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 Gameguru Mania News - Apr,16 2007 -  
Crysis Multiplayer Impressions - preview/review
(hx) 10:26 AM CEST - Apr,16 2007 - Post a comment
The chaps over at InCrysis have published their multiplayer impressions of Crysis after visiting Crytek's Summit in Germany last week. Their write up includes details on the deathmatch multiplayer mode and power struggle. According to them, the deathmatch mode is surprisingly good with the majority of it being extremely well balanced.
The pace - The pace in the death match was quite rapid - nothing like Quake though. I felt it was probably just about right, although occasionally a couple of the times I re-spawned I got killed instantly. There were some discussions however to look at reducing the pace slightly.

Use of the Nano Suit - Like the single player mode, the Nano Suit plays a critical role and affects the game play considerably. You could possibly get by in the default armor mode, but would be effectively limiting your ability to outclass and outrival your opponents. I do perhaps see it being an obstruction for those reluctant to learn and wanting instant shooting action, especially in Deathmatch - but let me stress that even just dedicating a few minutes to learn how it operates will make your gaming experience so much more appealing and rewarding. There were also some places where you couldn't get to without using the strength mode's power jump.

The Weapons - All players in the deathmatch started off with a basic SOCOM Pistol. This weapon wasn't particularly useful. It would require many direct head shots to kill another player - and even more if they were in armor mode. You'd be better off simply switching to strength mode and knocking the other player out if they had a similar weapon. While the single pistol was quite ineffective, picking up another gave you a very effective dual wield weapon.

When sniping, you'll need to get a direct head shot to kill the first time, and two or three shots at the body. There are plenty of good vantage points though. I did notice that player targets quite far in the distance would occasionally flash on and off through the scope. The GK8 Gauss Rifle with the scope attachment made for a very functional long range weapon also. The weapon customization was a really great touch to the game. Finding a sniper rifle, scope and a silencer was a great experience and even better when you then got to a safe vantage point and put on your cloak and started scanning for heads. The cloak drained power very little while staying still, but it used more energy while moving or shooting.

For those that prefer run and gun, the XM214 Hurricane minigun is very effective in taking many players out - even in Armor mode. And of course those that wish to freeze players, the alien weapon was a lot of fun but not as deadly as the minigun.

I noticed a few players were having good success in finding a vantage point, switching to cloak mode and firing a constant stream of rockets from the LAW Rocket Launcher. It can be a little slow and clumsy at times, but the explosions it creates are immense and can take out numerous players within its blast

Grenades were quite ineffective due to the fast pace of the game - RTsa did get two kills with one, though. You can adjust the distance you throw them by holding down the mouse accordingly. There was also some discussion at reworking their use in the game.

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