By Shawn Elliott.
http://www.1up.com/do/reviewPage?cId=3164321&sec=REVIEWS
8 / 10
http://www.1up.com/do/reviewPage?cId=3164321&sec=REVIEWS
What was to be proof positive that Crytek's range encompasses more than Far Cry's merc in the wilderness becomes history repeating itself. Dumb monster apes and indoor drudgery dragged down the finale of the developer's last FPS. In Crysis, it's dull aliens and a direct reversal of design logic. The wintry jungle is just a white hallway that we escort another nanosuited soldier through. Now and then, flying things land to attack with tentacles -- no huts to hide in (would aliens strip shingles from the roof to shoot inside?), no shattering cover, and no three-way mix-ups with wandering Koreans. The order to protect our partner, I suspect, is a tension-inducing device there to distract us from the unfinished framework of a big plan that fizzled but couldn't be cut.
Afterward, we sit in a truck turret. Although they're there, we're unable to take another vehicle (doors don't open) or to switch seats. Before this, we've both fired while driving and flipped back and forth between driving and firing. What this means -- and what makes this stretch seem as though a different studio developed it -- is that Crysis teaches us to fish and then drops us in bone-dry desert.
And on it goes. Stints in motorized air-defense systems...that don't move. Low altitude flight in a leaden VTOL, where defeating drones dissolves invisible barriers no one intends to notice, allowing us to fly forward, fight off another three drones, dissolve another invisible barrier, fly forward....
Fast forward through scraps of miserable story and melodramatic dialogue, along with a "boss battle" inherited from the coin-op class of '88 (see: Contra), and the ordeal is done -- beautiful throughout, mostly amazing, but vegetative by the end.

8 / 10