Sunday, March 18, 2012

Crysis 2 Review Part Two

Okay, multiplayer. This part of most FPS games is what drives players into buying the game in the first place (yes, you Call of Duty). Crysis 2 doesn't rely on multiplayer to be it's main selling point, something I appreciate very much. Unfortunately, this also means it won't be as big or attractive as other triple-A titles on the market.

From what I've played so far in Crysis 2, the multiplayer is not nearly as competitive as other games like Halo; the game is much more casually-oriented, but meeting a level 50 still means getting your rear handed to you. Every gun in single player is brought over to multiplayer, even the Gauss rifle attachment on the SCAR. This allows for some fairly unique customization options, with a weapon modification system  similar to Battlefield.; each weapon has separate categories for attachments, such as optics and under-mounted. With this configuration, multiple attachments can be added without taking up valuable perkspace.

Similar to perks in Call of Duty (which I've been comparing to a lot for some reason...), Crysis 2 offers the option of "modules" to alter certain functions of the nanosuit. Each module can be upgraded up to three times, adding incentive for the player to keep using them and stay playing the multiplayer.

I know this was somewhat short and lacking compared to the single-player review, but that's exactly what multiplayer is; problems occur with the amount of effort to kill someone. I don't know for sure if it's my connection or the game itself, but I also noticed this in the beta. As I mentioned before, the multiplayer isn't the highlight of the game.

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