Crysis is an FPS video game series created by Crytek, previously known for Far Cry. The first game was released November 2007, and the series is famous for its incredibly advanced graphics and equally infamous for the technical specifications required to get the most out of them (they officially say "Use the latest").In the year 2020, an alien structure has been found buried in an island in the South China sea. The US army sends Raptor Team, a group of Delta Force soldiers equipped with multi-functional Nanosuits, including the Player Character Jake "Nomad" Dunn, to rescue the archaeologists who found it and then were taken captive by North Korean forces. However, the aliens are not friendly to either side and Nomad must combat both the North Koreans and the aliens.Crysis features the same open-ended style of meeting objectives that appeared in Far Cry. It also is ridiculously future-proof — if you can run it on maximum settings and still get good performance, you probably won't need to worry about the system requirements of another game for a good while. Allow us to congratulate you on the puissance of your equipment.note And it will run Crysis.An expansion, Crysis Warhead was released after the first game, putting the player in the role of Major Michael "Psycho" Sykes during the timeline of the original. A touted feature of Warhead that turned out to be surprisingly true, was improved performance on higher graphic settings.Bridging the gap between Crysis 1 and 2 is a comic miniseries that follows Raptor Team directly after the end of Crysis. It ties in neatly with both games, and explains quite a bit about the setting and background.Crysis 2 is set three years after the first game. Written by Richard K. Morgan of Takeshi Kovacs series fame, the game opens up with a plot about an alien virus infecting the citizens of Manhattan, riots breaking out, and eventually cuts to the viewpoint of a man codenamed "Alcatraz" and his Marine squadmates sent to rescue Dr. Nathan Gould, who is trapped somewhere in Manhattan. However, their submarine gets attacked on the way, and Alcatraz himself barely survives before being rescued. From thereon, it's up to Alcatraz to figure out what in the world is happening on Manhattan, and why human paramilitary forces are out to kill him and seemingly everyone else that moves in the name of containing the infection.It's novelized in Crysis: Legion, by Peter Watts, which greatly expands on the story and nature of the Nanosuit, and adds an (un)healthy dose of Watts' hard-science horror.Crysis 3 was released on February 19, 2013. The story, written by Steven Hall (best known for his novel The Raw Shark Texts), is set in 2047 and involves Prophet/Alcatraz/Prophetcatraz rejoining with Psycho and fighting the now-globally-dominant CELL Corporation and the remnants of the Ceph through the overgrown ruins of New York. There's a city-sized dome and a bow involved. It is a continuation of Crysis 2, with the same engine, graphics, weapons, and enemies (albeit with some new enemies and weapons, most notably the compound bow, added). It also takes back the graphical crown the original once held.Crysis: Escalation was published in September 2013. Written by Gavin Smith, it is a collection of short stories that take place mostly between Crysis 2 and 3 and detail the fates of Alcatraz and some of the minor characters from Crysis 2, along with two prequel chapters that give some backstory on Prophet and Psycho and how they ended up being recruited into Raptor Team.
This video game series provides examples of the following tropes:
The Alien MOAC (Molecular Accelerator) turns water vapors in the air into icicles and launches them at enemies. Yes, it shoots ice. In the sequel, the K-VOLT fired electromagnetically charged pellets, having gone from usually non-lethal far-ranged multi-target riot-suppressing taser to lethal weapon.
The SCARAB in the sequel fires 4mm fin-stabalized sabot rounds. Basically a scaled down, somewhat simplified version of an APFDS Anti-Tank cannon round.
The Typhoon of Crysis 3 is personal defence sized weapon with a magazine comprised of 10 separate tubes each containing 72 rounds, for a total of 720 rounds in a magazine. It can fire all 720 rounds in just over one second. The trailer that introduces the Typhoon shows that it does not fire bullets, but rather pellets◊.
Playing on a non-cracked illegitimate copy of Warhead will turn all fired bullets into chickens.
Action Girl: Tara Strickland has her moments in Crysis 2, but due to being an officer she spends most of her time outside of combat. In Crysis 3, the collectible intel items reveal that there were actually several female Nanosuit soldiers deployed during the Lingshan incident, but most of them were captured and killed by CELL in the years after (although at least one is simply MIA).
Subverted and deconstructed by Claire in the third game. Even just ending up in command taxes her.
Averted. The second AI in the Nanosuit 2 does its job of keeping the operator informed and alive and the suit functions integrated so well that even its creators are dumbstruck. It's stated that, by the end of the events in Crysis 2, the suit and its AI are so deeply connected with Alcatraz, that most of his thought processes happen outside of his skull. Watts adds that it not only made him smarter and gave him new skills, it altered his mind so he enjoyed the process.
NAX, CELL's AI in the third game, is also an aversion. She never does anything other than make announcements over the PA system. However, the collectible intel mentions that the complex security algorithms designed to protect NAX from outside hacking also result in her having a somewhat "eccentric" personality.
Air Jousting: In the zero-G level during the first game, any aliens not armed with actual weapons would basically fly forward and ram Nomad at high speed, clawing at him in the process. The attacks would do high damage, though it would also put them in range of the instakilljelly grab.
Variation in that while "SCAR" is the name of a real gun, it's applied to a futuristic derivative of the Heckler & Koch XM8, not the Fabrique Nationale SCAR. The XM8 was also a contender for the SCAR trials, but was beaten by Fabrique Nationale. Played straight with the FY-71.
Most of the guns in Crysis 2 are futuristic renditions of modern weaponry. The only two that seem to be an "original" mishmash are the SCARAB and Feline.
For some reason, C4 Charges in the third game were renamed R.E.X. Charges.
Aliens Are Bastards: Whatever the Ceph are doing here on Earth, they sure as hell didn't come in peace. Hargreave suggests that they were on Earth first (supposedly as a colony created millions of years ago), and that they view humans with the contempt humans view an insect infestation.
Alien Invasion: They came here long, long before humans existed, and whatever they're doing, it looks like an invasion only from our perspective. It might be more accurate to think of it as pruning or pest control.
All There in the Manual: The real names of the strike team are hidden in the editor. Nomad's name is Jake Dunn, Psycho's is Michael Sykes, Prophet's is Major Laurence Barnes, Aztec's is Harold Cortez, and Jester's is Martin Hawker.
Goes for the sequel as well. By reading some special entries on the MyCrysis.com site, you'll find out that Hargreave was born in 1896, that he, Karl Rasch and Walter Gould undertook an expedition to Tunguska in 1919, and that Hargreave saved the other two by carrying them across the Siberian wastes in an apparently superhuman feat. You also get to read some of the e-mail conversations that you can discover in-game, which leads to a minor spoiler.
Already Done for You: In the last level of the original, Psycho has brought back a disabled Alien Scout intact. In Warhead, we see how it was done.
It's a nested case of Already Done for You, since the Alien Scout is already disabled, boxed, and ready for shipping by the time Psycho finds it.
Anachronic Order: Crysis: Escalation is told like this. The various stories collected in the book range take place from 2016 to 2034. The first and last chapters are in 2025 and are directly related to each other, telling us exactly how Prophet got captured by CELL in Siberia.
Animated Armor: Alcatraz's and Prophet's nanosuit as of Crysis 3. Alcatraz's shattered human body has long since been broken down and reformed into a mass of Nanosuit muscle. We don't even know if the skeleton is still there.
Apocalyptic Log: Though it (thankfully) doesn't become one, Nomad narrating his journey through the lithoship in the first game has all the hallmarks of one. Several times it's implied Nomad really does expect to die in there.
...some kind of outer shell. It seems organic... I'm not alone in here. Something just hit me! Strickland, if you can hear this, you need to get everyone off this island! They're all waking up!
Played straight with the CELL blackboxes in the third game.
Artificial Gravity: Or, rather, an artificial lack of it. It's one of the best sequences in recent gaming and very well done; just be really careful. It's easy to get confused and lost.
The KPA troops will flank you, flush you out with grenades, and blast through walls to try to kill you. The Elite KPA will switch between armor modes to survive as long as possible, while making your life miserable as they flank you.
Both the KPA soldiers and the alien Troopers in Warhead will use lasers (laser pointers for the KPA and a small LIDAR for the aliens) to check places where you're likely to be cloaked. Since the Nanosuit isn't really transparent and can't reproduce a laser, it will put you in trouble quite a bit.
The Ceph soldiers in Crysis 2 have practically unreadable body language, and once in a while they might spontaneously decide to release an EMP burst that drains all of your suit energy; it's the most annoying thing when you're trying to sneak around them. When fighting them, they use the terrain to their advantage, doing things like wall running or jumping onto elevated positions to get a better angle on you.
CELL troops took pages from the KPA playbook and carry laser sights when they know you're in the area. They can spot you even while cloaked if close enough. CELL troops will fire off flares that summon reinforcements and realistically flank and canvas an area for you if cloaked. They're actually smart enough that you can realistically trick out and confuse them; for example, if you're being shot at and run toward cover, and cloak midway then change directions, the AI will initially think you're taking cover behind that object but quickly realize the ruse and start hunting for you normally.
