
The fate of the world is in your hands. New and old enemies threaten the peace you worked so hard to achieve 24 years ago. Your search for the Alpha Ceph continues, but this time you'll also need to expose the truth behind the C.E.L.L. corporation.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Polish*, Russian*, Turkish**languages with full audio support
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | — | 5.6Kreviews | 85% | — | not modelled |
| Free | 1.1Kratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
oyun gayet guzel. eksı yanını gormedım devam fılmı gelmemesı ♥♥♥ yazık
cool game
EA你真是个SM平台啊EA
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Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
прошел на одном дыхании, игра легенда!
狩猎弓太有感觉了
Ehh; this has been sitting in my library for a long time, and I just got around to playing it while sick for a few days; I want to like this, but I kinda don't. The game is very focused on story elements - which in theory is great - all the best games do this, and give you meaningful stakes and tell a great story - but the story is kinda so-so and really drives the gameplay in the way of the fact that it's trying to be a fun shooter where you have access to really cool abilities and get into all kinds of crazy situations. I played on a mid-tier of difficulty, because it's been a long time since I played Crysis 1, and I fully skipped 2. The early enemies feel like regular people, and it's a bit of the standard power-fantasy where you're OP and kinda stomp them, but later on they just become bullet sponges - unless you use an arrow, which for some reason is immediately fatal to basically anything, human or otherwise - which kinda makes no sense, and honestly feels a bit like a cheat-code. While I am well aware that different tools are for different jobs, there are some guns that it just isn't really worth ever using, which is annoying, because the bullet sponges just ignore it and take way too many hits to down, or they're so inaccurate that you can't reliably use them against unarmored people at any distance, and there's just always a better alternative. The balance just did not feel right. And that's even with the ability to modify them with different scopes and such; there really just isn't a reason to use a lot of them unless forced to. Some of the boss fights are very interesting and well balanced, but others are incredibly annoying from a gameplay perspective, because what it wants from you is not very clear, and then you're dead on the floor, and then it's glitching in a weird way that adds extra steps to an already long fight. I've also run into numerous bugs and glitches, which is kind of embarrassing for a AAA title that's been out for this long in particular. I've lost out on upgrades because it isn't always clear that walking into a certain area *to* go pick them up will cause your character to instead do stuff that advances the level, and you don't get to go back - which seems like bad game design to me - coupled with the fact that a lot of the upgrades don't even really matter, which also is a bit of a design issue. I should be upset that I'm not getting the upgrades, and rather I'm just annoyed that I couldn't unlock them now if I wanted to, despite the fact that I would just never use them. I think the idea of unlockables and having different loadouts is great, but some are hyper-situational, and some are just clear winners, and that feels like poor balance to me. I basically unlocked and powered up the ones I knew I wanted early on, and then felt like my character had no more real room to grow after the 3rd or 4th mission maybe, which is not great. The entire mechanic of picking up items from the environment and "power kicking" stuff also kind of seemed pointless. Maybe I just used it wrong, but I generally assumed bullets would hurt people more than hucking a chair at them. I also didn't even realize there were different arrows until like 80% of the way through the game, but maybe I just missed something. The data-pad situation is also pretty bad; they took the time to voice record a ton of story content and hide them across the game, but to actually listen to them when they're relevant, they aren't sorted in any useful way, the interface is clunky for 0 reason (stuff is buried in menus when it could just be at the top - find in list, click into this, then click on this to expand it, then click play - why not just have the play button on the top? It's literally the only thing to do there.), and it's wildly unclear which ones you've listened to already, as they are not in any way marked as new, or sorted by level or chronology, so after you have accrued several of them, it just isn't worth trying to figure out which ones you have and have not listened to already - so you end up not bothering to listen to any of them anyways. Plenty of other games from this era got this right, so I can't really cut them slack on it. Don't even get me started on the vehicles - every one of them was terrible to use, and I would opt to walk basically everywhere that I reasonably could. (Sorry, I got started on vehicles...) Even one time where you complete a secondary objective and you get to ride in a tank and be the turret gunner (presumably to improve your situation and give you more firepower), they drive it right up to a ♥♥♥♥♥♥♥ alien mech-warrior with a platoon of alien soldiers with sniper rifles on a cliff above it, and the tank driver just parks it and waits for you to die. Like... what? I thought I was doing something wrong, but I kept loading the auto-save a dozen or so times before I realized that - no, truly, you just don't have the firepower to do anything before you're dead, and you can't even activate your shields - you have to leave the tank to not be killed immediately. That's on bad design. This game literally has all the right parts, I think, which is what makes this frustrating; they're just put together in a way that doesn't show a lot of care for the player experience. I can see the vision, and it's certainly something to do - it's not like it had no fun at all - but far too much of the time it just gets in its own way and fails to be fun as a result.
