Crysis was an incredibly hyped game that required a total beast of a machine to run properly.
The spiritual successor to Farcry, you play a special forces operative in the American military sent into an island somewhere in the south china sea to rescue some scientists from the Korean Army. Also it seems the scientists found something....mysteeeeerious on the island, which is the reason the koreans are there.
I'm really bad at interesting plot synopsis, so we'll just leave it at that. The first video has the ingame briefing which is all your character knows anyway.
The stuff in spoilers is the rest of the original op. Since only one person participated, this idea is on the backburner for now. Hopefully more interest will perk up a few updates down the line.
You don't need to read this really, only if you are curious. It's pretty long.
First up, why is this called Choose Your Own Adventure: Let's Play, and why did you shout at people up there?
Answer: Because I said so, and I like shouting.
Do you wish to argue with me small fleshy creature?
Actually no, it's because I plan to run this one a little differently to your average Let's Play. The reason I want to do this Let's Play when the game is so new is because I saw the potential for a different kind of Let's Play and got inspired.
Hereforth begins the long ass wall of text I'm trying my best to edit into readable chunks but you need to read anyway.
One of the best reasons to play Crysis is the flexibility of it's gameplay. You are given objectives to acheive, and there are multiple paths to acheive those objectives. You can choose to rampage in guns blazing throwing shit everywhere and throwing people at other people and snapping necks....or you can be all sneaky like, stealthing through the bushes, sniping peoples heads with silences rifles, cunningly wittling down their ranks until it's safer to acheive the objective.
You also have a "nanosuit" which gives you the following abilities: Super speed, Super strength, which increases jumping, punching, lifting and recoil compensation for weapons, the default armor mode which is basically regenerating armor, and cloaking predator styles. The suit also regens health for you.
You are a walking super dude.
I demonstrate most of these abilities in the first update.
I also showed you what happens if the wrong ability is used...check the combat with the "speed" mode, and watch my health bar.
Knowing my capabilities is important if you wish to command me properly.
Wait....what was that? Command you? But this is just a Let's Play isn't it? We just passively watch you kicking ass?
Not exactly. This Let's Play is actually all about you. Well, a select few of you anyway...
I am going to request that a few people put their hands up to be Commanders. I would like the Commanders to be people who have not played the game before but would have liked to, either because their rig can't handle it, or it passed them by or they no longer have time to sit down and play the entire game or whatever other reason. They also need to post frequently, and be willing to make decisions and most importantly, get into the spirit of it.
At this point, I'm looking at 3 Commanders.
If more than this want to do it, the choice will be simple: Whoever seems to me to be getting most into the spirit of the thing will be chosen. "I think you should kill them all using whatever means you see fit. Can I be Commander now?" will not cut the mustard.
So if you want to be a commander, analyse the first scenario and write up an order. The best 3 orders will be chosen by me, because this is my thread. Also see second picture.
If I get an overwhelming number of people who want to be Commanders, I may go "what the hey" and choose 5. However, for the big later scenarios, expect updates to be a lot further apart.
This sounds complicated? How can you possibly make this work smart guy? Your Ubers have no power here!
How I will make this work or die trying with my amazing multipart plan!
1. The usual stuff:
During the parts of the game where I don't believe there is enough choices or interesting paths to choose, I will simply update as a normal Lets Play. This will involve screenshots and occasional videos of interesting situations.
However, the game is setup so that there are regular large encounters, or scenarios, where you need to acheive an objective in an open manner, using whichever tools or style of play you wish to. The first update stops at the first scenario, which is incredibly tiny and only of use as a Commander initiation.
When I get to these points, I will then post up a Situation Report
: This will basically consist of a screenshot of the current map with all the guys I can find without going too deep into enemy territory binoculared, and some relevant shots of the situation, including possible options and paths I can approach the objective. I will also detail my current armoury.
All this will usually be a video + screenshots, but for some getting appropriate intel requires a lot of boring cloaking and watching patrols so I'll probably just skip that shit and post only screens.
It is then up to the Commanders to come up with what they think is the best path to the objective, through discussion with other Commanders, people reading the thread, etc etc. Take into account my capabilities since you will through the course of the game see how good I am at shooting, unexpected situations, etc. Best to keep in mind, I'm very creative and flexible, but I'm no CS god when it comes to shooting. Best not to rely on godlike reflexes for me to get through your Order.
Each commander must create an order and give it to me by the deadline. It must be the best order they can think of. I will then carry it out, recording how well I did at the end, how many times I died, etc. I'll also score the order.
You can give me any order you want, as specific as you want. I don't care, if it's the order that I'm given, I will attempt it.
Score? Wait a minute you mean we get e-peen rights if our Order wins?
Yup. You even get some points to add to a score talley at the bottom of the OP.