Youtube is filled with funny videos showing flaws in enemy soldier A.I. in the first game. Thankfully, the more blatant bugs have been patched out, although the KPA are still happy to do stuff like chase you into the water and drown, or simply stare into space when you enter cloak mode.
The pathfinding system for Crysis 2 was reportedly unchanged from the original. Basically, the AI thinks they're in a jungle when they're actually fighting in the city. You end up with AI who occasionally gets stuck running into a wall or can't decide which side of a hedge they want to be on.
Artistic License - Military: The Aircraft Carrier level in Crysis is incredibly groan inducing to anyone who has ever served in the US Navy or knows anything about Naval Ranks. The fact that none of the ranks or uniforms make any sense points to a blatant case of not even bothering to skim the wikipedia article. The Carrier CVN-80 being named the USS Constitution is also unlikely to happen in the foreseeable future, being that the original ship bearing that name is still in commission.
Ascended Extra: Psycho, your squadmate in the original, is the player character of Warhead.
"Can it run Crysis?" is the first achievement/trophy unlocked in the console versions of Crysis 2.
A number of memes pop up during Alcatraz's interviews in Crysis: Legion, including the "NOM" system on the N2 suit that consumes and converts biomass for energy, and references to Ceiling Cat and the Flying Spaghetti Monster by Alcatraz himself.
The MAXIMUM (NOUN) from the second game gets played with in the third. Suit modules can be unlocked, and each suit can be upgraded to MAXIMUM by doing enough things relating to that upgrade, i.e. taking enough damage with armor modules or killing enough enemies with a stealth killing module.
Author Avatar: Take a look at Commander Lockhart's face. Now, take a look at Cevat Yerli's face.
Authority Equals Asskicking: Both played straight and subverted with the North Korean general. Done the same way with the North Korean colonel in Crysis Warhead, but here, the progression of the trope marks either Psycho's crowning moments of awesome or terrifying, depending on one's perspective.
Ceph commanders from Crysis 2 are significantly more resistant and powerful than the others as well.
Awesome but Impractical: The air stomp move in Crysis 2. It's difficult to set up, tricky to hit with (although there is a modest amount of splash damage to make it less frustrating), and doesn't really do that much damage when you consider how hard it is to actually set it up and use it.
There's also the powered melee attack. It can kill a standard CELL trooper or Ceph in one hit, but it uses up your entire energy meter, leaving you vulnerable to attack from all the other enemies nearby. Not to mention you can kill humans with two uncharged melee attacks in less time. It also doesn't do enough damage to kill a Commander or really hurt a Heavy.
Playing the game on the highest graphics settings. Yahtzee of Zero Punctuation summed it up by saying something to the effect of "Crysis was designed to be played on some kind of futuristic supercomputer from space." Even computers made in 2011, four years later, had difficulty running it unless you sunk a few hundred dollars worth of extra hardware into them.
The Sandbox editor officially does not work on 32-bit XP and Vista systems due to the unGodly amounts of memory needed in order to create a map at a speed more than "slideshow".
In the comic interquel, Helena Rosenthal is shot by the C.I.A. in an attempt to steal nanosuit technology, and her body is left on Lingsham Island. Nomad dies under torture because the C.I.A. believes Prophet is jerking them around with stories about aliens. Makes the first game something of a Shoot the Shaggy Dog.
Prophet in Crysis 2 is a more obvious example. Subverted at the end of the game, though, and he is part of the main protagonist of Crysis 3.
Dane & Bandit, two of the allied NPC Nanosuit soldiers in Crysis Warhead, die midway through the first level of Crysis 3.
Nathan Gould got shuffled off to a CELL concentration camp in the third game, and is most likely dead.
Non-forcefield version: When activating your armor mode in Crysis 2, translucent hexagon patterns fill the periphery of the screen, representing your suit hardening itself.
While Alcatraz is laying siege to the Prism in "Eye Of the Storm", Lockhart hides himself behind a transparent window/barrier that stops ordinary bullets (including .50 cal) but not Gauss Rifle slugs (while taking potshots at Alcatraz using a Gauss Rifle of course). When the barrier takes fire it does light up in a classic beehive/hexagon pattern.
Bilingual Bonus: On the highest difficulty setting, the Koreans speak Korean rather than English.
Black Dude Dies First: Two black dudes and a Hispanic fellow, actually. All of them die within the first 2 levels. One gets better, though. Until he dies during the start of Crysis 2. Subverted; he lives on in the Nanosuit, possibly to the extent of hijacking Alcatraz' body.
Bling of War: Colonel Lee in Warhead wears a stylized nanosuit with large, shiny gold shoulder epaulets and various officer insignia on the chestplate. In contrast, General Kyong's nanosuit is completely utilitarian, being indistinguishable from the ones worn by the regular North Korean nanosuit soldiers.
Body Horror: Alcatraz's nanosuit is revealed to have been growing into his body as a result of his injuries. Watts states that since it can't make biomass from nothing, it's been breaking down damaged tissues and less-used organs to do it. Given enough time, Alcatraz fully expects to become a Ghost in the Shell-type cyborg.
Brought Down to Badass: In Crysis 3, Psycho is a regular human after having his nanosuit stripped from him by CELL, a fact that causes him quite a bit of angst as the story progresses due to no longer being able to keep up with Prophet. However, he's still a very competent Badass Normal; the man was in the SAS and Delta Force after all. He even manages to survive the events of the game, and in a post-credits scene wipes out an entire CELL security detail to confront the CELL board of directors.
Bolivian Army Ending: Happens to Colonel Lee at the very end of Warhead. He's left with a taser to fight off the Alien "Warrior" (a massive flying war cruiser).
Crysis 2: "They call(ed) me Prophet." Stated by the same person near the opening and closing of the game.
Crysis 3 begins and ends with a monologue by Prophet musing on the game's Central Theme.
The first cutscene in the trilogy is an out-of-control fall towards Lingshan Island. The final cutscene in the trilogy is an out-of-control fall towards Lingshan Island.
Border Patrol: The waters around the Linshaw island chains, starting with a shark, then warships, then the Nanosuit's self-destruct feature.
Crysis 2's water is guarded by tentacles that kill the player if he or she tries to go out of bounds.
Boring but Practical: Alcatraz is quite straightforward when dealing with enemies he's grabbed. Either he caves in their heads with a single punch, or he slits their throats with a single, economical cut with his knife.
As stated under Gamebreaker, as opposed to the Badass display in the demonstration video before the game starts, slow, methodical stealth, and intelligent abuse of the cloak ability, puts the game on easy mode even on the hardest difficulty.
Brain Uploading: Before Prophet commits suicide in the second game to give Alcatraz his nanosuit, his mind is copied into the suit's systems, eventually emerging to protect the marine from Hargreave. Unusually for this trope, this event surprises Prophet as much as it does the player.
Watts has a different impression based on the events of the game(particularly the extent of Alcatraz' injuries) - the Nanosuit destroys the user's personality in the process of transforming them into "post-human warriors". Gould, who knew Prophet even before he first put on a Nanosuit, points out that it looks more like both Prophet and Alcatraz have been psychologically modified to the exact same Super Soldier template.
The thing is, Alcatraz, Prophet -— two more different jarheads you will never meet. Prophet never shut up, he was always joking around, and Alcatraz -— well, let’s just say, not much in the way of social skills. But put ’em in the N2 and even people that different start to —- converge. EEG, voxprints, ACG gates, they all start looking the same after you’ve been in that suit for a while. ...From the outside, sure, you look like an absolute ass-kicking wild man, but really you’ve been -— Tamed, I guess. Tamed.
Bunny-Ears Lawyer: Doctor Gould, who is a giant conspiracy nut. This is one of the reasons why Tara Strickland never informed him that she was CIA. According to Legion, he's also a meth junkie; Alcatraz notices crystal remains around his house and Hargreave mentions something about drugs reducing his ability to think straight.
Bus Crash: A lot of the major characters that die do so between games instead of actually in them. Notable examples include Nomad, Helena Rosenthal, most of Eagle Team except Dane and Bandit, Colonel Barclay, and most likely Nathan Gould. Most of these deaths are All There in the Manual as they occur in supplementary material and are not even actually mentioned in the games themselves.
Call Back: One of the first things you see in Crysis 2 is a Statue of Liberty that has "taken some hits". Throughout the first few levels you'll come across bits and pieces of Lady Liberty scattered throughout Manhattan.
Captain Obvious: SECOND(Nanosuit V2's AI) during Lab Rat when Gould realizes that the user of the Nanosuit isn't Prophet.
Gould: "Wait a minute... You're not Prophet!" [points a pistol at Alcatraz]
SECOND: "Threat detected." Well, duh.