Better than most new games these days
Ist als shooter ok. Nimmt sich aber etwas zu ernst.
not bad
[h1]Crysis 3: Still One of the Best Nanosuit Sandboxes[/h1] [h2]TL;DR[/h2] Crysis 3 takes the best parts of the series and puts them into a tighter campaign. The Nanosuit is fantastic, the Predator Bow is one of the series' most satisfying weapons, the environments give you plenty of freedom, and somehow a game from 2013 still looks genuinely impressive. The campaign is short and occasionally shows its age, but neither bothered me much. My biggest problem today has almost nothing to do with Crysis itself: [b]launching a Steam game should not require going through the EA app.[/b] [b]8/10: An excellent FPS dragged down more by EA's launcher than the actual game.[/b] [hr][/hr] [h2]Gameplay & The Nanosuit[/h2] Crysis is at its best when it gives you a problem and lets the Nanosuit determine how you solve it. Armor, Cloak, visor functions, weapon customization, and suit upgrades allow completely different approaches. You can mark enemies, cloak into position, quietly eliminate targets, or activate Armor and turn the same encounter into a firefight. The systems are simple but flexible enough that I rarely felt forced into one playstyle. [b]The Predator Bow might be the best addition to the formula.[/b] It fits the hunter theme perfectly and gives stealth far more personality than another suppressed rifle. Combined with explosives, conventional weapons, and Ceph technology, Crysis 3 gives you an excellent sandbox without unnecessary complexity. The gunplay also still feels good, and switching between stealth and overwhelming firepower gives combat a rhythm most shooters lack. [hr][/hr] [h2]Level Design & The Liberty Dome[/h2] Crysis 3 takes place inside a New York transformed into an urban rainforest beneath CELL's Liberty Dome. [b]It is easily one of my favorite settings in the trilogy.[/b] Collapsed buildings disappear beneath vegetation, swamps consume former streets, and abandoned infrastructure sits beside futuristic CELL installations. More importantly, the environments support the gameplay. Combat spaces are often wide enough to flank enemies, find elevated positions, sneak through vegetation, or attack directly. Crysis 3 is more structured than the original, but offers far more freedom than a corridor shooter. The levels encourage experimentation without becoming so large that traversal takes over the experience. [hr][/hr] [h2]Story & Characters[/h2] The story follows Prophet as he returns to New York while CELL exploits alien technology and the Ceph threat continues to grow. The plot is not extraordinary, but Prophet's relationship with the Nanosuit and the question of how much humanity remains underneath it give the campaign a more personal element. Psycho is especially important. His relationship with Prophet gives the quieter moments weight and reinforces the game's themes of humanity and identity. The campaign is short, but I would rather have a focused experience than several additional hours of filler. The pacing rarely wastes time, and the final stretch delivers the scale I wanted from the trilogy's conclusion. [hr][/hr] [h2]Graphics & Sound[/h2] [b]Crysis 3 still looks absurdly good for a 2013 game.[/b] Dense vegetation, lighting, water, ruined environments, particle effects, and environmental detail hold up remarkably well. Newer games obviously use more advanced technology, but strong art direction has kept Crysis 3 from aging nearly as much as most shooters from its generation. Sound design complements it well. The Nanosuit's mechanical feedback, weapon audio, Ceph noises, ambience, and soundtrack reinforce the transition between quiet hunting and violent firefights. [hr][/hr] [h2]Final Thoughts[/h2] Crysis 3 finds an excellent middle ground between the original game's sandbox freedom and Crysis 2's more structured design. The Nanosuit remains one of my favorite FPS mechanics, the Predator Bow fits perfectly, and the presentation has aged remarkably well. Its biggest modern annoyance is the original Steam release still routing through EA's launcher, adding another application and possible point of failure to what is now primarily a single-player experience. That frustration aside, Crysis 3 remains an excellent FPS campaign. More than a decade later, sneaking through an overgrown New York before turning an encounter into chaos is still incredibly satisfying. [b]An excellent conclusion to the original trilogy and a game that has aged far better than the software required to launch it.[/b] [b]8/10: Highly recommended.[/b]
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