This Let's Play is actually a competition between Commanders to give me the best orders.
Oooh that makes me hard in my lower region. Ok, how do you plan to score it?
I'm probably going to do it based on efficiency, how hard it was to carry out, how much ammo I have left at the end, if I died (and how often) and also in comparison to the execution of the other orders.
If I die because I have been put in a situation via bad orders that are beyond my capabilities to handle, a death due to this will result in a hefty penalty to that Commanders score for that scenario, and probably result in them losing first place. So try not to get me killed.
Well thought out plans with multiple backups if things go tops turvey will be rewarded.
Simplistic plans that go wrong with no backup and then I have to think my way out of it will not get a good score.
Scoring wont be timed. I don't want to discourage use of cloak mode to get into position.
Nevertheless, cloak mode will have a negative penalty
attached to it during combat
. If I end up in a situation where the only way to survive is to abuse it, that will detract from the Commanders score.
When I update a scenario, I will first put up the ranking of the Orders, 1st to last, and dole out points.
Only the winners video will be posted.
Basically you win braggin rights and win a contribution to the unfolding story. Your points also increase more than the other Commanders, so you can feel smug.
Second and third place will probably not be posted, just described, as my upload speed is pretty stupidly slow.
If the commanders whose order did not win want to know why in more detail, I will post some screengrabs from the saved videos showing what went wrong. I'm probably not going to post the whole video though.
How often do you plan to update?
I'm looking at one update a week for big scenarios, although I will update screenies with travel time and mini videos more regularly once a Scenario is accomplished.
Near the end of the available Scenarios, updates will be probably be two weeks apart, and there will be two or three in a row. There are one or two massive scenario in particular I fully expect to take a month or so to get through, because I want to milk them for all it's worth.
This is going to be a very long Let's Play!
I have uni at the moment, so during heavy scenarios I'm looking at posting up a Sit Rep at the end of the Weekend. This gives you a week to think up the best orders, ask for more information which I'm happy to give on weeknights. I'll then work on the scenario videos at the start of my weekend and post up the results prolly halfway through my weekend, then do the travel time update and by the end of the weekend the next Sit Rep.
Important! I'm in Sydney. My times are different to yours. It's for this reason I'm alloting such a big window between updates, as I need to see questions, respond to them in the wee hours of your morning which is my prime time, and so on.
The cool thing though, is that posting at the end of my weekend means you guys get all Sunday to think about it and ask questions. So keep in mind the time difference. Sydney is GMT +10.
This sounds neat! I'm in! Is there anything else I need to know?
Actually yes. There's a lot of stuff I've written up but decided not to put in because it would burden the op too much. So I'm putting it in a spoiler tag. Please read the spoiler tag before you ask questions.
Also included is Subedii's awesome guide to weapons:
Re dying due to orders:
If I die because I threw a grenade into the wall or accidentally ran around the corner into a couple of shotgunners and completely forgot how to aim, this wont count against the Commander, as I am a fair man. Basically if I fuck up then yeah, that's my fault. Also accidents wont count.
If however, I am told to say, drive a truck straight into the middle of ten men with a helicopter flying above and try to run as many over as possible, then jump out and pummel them to death with my bare hands in strength mode, and die doing this, well, that's a pretty stupid order. It might be possible, but it's unlikely. The videos will clearly demonstrate how well I can fight, so take this into account.
Information for Commanders about non Scenario updates:
How I play in the non Scenario updates is not going to give Commanders any hints as to the types of Orders I will score highly. A good example is cloak. I use it a lot mid combat, but I've assigned a scoring penalty to commanders who tell me to do this during combat. The rules are different, because this Let's Play is a forum game about playing a first person shooter game. It's practically Zen with bullets.
The idea is that the Commanders really analyse the scenarios and try to think of the best possible way to acheive it just as if they were playing the game themselves, only relying on MY skills and my capabilities instead, as well as ingame environment and the suits powers. I hope to give you guys really clear info on where every soldier is, but because I want you to have to take the unknown into account, I'm deliberately not going to binocular ones you normally wouldn't see on your first playthrough without going seriously out of your way. Feel free to tell me to kill x dude, or go sniper here then run to here then etc etc.
Or you can just tell me to keel in this general direction using this general strategy, with a backup if things go wrong, and I will carry that out. You can be as thorough or loose as you like. It's your competition.
If you are too thorough though, I will carry out that order to the letter. Even if that means multiple deaths because you told me to specifically go left and somehow survive when the situation "on the ground" has changed. A combination of flexibility and guidance will mark the best orders.