Car Fu: You can run over enemies while driving a vehicle. However, keep in mind they could do the same to you if you're not careful.
Cassandra Truth: In 3, no one believes Prophet's claims that the Ceph are back until it's too late.
Character Development: Psycho, who goes from the obligatory 'psycho' in Crysis to the surprisingly sympathetic main character in Crysis Warhead, where he is much less of an AFGNCAAP than Nomad. He undergoes even further development in the third game, where he must deal with the fact without his Nanosuit, he is completely Overshadowed By Prophet.
Hargreave is... complicated. From what can be discerned, the guy has a gentlemanly, turn-of-the-century code of honor and genuinely cares about the people under him (he briefly sends Alcatraz to look for one of the CELL squads he had sent into an alien hive, and sounds genuinely upset when he finds their bodies), but he allows none of these to interfere with his century-long battle against the Ceph. Also, since he witnessed certain important events like the market crash, the world wars, the Cold War, the 2012 "Double Dip" and the spiraling worldwide chaos that followed it, he has a seething hatred and mistrust of anything government-related.
Chekhov's Gun: Or rather, Checkhov's Tactical Nuclear Grenade Launcher.
Crysis 3: The Archangel laser satellite. The subject of a doomsday countdown for one mission, where the mission is to prevent it from firing. Prophet uses it at the end of the game to destroy the massive Ceph colony ship coming through the wormhole.
Clothes Make the Superman: The Nanosuit. You would be in trouble without it: you face huge alien exosuits, hundreds of NK soldiers (some with their own nanosuits), Helicopters, APCs, Tanks, etc. There are environmental hazards too: a zero-G alien spaceship and and an energy sphere so cold that it literally snap-freezes unprotected humans.
In Crysis 2, it's hinted at a case of Clothes ARE The Superman; Alcatraz was so badly wounded in the intro cutscene that he can barely walk without the suit, much less kick all forms of alien ass. In fact, when Alcatraz is lying in a nanosuit scanner Gould requested he use, it's revealed that his injuries are so severe that he would have died if Prophet hadn't happened by. It's even hinted that the suit, and Prophet by extension, is taking control.
Watts believes that the suit was so traumatized by Prophet's suicide that it's tearing apart Alcatraz's body to ensure that he can't do the same.
It is a jealous skin, Roger, and it’s already been dumped once. Prophet had to literally rip it from his flesh and blow his own brains out to be free of the fucking thing. Maybe the suit doesn’t want to go through that again. Maybe it’s whittling me down so I won’t be able to -— leave...
In Crysis 3, this trope is discussed in-universe, and causes no small amount of angst for Psycho, who has been stripped of his Nanosuit. Ultimately, this is a Defied Trope. The Nanosuit gives superpowers, but its the human wearing it that makes the hero.
Continue Your Mission, Dammit!: "Alcatraz, over here! Punch it man, let's go! Alcatraz, over here! Punch it man, let's go! Alcatraz, over here! Punch it man, let's go!"
Humorously, you can hear Lockhart doing this to his soldiers at one point, interspersed with insults at both you and his men.
Continuity Drift: In Crysis 2, the Ceph seem to have changed (evolved?) quite a bit; they're no longer cryophillic creatures native to a world where a balmy day is in the double-digit Kelvin range (Hargreave says they evolved in an ocean and supposedly settled on Earth millions of years ago) and they've traded their squid-like flying robots for Terminator-style bipedal suits. Also, they've gone from freezing people dead to melting them to goo with a nanotech supervirus. In a similar vein, the North Korean superpower from the previous game is never mentioned (though New York is under a severe quarantine and the entire USA is under a government-enforced media blackout, so we don't know anything about the outside world), and the Nanosuit is revealed as a product of alien technology rather than simply an advanced super-suit built by CryNet.
This is actually the purpose of the IDW comic interquel: as the Ceph are not truly intelligent, the first wave of attackers use pre-programmed fire-and-forget intrusion countermeasures to drive invaders from their sensitive areas - tools that destroy the very assets they are supposed to harvest i.e. unique proteins. The Manhattan wave uses rough equivalents of our own weapons and tactics while deploying precision harvesting tools such as the Synthetic Plague and the Ticks.
Continuity Nod: Crysis 2 has references to the Lingshan Incident, Strickland and Helena Rosenthal at various points. Also, by the end, another Ceph lithoship (like the one at Lingshan but obviously different) rises out of the ground and prepares to deploy a devastating area-denial weapon (a nano/biotech spore instead of an ice sphere).
The whole plot of the second game shares similarities with the first: Botched insertion, protect the scientist, getting captured, being reassigned to a Marine officer mid-way, and the alien area-denial attack at the end. Your efforts throughout the game are to prevent another Lingshan disaster, but in a massively populated area.
Legion gives us, as expected, some more, and also ties up some loose ends from in between the two games, e.g. what happened to Lingshan Island. Apparently, one side decided to glass the entire island.
The collectible intel items in Crysis 3 have many references to characters and events from the first two games.
At one point in Crysis 3, Prophet receives the dog tags of his teammates who were killed in the first game: Aztec, Nomad, and Jester. He throws them away at the end after retiring to Lingshan Island.
Cool Old Guy: By Crysis 3, Psycho is well into his 50's, yet he's still an extremely skilled soldier able to go toe-to-toe with CELL and the Ceph, despite no longer having a nanosuit to augment him.
Cosmic Horror Story: The novelization of the second game hints at this, and the third game outright confirms it. The Ceph are a species that's been around for half a billion years, and their technology is so far beyond humanity's that they are akin to gods. Humanity pretty much has no hope of surviving even the wayward attention of the true Ceph, and the Ceph that have been trouncing humanity throughout all three games are pretty much just cavemen with clubs. Appropriately enough, when the Ceph send one of their warships through the wormhole from the M33 galaxy, it looks like a massive, mechanical Cthulhu-eqsue monster that will effortlessly wipe out humanity if you don't stop it.
Crapsack World: In Legion, Alcatraz describes that the world apparently became like this in the years between 2010-2020. There were a couple of economic crashes (the "Double Dip"), multiple wars in Asia and South America, new epidemics (at least one of them weaponized by Egypt against Syria in the "Water Wars") and a number of Secession Riots in Texas, which were quelled with Marine deployment. Things are so bad that the USA is under a DHS-enforced media-blackout, cellphone restriction and a No-Fly zone, all of them voted into long-term law. As for the rest of the world, we literally don't know what is happening after the Ceph awakened.
In Legion Watts points out that the Ceph's cryogenic weapon would set off environmental catastrophes worldwide - which corrupt governments were able to spin into Soviet Russia-level authoritarianism. Ceph hives are slowly waking up, causing city-smashing earthquakes. And on top of that, bioterrorism is a growing concern - Alcatraz compares the Ceph bioweapon to enhanced necrotizing fasciitis that somebody turned loose in the Middle East to defend the pipelines.
Just in case anyone thought that there was a chance that humanity might be able to match the Ceph directly, that prospect is thoroughly dashed in Crysis 3, where it's made clear that the Ceph are billions of years old, utter masters at adaptation to any environment in the galaxy, and have colonized millions of planets across multiple spiral arms of our galaxy alone. Also, the Ceph's tech is so far beyond humanity's that the Ceph that humanity has been fighting are their equivalent of cavemen with clubs.
Crazy-Prepared: The Nanosuit, which has, among other things, zero-gravity maneuvering thrusters. In case you're accidentally catapulted into space, presumably. The Nanosuit also has a defrosting mechanism. Perfect for temperatures below -200 degrees, as well as freeze rays.
The thrusters are actually used for swimming, Speed Mode sprinting and maneuvering yourself in midair while strengh jumping.
Crysis 2 has a good explanation for this-it's revealed that the suit was originally made with the intention fighting the aliens all along.
Crew of One: Although this is averted on the higher difficulties, except for the tank, whose HUD suggests some sort of computer-assisted turret control.
Critical Existence Failure: The original games play it straight with soaking up bullets and explosions like nobody's business. However an "Ultra Realism" mod was developed that averts this to hell and back. Bullets to the leg? Limping. Other leg? Crawling. Arms? Shitty aim. Whole body, and low health? Just give up... We won't blame ya.
Cursed with Awesome / Blessed with Suck: Alcatraz, protagonist of the second game. Bonus: he's wearing a suit that makes him super strong, super fast, super tough, and can turn invisible, as well as scanning the battlefield to mark enemies, strategic points, and analyze enemy weaknesses. Minus: he received multiple life-threatening wounds before it was put on him, including fatal damage to his heart, spine, and lungs. At several points in the game, the suit malfunctions and Alcatraz becomes so weak he can barely crawl. A few scary scenes require the player to use the suit defibrillator on his heart. The suit is not only keeping him alive, but it's doing most of the fighting for him. Oh, and if he removes the suit, he dies of said injuries - the suit's also growing into his wounds.
