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Crysis Multiplayer Impressions - preview|
| (hx) 10:26 AM CEST - Apr,16 2007 | 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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