However, if you really decide you believe in me, for whatever reason, tell me to do whatever whacky thing you like. Just be prepared for the consequences if it turns out I can't. I will give a bonus to a commander who works me out better than I know myself, and gets me to do something I think I can't do. That order will get first place points regardless of wether it comes first or not. So I will reward calculated risk. I don't expect this in the first scenario, but by the end of this little game a good commander should know his own soldier, don't you think? Plus someone behind can use it to get ahead. It is however just an option. And if you don't know me as well as you think well....
And now introducing Subedii's in-depth guide to instruments of destruction*
*Not the song from the popular 1986 Transformers movie
Suit Modes and combat:
- Armour Mode
: Useful in battle, but don't depend on it against the odds. Realistically you can only take a few shots without armour mode, armour mode with full energy roughly doubles this amount, but it's still not that much if you're standing exposed and taking fire. It's the default suit mode, drains energy every time you take damage. Can also help negate some falling damage.
- Strength Mode
: very effectively reduces recoil to a minimum, however, firing off a rapid succession of shots (about a little less than a clip usually) can quickly drain your suit power. Also increases melee attack strength, and allows you to bust into huts (see Destructible Housing).
- Speed Mode
: Running into a person / persons with speed mode will knock them over, and they'll take a good four or five seconds to pick themselves back up. Typically enough time to do whatever you want to them. Or you can just wait for them to get back up and then grab them. (ML: You can also run faster than the enemy can track you if you do it close by them. They spin around trying to track you and sometimes over shoot and have to spin back again, giving you valuable time. It's pretty funny. Oh yeah and you cross like 100 meters in about 1-2 seconds.)
- Cloak Mode
:Makes you pretty much invisible and muffles your footsteps as well. Guards will only see you from maybe 1-2 feet away if you're right in front of them. Drains energy fairly slowly whilst standing still. Drains energy quickly if you're moving. Fun fact: If you cloak right in front of a guard he'll completely lose
it and start firing randomly everywhere screaming trying to hit you. Not much use but it's funny to see.
- Weapon accuracy
: Affected by movement, weapon fire mode (automatic / single), weapons sight used, strength mode, and stance. Single shot firing with strength mode from the prone position using a sniper scope is a lot more accurate than running in firing on full auto.
- Weapon Sights
: reduces you to walking speed. There are different types of weapon sights useful for different situations. By default, all weapons can be "aimed" using their native ironsights if no attachment is used.
: One-hit kill with any weapon. The only time this doesn't work is if the guy is wearing a helmet, at which point it usually gets shot off and the guard survives.
: Soldiers take maybe 2-4 shots with an un-silenced weapon, although this can vary more than that depending on how well armoured the guard is.
- Melee Attack
: All weapons (or your bare hands) can be used for a melee attack. Without strength mode it often takes 2-3 hits to take someone down. Strength mode typically makes this a one-hit-kill. Largely silent (assuming the guy hasn't noticed you) if you one-shot them.
- Grand Theft Crysis
: Vehicles can be commandeered if nobody (living) is in them, and if they have mounted weapons you can use them. I might add in descriptions of vehicles if they end up getting used or run into.
- Budget housing
: Most of the shacks and huts on the island can be broken apart. If it's not made of concrete or solid metal (most of the houses are sheet metal) then you can bust them to bits. Explosives will destroy walls and whole houses. You can also use strength mode and bust through a wall, or even a ceiling. Most trees can also be cut down by standard weapons fire, and although it's close to impossible to predict where it might land, it means that unless it's a big thick tree it won't last as cover for long. Likewise a destructible house can easily have a whole wall blown off by an enemy grenade, so sometimes that cover won't last either.
- Centre of Attention
: Making noise will obviously attract attention. How far away it'll attract attention from depends on how loud the noise is. Bumping into a barrel and knocking it over will attract people from close by (like the next room over). An explosion can potentially alert the entire base and have loads of people running to where it came from to check out what's happening.
- Grabbing, or: You can punch people, IN THE FACE!
: When you get right up close to a guard, you have the option to grab them by the throat. This is largely silent, but sometimes guards close by will notice (depending on how close they are). They act as a bodyshield whilst they're still alive, guards will be a lot more reluctant and slower to shoot you (once they're dead this won't work and the body gets tossed away). You can punch them in the face whilst holding them, or alternatively quickly deliver a blow to the neck and toss them away. Anyone in the way of a thrown guard (or typically thrown anything
) gets knocked over, and usually killed if you throw with Strength mode.You can still fire your assault rifle or pistol whilst holding someone infront of you, but you can't aim it ( an attached LAM can help alleviate this somewhat). Important quotes to remember for these grabbing occasions include:
- "Why are you hitting yourself?"
- "No hard feelings!"
You can swap any of your available attachments on the fly.
: Attaching a Silencer to a weapon drastically reduces the amount of noise it makes. Without one you can usually be heard and pinpointed from a long way off on standard rifles. With one attached they're only really likely to hear you from about 5-10 feet, if that.