The book goes even further - it's been harvesting non-functioning and less essential organs for materials to shore up more vital systems. He probably doesn't have lungs or a heart at all by the end of the game, judging by the fact that he realizes he doesn't need to breathe anymore and doesn't have a pulse. He does, however, possess the ability to see along the length of the EM spectrum, detect when people are lying to him, and resist any attempt by CryNet or the military to disable him, among many other things, having essentially become a through-and-through post-human.
Cutscene Boss: Lockhart. Basically, you bust into where he's hiding, activating your armor setting before going in. He blasts you with a Gauss gun and it bounces off and knocks you back a bit, but you keep coming, grab him by the throat, then throw him out a window.
Cutscene Incompetence: There are a few times where the plot would have continued smoothly without interruption, had the game at that point not wrested control from the player and made Alcatraz stand, idiotically staring at the Whatever about to ruin his work.
What the Game Tells You: "You are a Badass, Powered Armor wearing Super Soldier who can leap like Spiderman, throw people people around with your bare hands, ignore .50 caliber bullets, sneak around like a ninja, and generally wade headfirst into a gunfight with only your bare hands and emerge, standing atop a pile of wrecked armored vehicles, triumphantly holding a heavy machine gun."
What Actually Happens in the Game: You can do all of the above, but only as long as the short battery lasts, meaning some of the suit powers are less useful than others. You will be chopped up if surrounded by more than 6 of anything. You'd generally want to avoid wading headfirst into a gunfight, so you might as well just sneak around like a ninja.
Damn You, Muscle Memory: In Crysis 3 you can no longer lean out to aim when standing near a corner or crouching behind a low object.
Dead Man Walking Anyone who puts on a Nanosuit is this, according to Prophet, although Crysis 3 seems to contradict this. The most common sense explanation is that what he means is that once you put the suit on, you can never take it off (as it essentially fuses with your body). A little more literally with Alcatraz, at it's stated that, aside from the previous point, his injuries from the Ceph gunship in the opening are fatal and the Nanosuit keeps him alive.
Deadpan Snarker: Nomad has one or two of these moments. One conversation via radio is roughly as follows; "Sir, I think the Koreans have nanosuits." "That's impossible!" "...if it's any consolation, they look like cheap knockoffs."
Hargreave is a bit dry when speaking with Alcatraz.
Hargreave: If it's at all possible, son, d'you think you could keep my billion dollar suit out of the line of fire for awhile? It'd really be better for all involved if you came back to me in one piece.
Did You Just Punch Out Cthulhu?: Throughout Crysis 3, it's mentioned that the True Ceph from the M33 Galaxy are half a billion years more advanced than the Ceph on Earth, and are so beyond humanity's scope of comprehension that they're essentially gods. The goal of the entire game is to prevent the Earth Ceph from opening a wormhole to M33, as once the original Ceph arrive on Earth they would be utterly unstoppable. The game ends with Prophet failing to do so, as a massive continent-sized, Cthulhu-looking True Ceph emerges from the wormhole and looms over Earth. It looks like the game is going to end on a Downer Ending... then Prophet has a surge of willpower and blows up the super-Ceph and the wormhole with CELL's massive Kill Sat.
Which kind of forces one to seriously question just how 'god like' they supposedly were...
Dirty Business: Discussed in 3, where Psycho says that Claire feeling regret about skinning him in no way absolves her of guilt.
Disney Villain Death: Lockhart. After spending the whole game harassing you, you finally catch up to him and smash him on the pavement out a three-story window. You can see him struggle for a bit before dying. You can also shoot him to speed up his demise. However, we don't get to see most Disney villains spattered messily all over the pavement.
Crysis: You get the TAC Gun and the ability to disrupt the alien drones just in time to destroy a shielded Hunter and the Warrior.
In Warhead, you get the PAX cannon in order to destroy the Red Hunter.
In Crysis 2, the final levels have most of the game's MIKE maser canons, which cause the aliens to explode into a mushy pulp very easily. Also, by that time, the suit has finished profiling the Manhattan virus and is capable of turning it into an anti-alien bioweapon, which is how the whole mess gets solved.
And although it has no gameplay effects...
Nanosuit: Warning! EMP shutdown! All systems impaired. Switching to core function mode. Life support priority. Warning! EMP shutdown! All systems impaired. Switching to core function mode. Life support priority. Warning! Deep layer protocols engaging. Rerouting systems. Wake up marine! This is no time for dying. Get your ass back in the fight!
In Crysis 3, you can supercharge your Nanosuit by absorbing energy from Ceph mindcarrier energy nodes. While supercharged, you're completely immune to all damage and have infinite ammo for all Ceph weapons. You get compulsory supercharges for your Nanosuit 3 times in the final level, and the last charge usually lasts long enough to get you through the first phase of the final boss.
Elite Army: 3 reveals that the reason for the change in the Ceph between 1 and 2 is the shift from Stage One, which uses a small number of high-resource individually superior combatants that need anti-tank weapons to start scratching, to the small arms vulnerable but more economical and numerous Stage Two.
Elite Mooks: NK Special Forces, especially those that are wearing Nanosuits.
Ceph Grunt Captains, Heavies, and Stalkers in the second game.
The End of the World as We Know It: In 3 this is the result if you don't fire Archangel at the True Ceph warship; it fires its Wave Motion Gun and the last thing you see before fade to black is the shockwave visibly spreading over Earth's surface.
Enemy Mine: Towards the end of Crysis 2, the surviving CELL forces team up with Alcatraz to fight the Ceph. In Crysis 3, Prophet's diary mentions that the Delta Force and KPA Nanosuit soldiers formed a common alliance under Prophet's leadership to fight the Ceph, but they were all eventually hunted down by CELL.
E.T. Gave Us Wi-Fi: Watts implies this is the case in the CRYSIS-verse, since Hargreave-Rasch has been a tech leader since its inception - since Hargreave salvaged something from The Tunguska Event;
...in all the long decades since, Hargreave has been walled away with the fire he stole from the gods, breathing on those dangerous embers all through the twentieth century and into the twenty-first, patiently waiting for our technology to grow into something that could crack the codes and solve the riddles. Sometimes not so patiently; you have to wonder how much of our vaunted human technology really belongs to us and how much we were herded toward by some megalomaniac and his stolen box of miracles, working behind the scenes.
Evil Counterpart: The collectible intel items in Crysis 3 reveal that CELL has their own Nanosuit operative, codenamed Silverback. However, he never actually appears at any point in the game.
An unique, encrypted datapad on the third level reveals Silverback's true identity.
+++ Silverback to SSU. Deep cover over-cloak deactivated. Comms back online +++
+++ Strategic Support Unit to Silverback, we read you Commander Lockhart. How was the mission? +++
+++ Successful. Patching data to you via the suit HUD now...
+++ Understood... Receiving. Commander, you've missed a hell of a lot under deep cloak. I need to brief you on world events, CELL, the future of the Blackhart Initiative...
+++ Let it wait, Harris. Check the data. I've found him. I've found Nomad...
Although Silverback is also referred to as "Commander Lockhart", it's currently uncertain if he is the same Commander Lockhart (kept alive in a similar manner to Alcatraz) or his nephew (who could have faked his death). Whoever it is, Silverback is absent during the events of Crysis 3 due to a top-secret mission: finding Nomad.
Evil Laugh: Hargreave gives one when Ceph overrun his facility.
Exploding Barrels: Though you can pick them up and throw them if their initial location is inconvenient for you.
Crysis 3 has Ceph energy storage containers that glow bright red. Unlike the barrels in the first game, though, you can't move them.
First Episode Spoiler: Like the opening narration from Blade Runner, Prophet's opening monologue reveals/spoils a lot of details that would otherwise have emerged quite organically over the course of the story; namely, CELL took over the world after Crysis 2, and the Alpha Ceph is the Big Bad of the series.
Floating Continent: Central Park at the end of Crysis 2. Not really floating, though. More like kept up by huge metallic tentacles.
Fluffy the Terrible: One of the friendly Nanosuit-wearing Delta Force NPCs in Warhead has "Cupcake" as a callsign.
Foreshadowing: The intro to Crysis 2 shows that the nanomachines are cute little critters based on the "machines made out of protein" school of thought. It's not just stylistic.
Freeze Ray: The Alien MOAR (Molecular Arrestor) instantly freezes enemies, though it's rather useless in the multiplayer as the frozen enemy could simply move their mouse back and forth to thaw out. It could also freeze vehicles, though the occupants are unharmed note At least until you hit them once, at which point they'll shatter into pieces. and are still able to fire the vehicle's weapons. Unpleasantly surprising when it's a jeep-mounted machine gun, reaches painful status when it's a tank's cannon. Highly satisfying to use against helicopters.
With luck or teamwork the freezeray is very effective, making 1-Hit kills.
