Crysis is a science fiction first-person shooter video game developed by Crytek Frankfurt, published by Electronic Arts for Microsoft Windows, and released in November 2007. The game is based in a future where an ancient alien spacecraft has been discovered beneath the ground on an island near the coast of the East Philippines. The single-player campaign has the player assume the role of United States Delta Force operator Jake Dunn, referred to in-game by his call sign, Nomad. Nomad is armed with various futuristic weapons and equipment, most notably a "Nano Muscle Suit" which was inspired by a real-life military concept. In Crysis, the player fights both North Korean and extraterrestrial enemies, in various environments on and around a tropical island in the Pacific near Korea.
Crysis is a smartly designed shooter with graphics that gain a visual effects of awesome from TvTropes: the game looks photorealistic at times, whether it be watching a sunset over the Pacific Ocean or alien machines engage the US forces. While the gameplay is nothing revolutionary, the amount of flexibility makes anything from stealthy approaches to Stallone Rambo style firefights possible, which in turn means a great deal of replay value in that sense.
The game begins in the year 2020 when North Korean forces led by General Kyong take control of the fictional Lingshan Islands. A group of American civilians led by Dr. Rosenthal send out a distress call indicating that they discovered something that could change the world. Nomad is a member of Raptor Team, a U.S. Army Special Forces unit that are sent to evacuate the civilians on the island. They perform a HALO jump onto one of the islands, but an unknown flying entity disrupts the jump and the team is separated. As they regroup, while fighting with the KPA, two members of the team are killed by an unknown entity and the team finds the hostages' boat frozen in the middle of the island. The first hostage the team rescues turns out to be a CIA spy who was monitoring Dr. Rosenthal's work. Nomad finds another hostage dead with ice shards in his back as the KPA battle the unknown entity. After Nomad regroups with Prophet, the unknown entity grabs Prophet and flies away.
Nomad makes his way to Dr. Rosenthal who has found an artifact predating humanity by 2 million years that resembles the entity that has been attacking the team. The artifact then emits a massive negative temperature explosion that freezes Dr. Rosenthal. Nomad's Nanosuit is able to maintain his internal temperature.
The U.S. then begins an invasion of the island led by Major Strickland. As the U.S. forces continue to the main excavation site, the main mountain on the island begins to fall apart, revealing a two-kilometer high structure inside. Nomad enters the excavation site at the mountain's base, but is captured by Kyong's men and watches as Kyong kills one of the hostages and then detonates charges to open the structure. An energy pulse emanates from the structure and kills Kyong's men. Kyong then attacks Nomad in his own Nanosuit until Nomad kills him. As the mountain continues to collapse, a VTOL evacuates the last hostage, who is Dr. Rosenthal's daughter Helena, but is unable to rescue Nomad.
Nomad is trapped and decides to continue into the alien structure. It soon turns into a zero gravity environment. Nomad uses his hydro-thrusters to maneuver and he encounters hostile sentient aliens. He also sees an invasion force consisting of many Alien machines. Nomad finds an escape, but the alien structure creates a massive sphere of energy that freezes everything inside to -200°. Once outside, Nomad is attacked by various Alien machines before finding Prophet. Prophet was able to engineer a weapon using the aliens' technology. The two leave the ice sphere and rescue Helena, whose VTOL crashed. Prophet leaves with Helena on another VTOL. At the U.S. evacuation point, one of the last VTOLs rescues Nomad from an unstoppable exosuit, which kills Major Strickland. As they leave the island, the VTOL's pilot is killed and Nomad must fly back to the USS Constitution (CVN-80) carrier strike group.
Once there, he is debriefed by Rear Admiral Richard Morrison who explains that a nuclear strike has been ordered against the ice sphere. Helena warns him that the aliens might absorb the energy, but the admiral ignores her. Prophet flies a VTOL back to the island against orders. Despite Prophet's return, the nuclear missile is launched at the ice sphere. The explosion causes the ice sphere to expand and prompts a massive alien counterattack.
Nomad is ordered to repair one of the carrier's damaged nuclear reactors. While he does this, Helena sends an experimental signal through Nomad's suit that causes several alien machines to absorb too much power and overload. Psycho pilots a VTOL with Helena on board. As Nomad returns to the flight deck, Rear Admiral Morrison is killed and Nomad takes the prototype TAC-Cannon, which is essentially a nuclear grenade launcher. On the flight deck, Nomad fights a similar exosuit from before. A massive alien warship then appears and Helena manages to deactivate its shields by sending a signal through Nomad's Nanosuit. Nomad destroys it with the TAC-Cannon. Nomad jumps onto Psycho's VTOL as the warship crashes into the carrier and destroys it. As the three leave, they learn that a U.S. Naval fleet from Japan is en route, but decide to return to the ice sphere. They then receive a transmission from Prophet, who is still alive inside the ice sphere.
Crysis is played as an open-world shooter, so it is up to the player to determine how to accomplish the objective and progress. However, instances may arise in the campaign when progress becomes difficult, so the guides below can assist in rectifying that.