The trade off
for this however is that a silencer drastically
reduces a weapons effectiveness, to about maybe 1/2 to 1/3 of its original stopping power, so you need to pump a lot more ammo into someone to kill them. This does not affect headshots, those are still 1-hit kills.
: Pistols and rifles have attachable flashlights. Can help you see in the dark, but can also alert guards to your presence.
- Laser Aiming modules
: Allows you to aim quite effectively without having to use the weapon sights. The spectrum is invisible to anyone other than the suit wearer*, so soldiers won't be alerted by it, even if you're shining it in their face.
- Tactical Attachment
: Fires tranquilliser darts. Instantly and silently drops a guard irrespective of where they're hit, but if others are nearby they'll probably notice. The effect lasts for a couple of minutes. Ammo is infinite but it takes maybe 10-20 seconds to re-charge between shots (never bothered to count), enough that you wouldn't want to use it in an actual combat situation. If they wake up, expect them to try and raise the alarm.
- Reflex Sight
: Replaces the standard "iron sights" on a weapon. Makes it easier to use for mid-range aiming. Long range aiming would be very difficult.
* CZroe suggested that and it's the only explanation I can think of that can explain why the guards don't pay attention to it. Still flawed, but whatever.
1x SOCOM Pistol with:
- Attachable Laser Aiming Module (LAM)
- Attachable Flashlight
- Attachable Silencer
Can be set to single or double-shot mode. Moderately effective short range weapon, can be easier to use out to mid-range with the laser attached. Can be dual wielded to make it double effective (there are enough attachments for both pistols). You cannot use the weapon sights whilst dual wielding, which makes the LAM's all the more important for this. Reduced accuracy when dual wielding means that it's usually used at short ranges.
1x SCAR assault Rifle with
- Attachable Reflex (red dot) sight
- Attachable Flashlight
- Attachable Silencer
- Attachable Tactical attachment (fires tranquilliser darts)
Your standard issue rifle. Can be set to single-shot, automatic, or attachment (if one is being used). Will probably be your staple along with the FY71, has the best stopping power and accuracy for a standard rifle. It's difficult, but possible to snipe to mid-long range with this weapon. I wouldn't advise that unless you've at least got a better weapons sight to attach to it, even then it's usually tricky to handle. As this weapon is not used by enemy soldiers in-game, additional ammo for it can be very rare.
1x FY71 Assault Rifle (newly obtained) with
- Attachable Reflex (red dot) sight
- Attachable Flashlight
- Attachable Silencer
- Attachable Tactical attachment (fires tranquilliser darts)
Slightly worse stopping power and accuracy than the SCAR, but not too much. Can be set to single-shot, automatic, or attachment (if one is being used). The main benefit is that this is the standard firearm that the enemy use and therefore you're not likely to run short of ammo for it. Even if you don't pick up discarded enemy rifles for ammo there's usually ammo around bases and wherever else soldiers are.
At times (and at first) things will move quite quickly. For example after the objective at the end of the first update is acheived, which is a testing ground for potential Commanders, I will head all the way around the entirety of the bay you see before asking for another order. This is just in the interest of finishing it before christmas. This scenario will also be pretty quick, as will the next couple, as I have played the game multiple times and am carefully choosing which situations to turn into scenarios.
The first really big scenario that will require multiple part videos to show a runthrough of will not be for a week or so probably.
I will tell you how long you have to give me orders each time I post the situation report.
If I encounter a decent sized group of dudes that isn't big enough for a proper scenario, I will just video that fight and stick it in the middle of the screenshot updates. Travel time to places and small groups will just be screenshotted.
Also if school starts to get on top of me I will probably have to shelve this for a while, in which case I apologise in advance. Rest assured though, I will finish it once the pressure is off, and pressure shouldn't start for quite a while yet.
Hopefully though, this will be fun, and interesting for all involved.
It has to be said, but the last third of the game is where this will end. After that point, I am planning to do a full video Let's Play to finish off the game, which will probably run through really quickly. Don't worry, I'll make it interesting.
If you have played the game before, please don't give obvious hints to Commanders. "That hut has x weapon in it!" You will be stoned to death by the others. Also I will be exceedingly sarcastic at you, and I'm a real bastard so don't press me.
Discussion about the current scenario will not take place in Spoiler tags. Spoiler tags will be reserved for discussion of things that occur AFTER the focus of the current situation report. This includes random shit like man the ending of this game was x because of y. Put that x and y in a spoiler you ass.
As always, seek mod approval before starting a Let's Play, just like I did.
If you have questions or suggestions about this Let's Play, post away. This is my first one and I'm not too crash hot on video encoding and such...took me a long time to get it all working so if anybody knows a better way to do it let me know.