Fridge Logic: In-universe. In Legion, Watts's Alcatraz points out two things;
1). Hargreave claims that he knew that the Ceph were in Manhattan all those years, and stayed in a city he hated just to prepare to fight them - but Central Park (which the central hive was hidden beneath) was built in 1857, and left alone for all that time while every other aspect of the city changed around it. If you count back to the colonists buying Manhattan from the Native Americans, New York could be considered five hundred years old. If you count how the Native Americans considered the island valuable for millennia...
Conclusion: There's no way to be certain that Hargreave is only 127 years old. With Ceph ubertech, he could be hundreds or even thousands of years old.
Alcatraz: I have no idea why, Roger. It’s all just idle speculation bouncing around in the back of a Bulldog on its way to the final showdown. All I’m saying is, maybe Tunguska wasn’t the first time Hargreave got in and got out, and maybe Ling Shan wasn’t the second. Maybe Ling Shan was just the first time the owners woke up and found him in their bedroom.
Fulton Street Folly: In Crysis 2, Alcatraz never goes anywhere north of Times Square or off Manhattan Island until the final mission, when the Ceph's underground structure lifts half of Central Park into the sky.
Game Mod: Crymod is an entire community based around these.
Graphical mods which make the game look even better (photorealistic) and run at the same speed or just slightly slower are very popular.
Gameplay Ally Immortality: The friendly Delta Force nanosuit soldiers who help you through a couple levels in Crysis Warhead are immortal; being "killed" only knocks them down for several seconds, after which they get back up again to kick more ass.
In the Crysis mission "Assault," it is possible to destroy the AA gun in the harbor without being detected, which causes all the enemies to start shooting at Psycho rather than looking for you. No matter how many bullets he takes, he won't even fall down, much less die.
Mostly averted in the sequel. Other than a single plot-important named character, your Marine squadmates are mortal and can die, although they are pretty tough and can survive reasonably well. There's even an achievement in the console versions for getting all of them through one of the levels without any of them dying.
Gameplay and Story Segregation: Averted in Crysis 2 in regards to the multiplayer mode. The Marine and CELL nanosuits are significantly weaker than the main Nanosuit 2 used by Alcatraz in single-player, with faster Stealth energy drain and a less effective Armor Mode. Without Armor Mode, a Marine or CELL can only survive about as much damage as a CEL Mook NPC from single-player. Indeed, one of the Level 3 killstreak rewards is the Maximum Nanosuit, which boosts the power of the player's nanosuit up to the levels seen in single-player, and pretty much makes them a walking tank for as long as the killstreak is active.
That is because the Cell and Marine Nanosuit are not Nanosuit 2.0. They can be seen stored in glass cases in Hargreave's study, using the Tactical Mode to analyze them will reveal that they are indeed custom made Nanosuit 1.5 and not Nanosuit 2.0
As a general rule in the Crysis series, if you see them do it in a cutscene, you can pull it off yourself.
Gatling Good: One of the weapons is a man-portable minigun, of course. Justified in that you need a superpowered Powered Armor nanosuit in order to wield it. And even then, you need to switch the suit to Maximum Strength to actually hold it on target.
Subverted in Crysis 2. Instead of a minigun, you get slower firing, but no less effective Portable and Disposable HMG. You no longer need to switch to Maximum Strength to use it (That's on by default now), but it does slow you down and there's no way to reload it.
General Ripper: Lockhart, whose hatred for both Prophet and the nanosuit program goes right up to irrational hatred to the point that he actively sabotages Hargreave's efforts to save New York City. Legion goes into detail regarding Lockhart's hatred for the program, as not only does he consider the use of the technology to be an "abomination" but that he also lost a nephew during the program's early testing phase.
Watts actually says that the Strawman Has a Point; Every iteration of the Nanosuit up to 2.0 has killed its user, and From a Certain Point of View, they were designed to do it. He points out that the suits replace every biological function save independent thought; “assume autonomic, regulatory, and motor functions in the event of somatic damage or operator incapacity.” In other words, the system can run itself just fine when the person inside is dead. The Nanosuit's purpose is to turn humans into "post-human warriors" - except that the users are not told of this until it is too late. Lockhart refuses to see how nothing less will stop the Ceph, and goes insane with his hatred of the suits, but damn.
Genius Bruiser: Alcatraz develops into one over the course of Legion, becoming a startlingly intelligent and savvy person thanks to the help of the suit and the fact that its growing into his body and co-opting a lot of mental processing power, speeding up his thought processes.
Roger, the poor interviewer debriefing Alcatraz in Legion. It's clear from the narration that Roger is asking Alactraz questions as certain points, as we'll see Alactraz pause and respond ("So anyway...I'm sorry? Oh, you meant the [x], no, I was talking about the [y]..."), but he doesn't actually have any printed lines of dialogue, forcing the reader to guess at his questions based on Alcatraz's reactions.
Giant Mook: Ceph Heavies in Crysis 2. Huge, strong, dual-wielding a heavy machine-gun analogue and a rocket-launcher, along with having an EMP ability like most Ceph. It takes two direct hits of C4 to kill one. On Easy. For comparison, most similar enemies in other FPS games (i.e. F.E.A.R. Heavy Armors, BioShock Big Daddies, or Modern Warfare Juggernauts) usually take about 50-80 rounds of assault rifle fire to kill. The Ceph Heavy can take up to 350 rounds of assault rifle fire (that's 12 full mags) to kill. Fortunately, they're slightly more vulnerable to explosives, special weapons, or headshots, but it still take a lot of hits to kill.
Their only saving grace is that they're slow. But that can be more terrifying as they amble in your direction, ignoring the massive amounts of fire you pour into their armor as they casually toss cars out of their way.
Oh, we mentioned how a short burst from a Gatling Gun will take down a helicopter earlier, right? Well you can empty out two of these into a Heavy and not have any effect.
Grand Theft Me: Turns out, this is why Prophet killed himself in Crysis 2 - if he let the Ceph virus fester in him, he'd get hijacked. Implied to have happened to Alcatraz at the end of Crysis 2, though Legion indicates things are a lot more complicated than it seems. Complete by 3, with Prophet ultimately being the mind in charge of Alcatraz's corpse, and altering the outer shell of the suit to his old body's appearance at the end...seemingly having forgotten it's not his body after 20+ years occupying it.
Gray and Gray Morality: All of the different competing human villains in Crysis 2 actually have generally good motives and are trying to save humanity from the Ceph. It's just that to varying degrees they're perfectly fine with killing marines + civilians, killing each other, and most especially killing you in order to achieve that goal.
Grievous Harm with a Body: You can Neck Lift enemy soldiers, then throw them at their comrades. And your nanosuit's strong enough to do this even when you're not in strength mode. Not only do aliens have necks, but Neck Lift is instantly and invariably fatal for them. It is possible to finish The Core chapter (and some levels after that) using cloak and Neck Lift only, on any difficulty.
Gun Accessories: You start with an underbarrel tranq gun, a silencer, a EOTech holosight and a flashlight, then you get a grenade launcher, an ACOG scope, a sniper scope, and a laser sight. You can mount every accessory on every rifle, but some combinations are more useful than others.
Some combinations are hilariously useless - you can mount a sniper scope on a shotgun. However, with the shotgun's tight-spread setting, it averts Short Range Shotgun, and so the combination of sniper scope and laser pointer on the shotgun can have some pretty awesome utility, especially for killing nanosuited Koreans at the end of the first game.
Crysis 2 dumbs this system down somewhat: the number of slots has been decreased, the flashlight is gone (made slightly redundant with NANOVISION ENABLED), and there's only a choice between underbarrel shotgun, a late-game gauss rifle, or grenade launcher, and the ironsights/scope/laser sights on most guns.
The third installment returns to the roots bringing back some old mods and combinations and including brand new ones like CQC handles, thermal scopes, muzzle attachments to reduce spread/boost damage and different ammo types.
Grapple Move: The game allows you to grab human enemies with the "interact" button and use them as a Human Shield. You can also throw them, and doing it with your nanosuit set to Maximum Strength is a guaranteed kill against at least the person you threw.
Hacking Minigame: The third game introduces this. You can use it to reprogram turrets and mines as well as open CELL supply lockers... or even reactivate dormant Ceph Pingers.
Hand Cannon: The Hammer pistol and Majestic revolver from Crysis 2.
Harder Than Hard: Delta difficulty. No aiming reticule, enemies speak Korean, you can't drive and shoot at the same time. It also drastically reduces the speed at which your health regenerates. The game files refer to Delta as "bauer".
The sequel has Post-Human Warriornote Or, Super-Soldier, for the PS3 and Xbox 360 versions, where your health is significantly reduced, to the point you can be killed by just a few bullets. Your Armor Mode shield seems to be just as durable as on Normal, though, so as long as you use it correctly, the game's still manageable.
Harmless Freezing: Played straight and Averted. The player is fine, everyone else isn't. You can still be shattered whilst frozen if you die in the wrong place. You can also be killed if you are frozen by an exosuit and don't break the ice (rapidly moving your mouse back and forth), though - you'll fall down and shatter.
