Crysis 3: 10 Reasons It's Awesome

7. Better Checkpoint System

As much as I enjoyed the first two Crysis games, an issue with the second game in particular was that though it offered numerous paths to subvert enemies and arrive at the next objective, it didn't really provide a particularly helpful or intuitive checkpoint system, such that I frequently found myself getting killed in tight spots after not having a save for around 10 minutes. It was frustrating, and probably accounted for much of why Crysis 2 is a far longer game than this one, as that problem has been virtually eradicated. The non-linear feel of the series remains untouched - with players being able to go in stealthily or play Rambo - but a more closely-staggered and considered series of checkpoints means that you won't have to repeat sections if you end up dying. Of all my pet hates about gaming, there are few more aggravating than having to play the same section of a game ad nauseum because of poor design; Crytek have clearly listened to gamers and responded accordingly.
 
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Frequently sleep-deprived film addict and video game obsessive who spends more time than is healthy in darkened London screening rooms. Follow his twitter on @ShaunMunroFilm or e-mail him at shaneo632 [at] gmail.com.