This is a strange game indeed. I'm enjoying it but not as much as I feel like I should be.
The actual mission setups themselves are f*cking fantastic. I mean, when you stop and consider what they have you doing it's really quite impressive.
I think what is letting the experience down for me are the design of the encounters themselves and the AI. The AI continues to suffer from the same issues that have plagued previous Crysis games (completely oblivious to the cloak but extremely sensitive to the player while not using it). The fact that enemies can detect you through thick grass while it's actually more difficult for the player to see the enemies in the same situation feels kind of frustrating. The complexity of the maps almost makes it difficult to assess the situation and requires the use of the scope and tagging features.
The density of debris and foliage in Crysis 3 is actually quite a bit higher than any previous Crysis game and the AI doesn't really work with it as well as I'd like. I think that's the primary thing that is holding the game back.
That said, having replayed a couple missions, I do feel that they become a lot more fun on subsequent playthroughs. Once you understand what you need to do and have a general idea of what the enemy patterns look like you can create a better plan of attack. I think the game will ultimately grow on me.
It actually reminds me of the shift from Metal Gear Solid 2 to 3.
It's pretty silly that people were labeling Crysis 3 an expansion pack, however. It's true that the game is a bit shorter than I would have liked *BUT* what they've created here is exceptionally detailed and wholly unlike anything in the previous games.
The only disappointing thing about the grass is how choppy it looks above 30fps.
Yeah, I noticed that. Same with the rain at the beginning.
I've mostly played the game at the highest detail settings with downsampling while locking at 30 fps and it's looked incredibly consistent and beautiful. The high quality motion blur really works well at 30 fps. I've had to stick with Shaders at High, however, as well as keeping Post Processing at High (it looks broken at Very High).