Heroic Mime: Lampshaded in the opening scene of Crysis 2, where it's stated that Alcatraz doesn't feel like talking because he's got the mother of all hangovers. Afterwards, it's highly likely that Alcatraz simply CAN'T talk, due to his collapsed lungs, damaged heart, broken spine, and other injuries that essentially make him a walking corpse.
The book supports this; his larynx was one of the things trashed during the attack. He's figured out how to 'speak' by the end, though, by using the suit's voice synthesizing programs and its direct link into his brain...sort of.
Heroic Safe Mode: In Crysis 2, the Nanosuit 2 occasionally goes into this, ESPECIALLY when it starts shouting at you to get your ass in gear. Turns out, it's Prophet's consciousness back in action.
High-Tech Hexagons: It uses this trope excessively: all Crynet technology is covered with hexagons, be it the Nanosuit or the CELL guns; even the Crynet logo is made of 120° angles.
Hive Queen: The Alpha Ceph in Crysis 3 is revealed to be the controlling force behind the Ceph's hive mind. It's also the main source of power for all the Ceph on Earth.
Imported Alien Phlebotinum: The Nanosuit. It's pretty much just a Ceph exoskeleton re-sized to fit on a human rather than a Starfish Alien. And the Ceph want their tech back. Multiple times when Alcatraz has been incapacitated, the Ceph have avoided killing him in favor of grabbing and trying to analyze or study him, as if trying to figure out how the mold in their fridge learned to work the TV remote.
Impressive Pyrotechnics: Any object that can explode will explode with incredible graphical effects. The pinnacle being A NUCLEAR GRENADE LAUNCHER.
In-Series Nickname: "CELLulites" for the PMCs in Legion. Ceph, Squiddie and "those alien bastards" are also common nicknames for what are officially called The Charybdis.
Invisibility Cloak: Standard nanosuit feature. Also tends to be a Game Breaker in singleplayer. In multiplayer, savvy players will notice that cloaked players still leave shadows, and the handheld scanner will pick them up and display them on the minimap.
Instant A.I., Just Add Water: oddly twisted about in Crysis 2: near the end of the game, in-between cutscenes, the Nanosuit will chew you out and yell at you. It turns out it's Prophet's consciousness.
Legion indicates that the SECOND AI system is aware and able to make its own judgment calls and decisions, but relies on a human operator to make most decisions. Alcatraz does not appreciate SECOND choosing to....second-guess him. Eventually, Alcatraz, SECOND, and Prophet merge into some gestalt entity within the suit.
Instant Sedation: The tactical attachment for rifles in Crysis 1, which fires tranquilizer darts. Subverted, they get back up in thirty seconds.
Winked at in Crysis 3 when Psycho tries to kick down a door and just falls flat on his tuchus. Then Prophet does it easily. At another point, he watches Psycho struggle to pry open an elevator door and bemusedly asks if he needs a hand. The implication is that Prophet is just being polite and waiting for Psycho, since he has no problem opening his own doors when he's on his own.
When performing a stealth kill, the invisibility cloak will drop for a moment, allowing nearby enemies to see you. Fortunately, it restores itself immediately afterwards, letting you get away, and an upgrade in the third game allows you to remain completely invisible through the process. Imagine being one of those poor grunts watching one his buddies suddenly get his head rotated 180 degrees without seeing what's doing it.
Firing weapons while cloaked drains energy; this leads to some players manually invoking this trope, sneaking into position, dropping invisibility long enough to fire their weapon, then recloaking to run away.
The Assassin module in Crysis 3 lets the player attack without breaking stealth.
It's Up to You: Virtually everything that needs to be accomplished is done by the player. If you do have allies, they're mostly there to provide the enemy with another target to shoot at instead of just you.
Just Hit Him: Inverted; enemies can survive multiple punches but will die from just one throw.
Kaizo Trap: Commander Lockhart is, by all accounts, an anticlimacticCutscene Boss. However, if you don't burst into his room quickly enough to trigger the cutscene where you kill him, he will blast you through the door with his gauss rifle.
After the first Pinger boss fight, three marine squad cars suddenly plow through a wall and, should you be even remotely close, your energy will be wiped out and, (if you're unfortunate enough to be insta-killed) thrown back a checkpoint to before the boss battle. Even on Supersoldier, which means we're talking about restarting an extremely difficult boss battle because your allies don't bother to brake or check where they are driving.
Kick the Dog: The Aliens' sphere freezes everything. Even turtles. In Crysis 2, they kill a lot of civilians, in a very slow and painful way.
Kill Sat: In Crysis 3, CELL have an orbital satellite responsible for regulating and distributing power across the globe. This satellite can also discharge most of the Earth's entire global power supply into a single target.
Lightning Bruiser and King Mook: The Ceph Guardians fought at the end of the game. They're as fast and agile as the basic Ceph Stalkers, have as much if not more health than a Ceph Heavy, and can cloak. And you have to fight 4 of them at once.
The Alien Scouts demonstrate superhuman speed, strength, and a cloaking device while wiping out your nanosuit-wearing Delta Force teammates in the game's first few levels. When you actually fight them later in the game, they display none of these abilities, and behave pretty much like attack helicopters.
In Crysis, the Hunter Exosuit is able to wipe out an entire platoon of U.S. Marines due to possessing an invincible energy shield, and is only defeated at the end of the game via Applied Phlebotinum that allows the scientist girl to hack his shield and disable it. In Warhead, which takes place before the first game, the Hunters no longer have this energy shield, and can be fought as standard boss battles whenever you encounter one. Warhead also inverts it with the smaller alien 'infantry' exosuits, who now use squad tactics instead of just rushing in from up front and jumping into the air for no reason.
In Crysis 3, the higher-end Ceph units (Devastators and Pingers) are noticeably less tough; they're still resistant to small-arms fire, but it takes a lot less explosives to kill one than it did in Crysis 2.
Made of Explodium: Most vehicles detonate spectacularly if shot in the correct location; ie, the fuel tank. Or any fuel tank. Jeeps have a small fuel can on the back, presumably used for refuelling them in an emergency. Guess what happens when it's shot...
Made of Iron: The North Korean General can survive several sniper rifle shots to the face (despite not even wearing a helmet) or even a full extended mag of SMG fire. Although he's weak against thrown barrels due to a surprisingly common physics exploit (see Wreaking Havoc below).
Magnetic Weapons: The Gauss Rifle. One-Hit Kill, practically Hit Scan, has low ammo availability, leaves a trail that the enemy will trace to you if you miss, and is extremely expensive when playing multiplayer Power Struggle. Becomes the Gauss Sabot Rifle in 3, as a Sniper Rifle.
Meaningful Name: Alcatraz, as it's revealed, cannot leave the Nanosuit due to grievous wounds - and then it's implied Prophet hijacks his body. The rest of his unit is similarly named after prisons.
Mega Corp.: Hargreave-Rasch, as stated in Legion. By the time of Crysis 3, they essentially own the planet.
Mercy Invincibility: Sort of. In the first game, enemies will inexplicably pause when your health hits 20%. This pause only lasts a few seconds, and it's only granted once every minute or so, so make the best of it!
Mistaken Identity: Crysis 2 starts off with Prophet rescuing Alcatraz (the player character) and giving him his suit before dying. Prophet's suit is one of the last known in operation, so naturally everyone assumes you're Prophet for the first third or so of the game, including your Voice with an Internet Connection as well as (unfortunately) all the mercenaries trying to kill Prophet. Alcatraz is unable to correct anyone on the matter, mostly due to them all trying to shoot him (and possibly not being able to speak at all).
The comics indicate that the reason why Aztec and Jester got eviscerated by alien Scouts early in Crysis is because the alien machines mistook the reverse-engineered nanosuits for alien technology, and tried to interface. If you pay attention, you'll notice that the same thing happens in Crysis 2 when you first meet a Ceph Grunt, but the Nanosuit 2.0's more advanced systems resist more effectively.
Mission Pack Sequel: An examination of the game files reveals that the underlying gameplay code of Crysis 3 is nearly identical to that of Crysis 2, right down to most of the weapons and enemies having identical stats unchanged from Crysis 2. However, some things have been tweaked (i.e. armor mode is more powerful, while cloak mode doesn't last as long), new weapons and enemies have been added, and of course the graphics have been overhauled.
Monumental Damage: Well, it's New York we're talking about. Over the course of the second game you are treated to the sight of quite a number of famous landmarks collapsing in a spectacular (and devastating) manner - Hell, one of the first things you see in Crysis 2 is a somewhat untouched Statue of Liberty. On the plus side, it seems you do manage to avert the nuclear strike so at the end some of the stuff is still standing. Talk about happy endings...
More Dakka: The Swarmer is this applied to missiles. And yes, it reduces Ceph Heavies to a nice paste in seconds.
