I actually just got done analyzing this game and found this article to agree with me a lot on the aspects that pulled this game together. The use of sound and absence of it really helped provide that eerie feeling combined with the dimly lit space colony or the starting planet of Zebes. I could feel a sense of apprehension as I moved through the colony waiting for the Metroid or whatever had killed the scientists to try and attack me.
Piracy is something I'm definitely not big on. People work hard at these games, but I honestly cannot see anyone who pirated Crysis buying it. I know I myself regret buying it! The ending was very predictable and really angered me that they would do a "to be continued" I personally am very opposed to the "to be continued" style of games being made today.
Not to mention it took them forever to update any patches for Crysis Multiplayer and most of the problems before the first patch still persisted. I was left feeling rather empty when completing this game. Sure the graphics were cool and it was fun for a bit, but it had little to no real replay value and felt far too short. When the action finally started to get going the game ended.
First off, I'd like to thank Mr. Bartle for this article which boosted my confidence! I am going into my last semester of college and will soon be sending my résumé to as many game companies across North America as I possibly can. My main concern was, and still somewhat is, my lack of experience in the gaming industry. I certainly have played a lot of games, but playing and making are worlds apart! The closest thing to making a game I have done would be HTML based: "choose your own adventure" stories that form a massive web to many different endings and outcomes. I think on the path to trying to be a professional game designer this has been helpful for me.
This article gave me a good confidence boost as I was able to understand my strong points better and see what areas may need some improvement. This article may seem as somewhat of a deterrent to some people, If anything I found it to be good confidence booster and a way to somewhat examine my own self and my readiness for the game design field.
-Robert W. Polzin
Enthusiastic, confident, and hopefully not dimwitted!
Robert Polzin's Comments
I actually just got done analyzing this game and found this article to agree with me a lot on the aspects that pulled this game together. The use of sound and absence of it really helped provide that eerie feeling combined with the dimly lit space colony or the starting planet of Zebes. I could feel a sense of apprehension as I moved through the colony waiting for the Metroid or whatever had killed the scientists to try and attack me.
Piracy is something I'm definitely not big on. People work hard at these games, but I honestly cannot see anyone who pirated Crysis buying it. I know I myself regret buying it! The ending was very predictable and really angered me that they would do a "to be continued" I personally am very opposed to the "to be continued" style of games being made today.
Not to mention it took them forever to update any patches for Crysis Multiplayer and most of the problems before the first patch still persisted. I was left feeling rather empty when completing this game. Sure the graphics were cool and it was fun for a bit, but it had little to no real replay value and felt far too short. When the action finally started to get going the game ended.
First off, I'd like to thank Mr. Bartle for this article which boosted my confidence! I am going into my last semester of college and will soon be sending my résumé to as many game companies across North America as I possibly can. My main concern was, and still somewhat is, my lack of experience in the gaming industry. I certainly have played a lot of games, but playing and making are worlds apart! The closest thing to making a game I have done would be HTML based: "choose your own adventure" stories that form a massive web to many different endings and outcomes. I think on the path to trying to be a professional game designer this has been helpful for me.
This article gave me a good confidence boost as I was able to understand my strong points better and see what areas may need some improvement. This article may seem as somewhat of a deterrent to some people, If anything I found it to be good confidence booster and a way to somewhat examine my own self and my readiness for the game design field.
-Robert W. Polzin
Enthusiastic, confident, and hopefully not dimwitted!
All Robert Polzin's Comments