![]() I have to ask: why did they even offer Ray Tracing if it can't handle it, and why can't it, especially on a 14-year-old game? Perhaps patches will fix this along the way, but why wasn't that a day one feature for the PS5 version? The answer may lie in the fact that these are essentially the PS4 versions running in PS5's backwards compatibility mode, but still, there are clear graphical enhancements over its initial release such as massively improved models and textures, enhanced draw distance, refreshed (read: less washed out) colour pallet, better HDR colour contrast and far less bloom on lit objects, but all this pales into obscurity when it's so laggy and underwhelmingly boring to play. In the opening options you can choose Quality, Performance or Ray Tracing, and I opted for the latter for most of it to see how it would shine on the PS5. However, the frame rates noticeably fluctuated wildly unless I reduced this to Performance mode, whereby you seem to get a more solid 60FPs on the PS5. Add into this some horrendous frame drops and some heinous stuttering around every single save point, and you are reminded of actually how bad the underlying code of the game can be, regardless of SSD loading and modern methods of adding graphical spit and polish to the incredibly technical visuals of the time. Playing through the original Crysis again I was shocked at just how unmoved I was at getting to re-play a game that became a meme for how demanding it was to run Sure, it looks great, and it's an open-world sandbox of possibilities and exploration for Nomad and his crew, but to me, it feels murky and bland to have to endure again, even with gorgeously upscaled graphics and massively improved visuals. The game itself was set in 2047 and definitely had that sci-fi aesthetic nailed down, from the corridors to the sprawling city it was incredible, but it was shorter than the others and lacked the thrilling, all-encompassing grip of the second game. ![]() I remember the showcase for it touting incredibly realistic water effects, lens flares, particle generation, volumetric shadows, tessellated vegetation, wind and weather including clouds and rain, and procedurally generated lighting that just blew the socks off of everything around it to give it the most hyper-realistic look that you could possibly get on your hardware without needing to buy an uber PC to run it. The graphics were superb, the presentation immense, and the storyline almost literally out of this world. As the evolution of this series demonstrates there were huge advancements in graphical fidelity and post-processing effect that would see Crysis 3 still using the CryEngine 3 but looking leaps and bounds ahead of the majority of games available in 2013. The third and final instalment was an altogether beefier animal. Procedural damage, dynamic day-night lighting, upgraded AI with advanced cover and attack tactics, and most importantly new facial animation tech meant we would be getting something a lot more polished and incredibly nice to experience throughout. This was the game I wanted the original to be, and this was my clear favourite when I finally got it for my PS3 on release and got to witness the power of the CryEngine 3 SDK. Crysis 2 massively outdid the original which was effectively a sandbox demonstration of what the series could be capable of, but then again it had taken CryTek 4 years to make. ![]() It focussed on a rather familiar, yet incredibly upgraded, jungle and beach style environment similar to Far Cry from the same developer, though it definitely deviated further and further into a sci-fi extravaganza as it hurtled through hives and decimated post-apocalyptic landscapes.Ģ011's sequel was a far more refined jaunt that felt akin to how Half-Life 2 propelled the original out the window and became THE version to play. It would have more expansive and destructible environments, more cinematics and more effects all at once than you could shake a stick at thanks to its propriety CryEngine 2. ![]() Back in 2007, Crysis promised to be revolutionary.
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