10 Awesome Video Games That Fail In The 3rd Act
5. Crysis
Crysis was quite understandably marketed on the appeal of using a Nanosuit to navigate large sandbox-style environments in order to either sneak past or eliminate enemy combatants.
The first two-thirds of the game are very much focused on putting paid to this idea, but in the final two hours of the game, there's a major shift into a more linear, less-interesting gameplay mode.
Once you reach an alien structure, you're forced through an irritating zero gravity section, and even when you get back into the wide world, progression becomes linear, while the previously creative combat is replaced with dull engagements against alien creatures.
That's without getting into the concluding boss fights, which are more tedious slogs that feel like they belong in another, less-compelling game entirely.
The wide-open jungle combat is so ludicrously entertaining that ripping players away from it - and for so long, no less - was a major creative miscalculation.
As such, you couldn't really blame players if they just... turned the game off after reaching the alien core on repeat playthroughs.