scitek said:
What? If you choose to cloak past all the enemies and then proceed to say the game is boring, that was your choice. How's it different in either case?
Well, I can only speak for myself, but the reason I cloaked past the last half/third of the game in C2 was because the combat itself was boring, and I wanted the mind numbing pain to end swiftly, instead of having it drag on and on.
As the highest difficulty setting provides no challenge over the easiest setting (I suppose, I haven't played on the easy/normal settings, but they must be the same, just more forgiving of you fucking up), there's not much variation to the actual gameplay.
Designing a game so that it's broken into sections where a bunch of copy pasted enemies stand around some cover, while you are forced to move through them from point A (the linear choke you just came from) to point B (the linear choke behind the enemy populated section) is one of the most disingenuous and uninventive ways of crafting levels.
Thus the only way for me to entertain myself was to break the developer's intentions and simply ignore his fucking stupid logic, and make the game my own by playing it in a way I choose, instead of in a way I'm directed to play it. Note I have no problems playing the game in a way I'm directed to, it's just that if I find it boring and imbecilic to boot, then I find it preferable to resort to my own means of getting through it.
Level design of Crysis 1 was actually quite different, because the levels themselves were very large chunks of terrain, populated by humans (first half of the game anyway, the one taking about 3/4 of the time played though) which have dynamic behavior, and different states of alertness. The fact that they're able to co-ordinate in a large area, calling for backup, etc. and the fact that they had full air, sea and land support made the game feel varied. Therefore the approach you were capable of taking as a player was equally as varied.
Even more so if you used the console really, but we can restrict ourselves to just land and sea.
The link above sort of proves my point though. Not only could you never practically do something like that in Crysis 2, you can't really even conceive of it because of its design.
Last time I played Crysis, I played a non lethal playthrough, as the weapons all have tranquilizer rounds. I had to kill a few of the enemies, but cloak+tranq allow you to get through most of the game without having to kill anyone. Cloaking through Crysis 1 however is infinitely more rewarding, because the game's open design allows for that contingency.
Crysis 2 arguably allows you to do the same, but you have to break the game's philosophy to do it, as its sole narrow design was to force you to engage enemies from one choked segment to another. Cloaking in C2 serves only the purpose of having you stealthily kill targets. Stealthing through the actual levels of C2 is ridiculous because the levels themselves aren't designed for such gameplay, thus the endeavor proves comical. The dumb aliens standing around patrolling while you simply ignore them and move on in this very dramatic set-piece of "fighting for survival" DUN-DUN-DUUUN where you're just walking past all of the horrible dirty dirty evil antagonistic aliens. Such drama and tension.
Which brings us to the generally horrible plot C2 has,
though arguably, this is shared between it and C1 as well, but the fact that the second game is attempting to capitalize on the story for dramatic, grandiose, and I'm hesitant to use the word, but it's apt in this case, "epic" effect makes the game 10x dumber. The aliens in C1 were largely a minor part of the game, and for every minute of non-alien gameplay, the game benefited substantially over its sequel.
But all of this is... subjective. Many people like dumb aliens, and dumb shootouts with lots of explosions, so for those people, the game is great. And I'm not really saying there's anything wrong with that either. You're easy to entertain, and more power to you.
My argument rests along the lines of the fact that Crysis 1 allowed for different kinds of gameplay, it allowed those of us who aren't into the explosions and aliens to still get enjoyment out of it by operating in a pseudo-sandbox environment with a design philosophy that catered to a more diversified stratum of consumers.
Crysis 2 takes that out, and I believe is therefore much poorer for it.