Crysis 3 introduces us to the Typhoon, a six-barreled electrically-controlled stacked-charge Metal-Storm-type weapon that fires 500 rounds per second.
Prophet:It's the purest form of expression.
Nanomachines: The nanosuits are made of them, and the game would end four minutes in without them.
The shotgun has been reduced to a standard FPS Short Range Shotgun as opposed to the long-range one-hit-kill weapon it was in the first game, though it is still effective at medium range.
In Crysis 3, cloak mode drains energy much more rapidly and lasts much shorter than it did in Crysis 2, even with the longer cloak upgrade equipped. This is likely to balance out the new additions such as the stealth kill upgrade and the bow, both of which let you instantly kill enemies without decloaking or draining energy.
On the other hand, the other two suit modes were buffed: sprinting no longer takes energy, and armor mode drains energy slower.
New Game+: in Crysis 2 all Nanosuit Modules and weapon attachments are available from the start in subsequent re-runs of the game. Crysis 3 uses the same system.
Nice Job Breaking It, Hero: Halfway through Crysis 3, Prophet shuts down CELL's global power source, not realizing that their system was actually keeping the Alpha Ceph dormant. Naturally, the Alpha Ceph wakes up and everything goes to Hell.
Nintendo Hard: Even if you're playing on the easiest difficulty setting, every single enemy in the game is capable of killing you in one shot. It's very rare for any of the Korean enemies (at least the ones without sniper rifles) to get the necessary headshot, but they're certainly capable of doing it. Then, when the aliens take over as the main enemies, even one of the smallest mooks can easily one-shot you... and you often face at least four or five of them in one go!
N.G.O. Superpower: By the time of Crysis 3, CELL essentially owns the entire planet, thanks to their monopoly on electricity following the depletion of all other Earth energy resources (they're pretty much Shinra Inc, with about as much of a moral compass). It appears that world governments still exist, but CELL is essentially able to do whatever it wants (including enslaving most of the population with monetary debt schemes, and even nuking major cities) because they're simply too big to fail.
No Body Left Behind: To prevent anyone getting their hands on the nanosuits, they self-destruct in an immolatory fashion, taking with them the body of the wearer.
Norio Wakamoto: In the Japanese version, he's the voice of the suit. (Mashimam shpeedo!)
Novelization: The second game has a novel adaptation called Crysis: Legion. It expands on the setting, characters, technology, and enemies. The book is written in the form of an after-action interview of Alcatraz, occasionally interspersed with reports and interviews with other characters. However, for all information revealed, almost all of it is in-universe speculation. It was written by Peter Watts - who applies his nightmarish genius to it in so many ways.
Nuke 'em: Played painfully straight. Backfires when the alien 'shield' absorbs the energy from the nuclear detonation and expands suddenly, just like a scientist had predicted. Oops!
Comes up again in the sequel, though thankfully it's prevented. You'd really think they'd have learned better by now. Lampshaded multiple times.
Older Than They Look: Both Jacob Hargreave and Karl Ernst Rasch are well over 100 years old, yet both appear to be in their mid 60's at most. The "Hargreave" you see throughout the game is actually a computer-generated image; Hargreave himself is a Mr. House-style Human Popsicle networked to a sophisticated computer system. Rasch, meanwhile, used Ceph DNA and nanotech (the same technology used in the nanosuit) to extend his life.
100% Completion: In Crysis 2. In fact, there's a separate completion percentage for multiplayer as well. Oh, and to get 100% in Single Player, you WILL have to beat the game on its highest difficulty, Post-Human Warrior.
One-Man Army: While you do have allies that team up with you from time to time, for the most part you do a lot of fighting on your own. Fortunately your nanosuit allows you to do such things which would probably get a regular soldier killed.
Only Sane Man: Hargreave considers himself this. This is why he wants to kill you and take the nanosuit for himself: he thinks he's the only one who can save humanity. Strickland mocks him, saying he believes he's "the only competent person on the planet". Not unjustified, given the astronomical stupidity of every government that ever discovered the Ceph. Attempting to take the Nanosuit back from Alcatraz is pretty much the only mistake he ever makes - and perhaps that was because it was a purely selfish decision; only a fully operational Nanosuit could sustain his life outside of his People Jar.
Optional Stealth: The game allows you to pull this off thanks to the Nanosuit's cloak function. The official strategy guide for the third game even has two separate campaign walkthroughs-one for stealth-focused players, and one for those take a more head-on approach.
A Genre Savvy player can drop quite a few enemies by utilizing cover, dropping stealth long enough to pop a shot into an enemy, re-cloaking and moving to another area of cover before his buddies can figure out what happened.
Except with the Swarmer from Crysis 2: the thing is basically a crate of rockets with guidance and launching ports.
Our Wormholes Are Different: In the third issue of the comic series, Nomad, Prophet, Psycho and Helena are forced to go through a portal inside the Ceph mountain base, ending up on a moon of Jupiter.
The Ceph's entire purpose in the third game is to open one of these to the M33 galaxy.
Hargreave, as well as a few others, seem to think that all of the Ceph installations have a portal somewhere inside, for bringing in help from off-planet.
Outside-the-Box Tactic: In the third game, there is a segment in the second mission where a jammer is interfering with your nanosuit, and the way to the jammer is a field with tall grass and many Ceph Stalkers, making the journey a desperate run to destroy it while being slashed on all sides. The thing is, the jammer is just barely visible from the platform that you start that part on. A single shot from the bow with an fragmentation arrowhead means good-bye jammer and straight on to the next objective.
Passing the Torch: At the start of the second game, Prophet is dying, but knows the Ceph are still out there, so he transfers the suit to the marine Alcatraz. He then kills himself to sever the link, leaving the saving of the world in Alcatraz's hands. Maybe.
PC vs. Console: Needless to say, a formerly PC exclusive series infamous for kicking even the most hardcore PC's ass getting ported to consoles sparked a lot of flame wars.
Poor Communication Kills: Helena Rosenthal's attempt to explain why nuking Lingshan is a bad idea sounds a lot like a You Have to Believe Me speech. Darling, if you'd just said that the alien constuct is a giant heatsink that could absorb all the energy from a nuclear blast, you might have saved the US Navy a carrier.
Jacob Hargreave in the second game apparently just quietly sat on his knowledge of the Cephs for at least a century without telling anyone. His(rather justified) excuse is that in his experience, the bulk of humanity has proven itself too stupid to deal with far less dangerous threats, and preferred to act on his own.
Gould: Here? They were here, in New York, all along? Hargreave: Their dormant systems were, yes, Nathan. Hargreave speaks slowly, patiently, as if explaining the facts of life to a special-needs child. One of their cottages, and the quantum port facility to transmit themselves aboard. You think I'm based in this cesspit city because I like it here? Gould: Why didn't you warn someone? Hargreave: Warn whom, Nathan? Humanity at large? The species that has proven so bracingly honest with itself in the face of unpleasant truths? That race so quick to accept the facts about population growth and resource overconsumption and climate change? No, thank you very much, I preferred to trust only myself, and a few handpicked men.
Pop the Tires: Popping the tires on vehicles won't immobilize them. It'll slow them down, though.
It's interesting to note that, given their rather frail constitution and likely inability to function at all in normal gravity, the Ceph themselves are dependent of Powered Armor and autonomous drones for combat purposes. In the first game, their machines are squid-like, tentacled in appearance, and most are autonomous. By Crysis 2, however, they're using humanoid(-ish) robotic suits that are visibly manned by some kind of alien organism, though one that looks different from the aliens we see in the first game.
Powered by a Forsaken Child: In Crysis 2, it's revealed that the Nanosuits are not the cool next-gen Powered Armor that everybody thought they were. Instead they're a sort of symbiotic techno-organic machine/organism, and it's hinted that the reason Nomad and Psycho don't appear in Crysis 2 is because Very Bad Things eventually happen to anyone who puts on a Nanosuit. Hargreave conveniently left out this little detail when assigning the prototype suits to Prophet's team in the first game.
Power Fist: Strength Mode; in gameplay terms it basically quintuples your normal punching damage.
Pragmatic Adaptation: Legion isn't a perfect adaptation of 2. There's a note in front that points out the need to change stuff for the prose experience.
Possibly the best demonstration is the fact that Alcatraz, in the interview he's narrating, tends to gloss over the combat sequences. It seems like saving space, until one realizes that Peter Watts is perfectly capable of writing combat sequences, Alcatraz has perfect memory, and the skirmishes he is describing in a few vague words involve killing dozens of CELL and Ceph. He simply doesn't think they're worth mentioning.
Precision F-Strike: Legion has Gould describing the intended purpose of the Nanosuit (corrupting the Ceph virus and delivery system) as gay rape on hanging flies. It Makes Sense in Context, but every conversation within hearing distance ends abruptly. Even the wounded stop moaning.
The comic miniseries serves as a prequel to Crysis 2, connecting the plot with that of Crysis.
