Tuesday, May 10, 2016

Crysis Warhead Testreport

A Short Testreport about Crysis Warhead


The guy is friendly, resolute, loyal, principled and Briton. How can one call the Psycho in all seriousness? Immediately from the first scene Psycho was valid in Crysis as Stereotype-crazy - only because of his name. We waited every play minute for the fact that the beefy Glatzkopf attacks with a machine gun in every hand and a machete between the teeth in the opponent's hordes and laughs, besides, insane.

However, our prejoy was disappointed: Anyhow Psycho did not remain unexpectedly shapeless - even if completely as inexpressive as Nomad, the hero of the play during his short appearances in Crysis. Now with Crysis Warhead this has changed. Where from, otherwise, we would know that the guy is friendly, resolutely, loyally, principled and Briton? Beside a handier hero the only executable Mini-Addon of Crytek (Far Cry) offers some technical and play-mechanical improvements, stays behind as complete works, however, still behind Crysis.


Suggestive

Warhead tells Psychos adventure which take place at the same time to Nomads application in Crysis. We remember: Psycho moves in Crysis first with Nomad over the island, stands to him in a mission as a marksman aside and then says goodbye from the action to appear again by the end. Then there he crouches on an US aircraft carrier and presents proudly a dead gigantic alien. Now Warhead tells the story as Psycho has created the lump aboard.
After the Intro we find ourselves somewhere in the jungle. The Koreans have shot our vertical plane, so those of Psycho, and now he must bring himself first in security. Besides, the play explains to us in the first minutes how the very modern fight suit of our hero functions.


Superhumanly

Psycho carries a Nanosuit, a high tech overall which protects his bearer if requested against balls or makes fast, strongly or even invisibly. You choose the respective mode by button pressure from a practical menu all around the crosshair. Thanks to the Nanosuits you can move your favorite play manner. Who creeps with pleasure, darts in the camouflage mode around. The faster you move in it, the faster the energy of the suit also empties. Sinks on zero, changes of the Nanosuit automatically in the armoured mode, his default setting. If you are met now, take no damage, but lose first only suit energy. Suit energy as well as health points regenerate in the battle breaks rather fast - you can save irritating battery or Medipack search. In the tempo mode moves Psycho superhumanly fast and jumps accordingly far. Who wants to hop especially high, chooses the strength mode. Moreover, with him you can throw objects (in particular shells) further and decrease the recoil of heavy weapons.

The Nanosuit is and remains the prominent play element of the Crysis series. With him we feel almost like a superhero. Because his controlling menu functions so well, we can change quick as a flash the modes, sprint, for example, by a military locking zone of the Koreans, afterwards jump over a three-metre-high barbed wire fence and hide us on the other side with the camouflage mode, before to us an enemy can discover - a cool feeling! Shells) further throw and decrease the recoil of heavy weapons.


Straight

Few metres behind the site of the crash is with Psychos Nanosuit-test run again end: An electromagnetic impulse immobilises the suit, our hero goes down. The next intersequence shows how the Koreans heave a container by helicopter away in which a mysterious, blue gleaming object camps down. Crysis experts know: There one of the big, flying aliens is in it. Nevertheless, the US military supposes on account of the design of the box, the Koreans would become a nuclear warhead herumkarren, and become nervous. Psycho should guarantee the container - or destroy.

Like a carrot in the floor before a run-decayed donkey Crytek lets the putative nuclear box always scarcely before Psychos to nose dangle. This helps in the play guidance though tremendously, still we really believe ourselves a little bit like a mule. Since who has played Crysis, knows long time ago that in the container no bomb, but the extraterrestrial thingumajig is, and that Psycho will create the cattle, in the end, on the aircraft carrier. And generally: So much tantara around a single flight alien? Nomad has got personally several dozens of the beasts of the sky, Psycho touches it him in the course of Warhead. Who wants to have absolutely the remains of such a thing, it can immediately drag in tons from the jungle.


Unindependent 

Apparently the developers so surely could not agree on it for whom they produce Warhead: for Crysis experts or for Crysis novices. As a beginner's play Warhead assumes too much as known. Where suddenly these extraterrestrial come, it is mentioned with no syllable, and when again half an island is frozen, also seems to be absolutely everyday for Psycho and his superiors - they appreciate the event of no comment. And what is, in the end, in the container, will also not betray.

As a Crysis expert the feeling arises with us, however, fast to experience left-over scenes from Crysis in Warhead merely. And they not even have points of contact to the predecessor: The scenes in which themselves the actions of both plays interlock are absent. The big moments of the conflict between Americans, Korean and aliens - the first right contact with the extraterrestrial, the ice formation of the island, the fight with the gigantic boss - all that has claimed Nomad already for itself. For Psycho is left in Warhead only the proverbial Leichenfledderei: the alien corpse home create. Besides, though a Korean general opposes him, but even with him there is no dramatic final battle. Hence, after just five-hour playing time we put to ourselves the question: Was it this?


Picture-immensely

In the matter of story and extent it was actual this. But otherwise Crytek has improved a row of the things with Warhead which players had to put out in Crysis. Primarily, the Psycho itself is: They get to know the fellow much better than once Nomad. And Psycho is a likeable type - just because of his dry, British accent (in the English version). Particularly the numerous intersequences help in it, the Warhead made-for-the-movies produce as a Crysis. Moreover, Crytek has learnt with the big competitor Call of Duty 4: We are on the move at regular intervals usammen with other soldiers, sometimes normal G sharp, sometimes Nanosuit colleagues. This provides for more Schlachtfeld-Atmosphäre than in Nomads solo application. As for the rest Warhead offers more script sequences than Crysis, because by the single-minded hunt for the container the programme can better estimate, when the player where is. With it the title Play delivers a good mixture of open level design and given ways. Though the jungle maps do not feel any more completely so extensively like in the predecessor, tube levels there is not like the alien spaceship from Crysis, however, also any more.