Mike Bantick
Friday, 17 October 2008 08:04
Opinion and Analysis
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A third difference from the original game is that the action has hit a new level. Psycho will have his work cut out for him as he runs and guns his way from one frantic battle to the next. Having said that, -and I don’t believe it either- sometimes I was bored with the relentless of the action. There is only so long the adrenalin will last during a ‘protect the squad’ battle before fatigue and boredom set in. Though the battles are satisfying the pace of the game is a little off.
Like its predecessor the sand-box aspects of the game are welcome. Psycho can pretty much go where he likes, and tackle a situation as it suits him.
With the aid of some new weapons (including a nifty grenade launcher) and his trusty Nanosuit, enabling a choice between maximum armor, strength, speed or a cloaking ability, Psycho has many an option for each situation.
And so it goes, for a relatively short time, the single player Warhead game will follow the path of Psycho, some mates, and the frantic action of man versus man, alien and armored vehicle
I have quibbles however. Broken missions (an offshoot sometimes from a developer that gives players too much freedom) that end the game, requiring a reload of an older save, are no fun.
Battling gigantic enemies is a hallmark of any good game, but when there is no visible clue to the player that they are making headway in damaging said creature (other than a buddy yelling out encouragement occasionally), game-player life becomes difficult.
Sand-box freedom is great, and enlarge Warhead delivers a tight compelling story that is only sometimes ruined by not knowing what to do next, (let me tell you right now, this is done much worse in other games *cough* Fracture *cough* Haze *cough*).
Warhead is a fun furious short romp through the high graphically display that is Crysis Island, but as a stand alone product I would feel cheated. There are two things that save the day.

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