, deaktivirate ogrtač, što rezultira momcima koji će ponovno zasmetati vašem položaju.

Kriza - Ultra postavke - talac

It would have been nice if the AI felt a little more realized, with some guys panicking, some guys not, and some guys actually running for reinforcements, or some guys spreading out and taking up different flanking positions. It was all a little too mechanically entrenched in simply zeroing in on the player’s position and just overbearing them with fire like robots.

Ovaj nedostatak učinio je da se mnogi pucnjavi osjećaju manje organskim i pretvorili su ih u sitnice jer ste morali sustavno birati svoje neprijatelje prekrivajući se, a zatim primaknuvši glavu, skrivajući se ispod zida dok se ponovno ne možete ogrnuti, a zatim isprati i ponavljati dok svi su neprijatelji mrtvi.

Crysis - Ultra postavke - mrtva

Nedostatak protoka vatre

Ebb i protok pozadi-naprijed vatrene stihije koje dobivate u ostalim igračima kao što su pucači prvog lica Crni, zov Juareza or dan isplate just aren’t present here, a lot of it due to the fact that there isn’t a lot of proper cover fire opportunities, and the AI doesn’t really make use of proper cover fire when it is present. Usually they just bum rush you and pepper you incessantly with fire.

It’s also funny because you never really feel as all-power as the Spartans from halo, despite the Nanosuit being some of the coolest pieces of armored tech featured in a first-person shooter. You lose life rather quickly and you can’t tank many hits, forcing you to do a lot of whack-a-mole style encounters with the enemies, but with less intensity or white-knuckle firefights than what you would get from more polished shooters, such as the original Gears of War trilogija.

Crysis - Ultra postavke - Benzinska postaja izravnana

Sposobnosti

Način na koji to djeluje je da imate normalno zdravlje i energiju odijela. Imate četiri različita modifikatora odijela: štitnici, brzina, čvrstoća i nepomičnost.

Štitnici vam omogućuju da uzmete puno kazne na štetu uklanjanja štete ili brzog kretanja ili nevidljivosti. Brzina vam omogućuje da stvarno brzo trčite i čak gazite momke ako dovoljno brzo trčite. Snaga vam omogućuje da sa mnogo sile podižete i bacite predmete, probijate se kroz blokove ili uništavate prepreke, kao i skačete visoko i nanosite veću štetu kada pucate.

Svako svojstvo odijela zahtijeva energiju, s izuzetkom Štitova, koji je u osnovi vaš zadani status. Ideja je da morate pregledavati svaku značajku odijela, ovisno o tome kako želite pristupiti scenariju.

It sounds good on paper, but in execution it’s about as clunky as you would expect from an early Crytek title.

Crysis - Ultra postavke - Jester

Skrivena značajka trebala vam je omogućiti da se prikradate za dečkima i brzo ih skidate, poput Arbitara Halo 2 ili Adam Jensen u Deus Ex: Human Revolutionali umjesto toga obično rezultira udaranjem momka po glavi samo zato da se okrene i počne pucati na vas, upozoravajući njegove prijatelje u tom postupku.

Svojstvo dodatne snage trebalo je omogućiti vam da lakoćom gurate neprijatelje u pulpu ili ih izbacujete iz vida, poput Kvar ili Predator u Vanzemaljci vs. grabljivica.

The speed trait also should have allowed you to run and quickly switch over to strength so you could run quickly and then hop large distances, but if you’re using a controller the radial menu makes it clunky to pull off such a feat, and if you’re using the keyboard you have to rummage across the keys trying to quickly switch as if you were trying to handle the weapon pairings and flush the heat sinks at the same time in a MechWarrior igra.

Crysis - Ultra postavke - Alien Shooter

Oprezne vještine

A lot of the features just felt… cumbersome.

It wasn’t quite as fluid or smooth as say, Pobijediti, where pulling off cool moves and making use of the suit features was seamless and dynamic, or heck, the Predator segments from Rebellion’s 2010 outing of Stranci protiv Predator.

Trebalo je postojati mnogo glatkiji način da se povuče veći dio poteza kriza and also do cool stuff without falling flat on your face. Now, to Crytek’s credit, a lot of these mechanical and quality of life issues were improved upon or fixed in Crysis: Warhead, the follow-up expansion that came out a year later in 2008. Even still, it doesn’t excuse the fact that these issues were and still are present in the original kriza.

Crysis - Ultra postavke - Odijelo Mod

Osjećam se kao predator

Reći ću, međutim, da kad su karakteristike djelovale ispravno i kad ste uspjeli skinuti prikriveni sklon koristeći ogrtač, a zatim se prebaciti na vještinu moći, osjećao se puno kao igranje Predatora.