Graphically, Crysis looks photorealistic at times- it's that amazing. Crytek has managed to achieve a visual fidelity that blows away anything seen to date, and there are countless moments when you'll just stop and gape at what you're seeing. Sometimes it's just the ordinary, like the setting sun casting all sorts of shadows and rays through the jungle canopy. Other times, it's something epic, like watching a huge alien war machine stomping toward you. The impressive aspect of the graphics is just how it manages to render huge, open, dynamic, interactive levels. Everything looks amazing up close or far away. Interacting with your squadmates lets you gaze upon the mechanical sinews of their nanosuit, or the incredible facial animation that brings them to life. They're capable of the subtlest of facial gestures to help convey emotion. Then you can sit on a ridge and peer down using binoculars to a village a kilometer away, scouting the location of the patrolling guards and machine gun posts. The sheer fact that many of the trees and buildings are destructible just adds a level of realism that's staggering.
"Nano-Muscle Suits", or Nanosuits, are powerful and extremly versitile battle armor worn by a soldier to drastically enhance his/her combat and functionability performance. These highly advanced suits allow superhuman feats when used to their full potential. The foremost function of Nanosuits are their ability to dedicate their energy supply to a specific function which ultimately augments and greatly enhances certain properties of the wearer.
Armor mode diverts the limited-capacity regenerative energy supply of the Nanosuit into absorbing the kinetic energy of incoming projectiles and other damaging forces, such as hazardous levels of heat and radiation. While the Nanosuit is constantly regenerating any damage to the wearer's physiology, this regenerative process occurs the fastest in Armor mode. In Armor mode, the energy supply of the Nanosuit only depletes in the process of protecting incoming fire or the effects of other hazards to biological life that face the player. When not under any biological threat, the energy reserves of the suit will ultimately return to 100%. Armor mode is commonly used in the absence of the need to use any other mode, as the protection it provides can be the difference between life and death when faced with unexpected threats.
In Strength mode, the wearer's muscular strength is increased to an immense scale. Thrown objects are thrown with significantly more force, melee attacks become much stronger and forceful, and the user can jump superhuman heights, allowing them to scale rocky terrain and the like with unprecedented ease. Strength mode also enhances the accuracy of the users shooting by reducing sway and recoil, allowing the user to manage automatic firearms such as a handheld minigun with greater ease. In Strength mode, the energy supply of the Nanosuit is depleted when the effects of Strength mode are particularly called upon; there is significant energy drain when jumping and performing melee attacks. Shooting causes a minor energy drain. Inaction (standing or walking) in Strength mode will ultimately result in full energy reserves.
In Speed mode, power is diverted to increasing the dexterity of the user, allowing them to make quicker motion and cover more ground in less time. The power of the suit's "hydro-thrusters" is also increased while in Speed mode, and thus the user will still move at an increased speed even while in zero-gravity environments. The 'sprint' function of Speed mode allows the entire energy reserve of the Nanosuit to be diverted into a short but extremely fast movement. The increased dexterity of Speed mode also allows the user to reload firearms and prepare heavy weapons at an increased speed. Since the user can perform melee attacks faster when in Speed mode, the damage rendered from melee attacks in a given time period ultimately increases with Speed mode. However, Strength mode is advised for single, powerful melee attacks. When in Speed mode, only the Sprint function and melee attacks depletes the energy reserves of the Nanosuit. As long as the user is not sprinting, suit energy reserves will ultimately reach 100%. It is advisable to use Speed mode and its associated Sprint function when attempting long jumps or when ascending steep slopes that are too steep to scale with Strength mode. This is opposed to Strength mode, which is more appropriate for high jumps.
The Cloak mode of the Nanosuit activates an extremely convincing chameleon-style camouflage that makes the player almost invisible. Also, noise created by the wearer's movement is drastically reduced. Only relatively close scrutiny or a sharp ear can identify a Nanosuit in Cloak mode, seen only by slight diffraction of the light passing 'through' the user, and a slight blue glow visible in certain lighting conditions. The Cloak, as an unfortunate side effect of its functioning, emits high-pitched noise on the boundaries of those frequencies audible to human ears, generally audible only to younger ears. Usually unnoticeable, a trained ear can recognize the sound as warning of proximity to a Nanosuit user. The Cloak is a demanding function that ultimately reduces the energy reserves available, and therefore cannot be sustained indefinitely. While a stationary user can make use of the Cloak mode for over a minute, motion causes a much more rapid drain on the energy reserves of the Nanosuit; the faster the user moves, the faster the drain. If the suit's energy reserves drops below ten, Cloak will deactivate and the suit will switch to Armor mode. If you attempt to activate Cloak while energy is below ten, it will immediately deactivate and Armor mode will be activated instead. The shock of firing a weapon (or preforming any attack, such as throwing a grenade) is sufficient to completely and instantly drain the energy reserves of the Nanosuit, resulting in the immediate deactivation of Cloak mode and the switch to Armor mode. While Cloak mode greatly reduces the chance of an enemy hitting the user, any incoming fire received will cause direct damage to the user's physiology, as no power is provided to the Armor functions of the suit while engaged.