Zitat:
Maximum Console
The problem of Crysis 2 is that it suffers, inevitably, the legacy of his illustrious ancestor. A killing that gave visual objectives to the player while leaving it free of his actions. But switch on consoles, the game sandbox Crytek had to pass through a sieve to meet the technical limitations of our machines. And despite a polished speech explaining the need for a more personal clashes that ordinary island, clamping technique is probably one reason that prompted the studio to choose New York. A playground more fragmented, with fewer viewing distance to manage. But is this really a problem? In nay. We offer something new to explore is an excellent idea.
The concern is that for all we have seen, and difficult to judge whether a short-demo, Crysis 2 would deny the freedom aspect of his ancestor to stick to a more interventionist narrative, even more than in Crysis Warhead. More embarrassing still, for now, the rendering is anything but the slap graphic expected. And if aliasing ubiquitous in this version, should disappear in the end, the buildings of the big apple are far less impressive than the Korean jungle. And that, it will not change.
It has been said, this first presentation of Crysis 2 has disappointed us. So yes, the game features refined gameplay, which leaves the player free of its approach, whether discrete or totally buggers. Yes, there are more moves, more enemies, different, sustained action too. But what is gained in efficiency, we may lose in freedom and graphics rendering. Currently in alpha release, crysis 2 is a promising project, classical and effective. Not as spectacular as the first in any case, already splendid over six months before its release. Now, there are still several months from Crytek to fine tune his game and more of us pretend to be liars, we are working to full capacity.
Sie scheinen ja ein bischen ehrlicher zu sein. . . Hört sich nicht so toll an.