I like immersive games that let you explore their virtual world while you pursue your objective. That means a first person or 3rd person, mostly behind the character, perspective. Crysis gets a lot of things right for me. Love the sandbox environment, being able to pick your battles, approach camps from different angles, choose your playing style. I'm not a rush in and get caught in a firefight type player and Crysis accomodates that by allowing stealth and even the ability to run away from some battles. I like the realism of the game and while game physics and such will no doubt be further developed in future, I think Crytek are on the right track. Generally the options you have feel natural, rather than forced. Need to disable a radar jamming station, well, you can blow it up ... or you can just go up to it, if you manage to get near, and turn it off. Great.
Contrast: An early scene in Half-Life 2, Episode 1. You must follow Alyx, who climbs up a wall, out of sight. What is wrong with Gordon Freeman? He can't climb. His jumping is pathetic. Ah, it must be a puzzle for the gravity gun to build a ramp. Stuff like that just bugs the hell out of me. Why are there different rules for the non-playing characters? Perhaps what's wrong here is best illustrated through another Valve game, Portal. It is a game I very much enjoyed, but it is obviously a training course. Not just for the game's character, but for us gamers. Listening to the commentary makes it clear how painstakingly it was designed for that purpose. We have to learn which surfaces allow portals, how to work with energy balls, how to use the cubes, most notoriously the weighted companion cube. I don't particularly want to knock Portal for that, since it is a puzzle game. Like, say, a card game I am happy to learn the rules. It seems to me though that the same mindset that produced Portal pervades game design in general. It's unsurprising really. Until computer power, physics and AI reach another level, gamers must learn about the limitations and idiosynchrasies of the game world, or more precisely the gaming engine. On the other hand there clearly is a push towards ever more realistic games of which the Half-Life series is a part. Except, as you might have guessed by now, Half-Life 2 doesn't really do it for me. I find Crysis' freedom of movement, multiple choices of achieving your goal and lack of artificial puzzles make for a superior game of this, the "realistic" type.
OK enough. That preamble leads to the question. What other games do you recommend for me? It doesn't necessarily have to be a shooter. Other comments also welcome.
Contrast: An early scene in Half-Life 2, Episode 1. You must follow Alyx, who climbs up a wall, out of sight. What is wrong with Gordon Freeman? He can't climb. His jumping is pathetic. Ah, it must be a puzzle for the gravity gun to build a ramp. Stuff like that just bugs the hell out of me. Why are there different rules for the non-playing characters? Perhaps what's wrong here is best illustrated through another Valve game, Portal. It is a game I very much enjoyed, but it is obviously a training course. Not just for the game's character, but for us gamers. Listening to the commentary makes it clear how painstakingly it was designed for that purpose. We have to learn which surfaces allow portals, how to work with energy balls, how to use the cubes, most notoriously the weighted companion cube. I don't particularly want to knock Portal for that, since it is a puzzle game. Like, say, a card game I am happy to learn the rules. It seems to me though that the same mindset that produced Portal pervades game design in general. It's unsurprising really. Until computer power, physics and AI reach another level, gamers must learn about the limitations and idiosynchrasies of the game world, or more precisely the gaming engine. On the other hand there clearly is a push towards ever more realistic games of which the Half-Life series is a part. Except, as you might have guessed by now, Half-Life 2 doesn't really do it for me. I find Crysis' freedom of movement, multiple choices of achieving your goal and lack of artificial puzzles make for a superior game of this, the "realistic" type.
OK enough. That preamble leads to the question. What other games do you recommend for me? It doesn't necessarily have to be a shooter. Other comments also welcome.