

From invisibility, to increased armor and super strength that lets you kick boot a multitude of heavy stuff into the faces of your enemies, Crysis 3 certainly provides players with a familiar degree of freedom with which to go about their shooty business – it’s just a shame that relatively speaking, such freedom feels more like a afterthought rather than a meaningful attempt to reembrace the freewheeling essence of Crysis original design bedrock. Naturally being Crysis, each of these approaches is underscored in turn by the functionality provided by the series iconic Nanosuit. In manner more akin to the tightly controlled agency of Crysis 2 rather than the unfettered freedom of the first game, players are still provided a modest amount of scope with which to approach various situations – permitting ample oscillation between all out combat and more considered, stealthy avenues of play depending on your preference.


That said, as dramatic as my description has made the fall from freewheeling player agency into linear gunplay seem, Crysis 3 hasn’t given up that particular ghost entirely.