There was also the issue with the vehicles getting stuck on some objects when trying to maneuver through the terrain, or the aiming and driving being a real pain since it was difficult to see where you were trying to go while also aiming the turret to shoot at enemies. However, this was a common problem carried over from Crytek’s stab at the Far Cry igre, gdje je pucanje i vožnja uvijek bila vrhunska bol u guzi.

Crysis - Ultra postavke - Problemi s brodom

To je bila jedna od stvari koje su DICE i Bungie uspjeli s obožavanjem izvršiti u oboje Bojno polje i halo, Rukovanje vozilima u tim se igrama osjećalo zaista sjajno i zaokruženo, i nikad se nije osjećalo kao da su nespretni ili kao da će se raspasti i fizika će lebdjeti u zraku.

But it’s not all bad, though.

Unatoč tome što je neka mehanika nekako frustrirajuća, a neke karte nisu pravilno dizajnirane za neprijateljske susrete (poput finalne borbe sa šefom gdje vam nedostaje pokriće i nema puno prostora za pogreške zbog količine neprijatelja na ekranu i ograničen prostor u kojem se može spustiti šefica), stvarno sam uživao u slobodi koju su igrači pružali tijekom prve tri četvrtine igre.

This was the original “If you can see it, you can go there”.

Crysis - Ultra postavke - sloboda

“If You Can See It, You Can Go There”

Većina misija uglavnom se svodi na: do ove lokacije ili uzimanja ovog cilja.

Bacili bi vas u kutiju s pijeskom i samo vam omogućili da odlučite kako se boriti sa misijom. Nekad su bili laki, nekad i naporni - sve je ovisilo o vašem stilu igre i pristupu ispunjavanju misija.

This aspect of the game is sorely missed in today’s more corridor-style approach to missions in first-person shooters. The linearity of the levels and hand-holding makes many [current year] games a chore to play through because you have no freedom, no emergent gameplay options, and no way to veer from the very beaten and laid out path before you.

Crysis - Ultra postavke - Winter Wonderland

kriza was a glance through the looking glass of what could have been; a future where linearity and constricted level designs would have been a short lived thing of seventh gen, but alas it wasn’t to be.

Crysis’ pristup misijama - slično kao FPS naslovi iz DOOM i Potres vrhuncu, gdje su razine bile poput zagonetki, a alati za njihovo rješavanje raspršeni su oko vas kako biste pronašli i zaposlili se u svoje slobodno vrijeme - nikada nije uhvaćeno.

Crysis - Ultra postavke - Potopljeni koridor

Trebala bi biti trendseterica

Pravilna evolucija paradigme id Software softvera za sljedeći gen čvrsto je ostala na prvom mjestu kriza, a nakon toga se svaki FPS zrcali ograničeno i bahato Call of Duty pristup kampanjama za jednog igrača.

Na neki način kriza felt more like one huge “What if…?” tech demo rather than a fully fleshed out and functional game, but at the same time it functions better as a game than a lot of game’s today. Heck, the one segment where you traverse through the alien ship is literally just one giant showcase of the CryEngine’s directional lighting capabilities, particle effect simulation, and realistic weather rendering.

Crysis - Ultra postavke - Lagano prikazivanje<

Tech Demo za vjekove

It’s such a bizarre approach to creating a game, yet at the same time an immeasurably impressive piece of software. I’m amazed at just how much they were able to squeeze into this game and how well it still holds up compared to today’s shooters. In fact, if you add a 4K texture resolution mod and an object-overhaul mod with higher poly entities and geometry, and maybe more dynamic light sourcing in some scenes, you would be hard pressed to think that kriza wasn’t made today.

I think that’s both a testament to the quality of engineering and forward-thinking advancements that Crytek had made at the time, and a fact that today’s diversity hires don’t know how to design good games if their lives depended on it. Also, the final fight on the carrier – despite being cheap and the enemies killing you in seconds – is so amped up that it makes you feel geeked to play some more kriza, što je rijedak podvig za igru ​​u kojoj treba ostvariti 15 sati.

Crysis - Ultra postavke - Epska bitka

Sve rečeno, svakako bih preporučio davanje kriza a thorough playthrough. It’s a shame more FPS titles didn’t imitate it the way so many other studios imitated DOOM još devedesetih, ali onda opet kriza wasn’t something you could just copy-and-paste into an editor and call it a day. The hardware at the time of its release couldn’t handle the game, the consoles were too limited to achieve what they managed to pull off back then, and diversity hires never would have been able to replicate kriza u klonovima koji su unovčeni i koji bi bili optimizirani za hardver i zabavni za igrače.

I suppose that’s why kriza još uvijek stoji test vremena kao trenutno tehnički postignutog pucača iz prve osobe.

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