Indeed, it seems this time around Crytek has put aside the importance of delivering a technically impressive game – using outstanding visuals to pave over cracks in the gameplay foundations – and concentrated more on the direction, design and balance of Warhead. Cutting away the dead flesh of the first game inevitably shortened the playing time, but opened up the replay value and depth of choice.
Crysis had a bad habit of ramping up the action to remarkable levels, then forcing gamers into a claustrophobic, linear sequence. Just when you wanted to pump the Nano Suit into full use after practicing on the random number of Koreans, you were suddenly stuck manning the gun turret of a vehicle. There are plenty of gaming clichés found in the revamped level designs of Warhead, but seldom does it lock you onto tram tracks and coerce you into a pre-ordained fight. Warhead allows you to jump from a vehicle (even a train) at your decision; allowing whatever type of gameplay you’re more inclined toward to flourish as you make extensive use of particular features.
That’s not to say the game doesn’t still look outstanding. Indeed, once the ice begins to form around the alien encounter, Crysis Warhead answers the graphical challenge set by the original game with impressive tenacity. Oil tankers are held in mid-roll by the looming, frozen, cresting waves, while the jungle is more alive and authentic than we could image a mere computer game simulation was capable of.