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Crysis Warhead Review

Ryan Lord

September 29, 2008 11:15

Optimized Performance and an Improved Multiplayer

In terms of stability and playability, I did have issues with crashing in the original Crysis. But Warhead was rock stable for me in both the single-player campaign and multiplayer, as well as in DirectX 9 and 10 modes. Crytek claims that its newly optimized CryEngine 2 allows Warhead to run smoother and easier on current mid-range hardware, and it certainly seems as though the developer delivered (see "Conclusion" section for the reviewer's PC specs). However, high frame rates are still hard to come by with this latest Crysis title, especially in DX10. Thankfully, Warhead is almost entirely bug-free; I only encountered one bug while playing the campaign, which caused me to drop through the ground into an open texture-less void. A quick reload solved the problem and put me back on my feet.

Multiplayer is really the meat and potatoes of Warhead's long term value, and you get a lot for the discounted price of this stand-alone expansion game. Essentially, you get everything that the original Crysis had in multiplayer, and then some. The online aspect of Warhead is referred to as "Crysis Wars," and as previously mentioned it's a completely separate install. For those with full hard drives, it's definitely a welcomed change to be able to uninstall the single-player game and still keep the multiplayer intact.

I personally loved the Power Struggle multiplayer mode that Crytek designed for the original Crysis, especially because it was so unique compared to what's out there for other multiplayer shooters. Others, however, found it confusing, especially if they wound up on a server full of players unwilling to help them learn the ins-and-outs of the game mode. Crytek apparently listened to the complaints of gamers who didn't like the learning curve for Power Struggle, and they did some redesign work for the U.I. to help make things a bit easier for newcomers.

Crysis Warhead features a strong, much improved multiplayer experience that comes with a seperate install disc and title, Crysis Wars.

Power Struggle involves several building types available to be captured in a way very similar to the Battlefield games; players have to stand within an invisible vicinity of the building desired. If an enemy is in the same area, the capture process is frozen until one side eliminates the other. This applies to all building types. For as long as one side controls the building that is being contested, they can purchase anything that the building normally offers. Once a building type goes neutral, or switches over to the enemy however, all buying capabilities are lost.

In regards to the building types in Power Struggle, not much has changed. Power plants can still provide energy to the prototype facility, or holding them can prevent your opponent from gaining energy. Bunkers allow players to spawn outside their headquarters at more forward locations. Land, sea, and air vehicle facilities grant players the ability to purchase vehicles of each type. Last but not least, the prototype facility is the place to go for alien and nuclear technology, assuming you've got a flow of energy.

Without energy, the prototype facility cannot power up and provide the controlling team with access to new technology. Without vehicle facilities players cannot purchase higher end vehicles like tanks, APCs, helicopters, and VTOLs. Without bunkers, your entire team will only have one location to spawn at, and as such can be camped quite easily. If it sounds complicated, it can be - and that was the problem facing the community in the original Crysis. But now players are instructed as to what should benefit their team, and how Power Struggle works. The changes made are subtle for existing players, but obvious enough for the "newbies." Weapons and "prestige" must still be earned via capturing and killing, and just about the only thing that is not immediately explained to players is the purchase system.

Instant Action and Team Instant Action (or TIAction in-game) are the two new game types offered by Crysis Warhead, and they'll make any FPS gamer feel immediately at home with no learning curve. In both modes, players no longer have to worry about capturing locations, buying vehicles and weapons, or destroying the enemy HQ. Instead, both modes offer non-stop action, and typically random spawning locations. The advantages of the nanosuit are available at all times as long as a player has energy available, and most maps feature all of the weapons the game has to offer, with the exception of the Tactical Nuclear Launcher.

The seven new maps spread across all modes are all very well done. While some may scoff at such a small number, the truth is that Crysis Warhead also includes all of the maps from the original Crysis . Each map features plenty of opportunities to make the most of the nanosuit, which means you'll never really know what to expect, nor will your enemy.

Some changes were made to the multiplayer weapon mechanics that experts may notice shortly after diving in. Incendiary ammunition was removed from the FY71 rifle, which takes away one of the unique features of that weapon. No explanation was made as to why the ammunition type was removed. When wielding duel weapons, the right trigger now allows for firing the second weapon simultaneously with the first, which is definitely promotes the use of the new sub-machineguns and even dual pistols. The gauss gun can no longer be purchased at any location in Power Struggle, which makes sense since it was supposed to be a future technology weapon that was even advertised in the Prototype Facility. The shotgun now fires about as fast as you can click, which allows it to really dish out some punishment. Finally, the "Mother of all Rifles," a.k.a. MOAR, no longer sprays an infinite stream of icy liquid. Instead, it only fires for several seconds before needing a cooldown.

NEXT PAGE: Conclusion and Final Score

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