Present Tense Narrative: In Legion, Alcatraz narrates this way. Oddly, he's recounting the events of the game, so he's talking about things in the past. This is even lampshaded when the unheard interviewer debriefing him asks why he's talking that way and Alcatraz essentially just shrugs and says that with his nanon-augmented-memory, he can recount everything with crystal clarity and as such feels like he's reliving it.
Press X to Not Die: Crysis 2 has quicktime events. They're tolerable, though, because they're limited to only about 3 or 4 key scenes, you have a very generous timeframe to perform the action before failing, and the buttons you're required to press always correspond to the actions your character is trying to perform on screen (i.e. pressing the jump button to jump up to a helicopter). Furthermore, due to the way cutscenes are woven into the game, the player is always able to continue looking around with the mouse, so you'll pretty much always have your hands on the controls ready to Press X.
One of these events is pressing a button to activate your suit's built-in defibrillator. Literally pressing X to not die.
Put on a Bus: By Crysis 3, Alcatraz. He was essentially killed at the end of the previous game, but the nanosuit saved a copy of his brain. Which is too damaged to possibly repair.
Really 700 Years Old: Hargreave is at least 127 years old. Alcatraz suspects that he is even older, possibly hundreds or thousands of years old thanks to Ceph ubertech.
Red Shirt Army: Most of the non-nanosuit wearing allies can die fairly quickly. Of course, you're often facing off against enemies using high powered weaponry, and the nanosuit you're wearing makes you much more durable to damage than them. That said, they do provide some good in the form of another target for the enemy to shoot at instead of you. And once in a while they may even kill a random mook.
The Reveal: ...after reveal after reveal after reveal in the second game. It ranges all the way from the revelation that the wounds Alcatraz received during the attack on the sub are fatal and he'll die if he takes the nanosuit off through the fact that the Ceph aren't really invading, they're just waking up to take back what was originally theirs, all the way to Hargreave being in a semi-vegetative state to allow him to live for more than a century, then to the fact that Prophet's mind was saved by the nanosuit, and finally that Karl Rasch is still alive. Heck, even the pirate radio DJ, Eddie 'Truth' Newton, has his own small reveal if you're listening to his broadcasts: he's a Marine Corps veteran.
In the third game, finding out the identity of Psycho's torturer. Also, the reason how Karl Ernst Rasch is 150 years old but still as spry as ever.
Scenery Gorn: New York looks pretty beat up from the start of the second game, especially when you get into Ceph-controlled territory, but things really get trashed after the military floods the city. Goes From Bad to Worse in the third game, as New York is now ruined and seriously overgrown.
Secondary Fire: Most weapons can be toggled between the usual single, burst, and full auto fire modes. If there's a tranquilizer launcher or grenade launcher, the same key selects that. For the shotgun, it switches the spread between close and wide. Vehicles have both a machine gun and either a main cannon, dumbfire rockets, or homing missiles.
Semper Fi: Plenty of Marines in the first game, including the aforementioned Major Strickland. Played with in Crysis 2 a few times:
After the government pulls support for CELL and orders them disarmed, one asks his guard to let him out of his cell and give him a gun. When the guard refuses, the CELL trooper pleads with him on the basis that they're going to need everyone they've got to fight the Ceph, adding, "I'm one of you, I did nine years in the Army!" Before the guard explains that the CELL trooper's previous service record is irrelevant in light of his current status as a private contracter, he says, "I'm a Marine."
A pair of CELL troopers discuss the prospect of seeing action soon, one getting moto and saying "oorah!" The other chastises him, saying "You're not a Marine anymore." Given the first speaker's lack of protest, this can be another sign of how villainous CELL is for anyone familiar with the Marines' particular brand of espirit de corps.
In one of his broadcasts, "Truth" Newton drops the bombshell (as he admits it probably is to the type of people likely to tune in to him) that he's an "old Semper Fi Alumnus," assuring his listeners that they can trust the incoming Marines to get them to safety just as much as they can't trust CELL.
Self-Fulfilling Prophecy: Everyone "Mistakes" you for Prophet in the beginning of Crysis 2, when it's revealed at the very end that his consciousness was uploaded into the nanosuit on his death.
Sequel Hook: in the first game, Nomad, Psycho and Helena Rosenthal going back to the island for Prophet. The IDW comic picks up from there, with them quickly losing the dropship and going on a whirlwind tour of the fully awakened Ceph infrastructure, now filled with the Crysis 2 exo-squid and including a ride through their Portal Network to one of Jupiter's moons - a Derelict Graveyard filled with lost human craft dating back decades.
At the end of Crysis 2, Prophet tells Alcatraz that he's not allowed to die yet, and reveals a map showing even more Ceph bases, all over the planet. As you wake up, you get a call from Hargreave's old collaborator, Karl Rasch (who should be well past 100 as well).
Shell-Shock Silence: Present in Crysis 2 once something explodes near you (especially the devastator units energy cannons). The nanosuit quickly repairs the potential damage that would technically leave Alcatraz deaf otherwise and the classic whistle and muted sounds rapidly disappear.
Crysis 3 opens with its armored protagonist leaving a sort of purgatory after about two decades, much like the start of Half-Life 2.
Short Range Shotgun: Averted. Just like in real life, a well-aimed shotgun blast can one-hit-kill a human soldier at distances of a little over 100 feet (assuming you're using the "narrow spread" fire mode as opposed to the more standard FPSy "wide spread" fire mode.) The game even allows you to mount a short-range scope on shotguns - and for good reason.
The second game plays this trope straight.
Zigzagged in the third game. While the shotgun is still short-ranged when loaded with standard ammunition, loading it with slugs extends its effective range tremendously. And just like the first game, you can slap a scope on it.
Shown Their Work: Little things here and there, but really helps with the immersion of the game, especially in terms of worldbuilding. Goes a long way to separate it from a lot of sci-fi shooters out there. For instance:
The Nanosuit not being covered under the Geneva Convention. Aside from being a weapon system whose full potential is unknown and that few have access to, much less with any definite means of countering it, the Nanosuit Operators are Delta Force, which is a Tier One Element from the United States Army Special Forces. They're black ops. They don't wear any identifying marks on their gear, meaning there's no indication what country they're from. They're deniable assets. In the event that they get captured and they can't terminate the suit by vaporizing it, their country of origin will not confirm their identities and deny their existence. Because Nanosuit Operators don't wear any identifying marks on their suits, they're treated in the same way as private military contractors are, and others contracted to handle wetwork and the like.
When Nomad retrieves Helena from the dig site and preps her for evac, he lets her know that he's US Army Special Forces. He doesn't tell her that he's Delta. Aside from the off-chance that she doesn't know what Delta is, it's common for Special Forces operators not to specify anything beyond just that. Lots of sci-fi and fiction properties like to treat different units within each branch of the military's Special Forces community as if they're totally removed from their own branch and make up their own.
The weapon manipulation techniques being used by Nomad, Pscyho, and Alcatraz/Prophet are real-world techniques. Not many FP Ses go to the extent that Crytek did with rendering different types of mag swaps, speed reloads and the like. Sure, its far from perfect, but it is refreshing to see different methods being used which have their roots in actual methods.
The amount of hard science that both Richard K. Morgan and Peter Watts were able to imbue into the series, even if its relegated to background information, throwaway lines and other natter; is nothing short of phenomenal, especially when Peter Watts so lovingly goes into describing the processes and capabilities of the Nanosuit, many which are tied into what's actually being researched and developed by companies like Raytheon-Sarcos.
A lot of the individual movement techniques and squad tactics that CELL deploys are based on what lots of military, law enforcement and paramilitary organizations make use of.
Simple Yet Awesome: Prophet's opinion of the Predator Bow in this trailer. Ironically enough, when he first gets the bow in the game, he's not impressed with it. His opinion has clearly changed by the time he makes it into the Liberty Dome.
Prophet: "The bow and arrow. Beautiful in its simplicity. Is it coincidence that every culture on Earth developed it independent of one another?"
Soundtrack Dissonance: The Wall, what with the version of "New York, New York" being sung by British singer, Polly Scattergood, amidst the carnage and alien/human war raging around the deserted streets of a decrepit New York city.
Stable Time Loop: The reason Prophet went back to Lingshan against orders. After he was separated from Nomad, he spent about a dozen hours running around under Lingshan through Ceph tunnels with a reasonable KPA soldier. Then stepped though a Portal Network to one of Jupiter's moons and back only to find that those hours had rolled back. He spent several of those hours following himself around before reconnecting with Nomad, then ultimately returned after receiving a radio message from himself to return.
Starfish Aliens: The aliens we see in Crysis look like various kinds of bioluminescent elongated, tentacled jellyfish with Predator-like quadruple jaws and finned tentacles for legs. The overall impression is that of an aquatic organism that lives in zero gravity instead of water. By Crysis 2 the design is streamlined to a mass of jellyfish-like flesh and tentacles operating Powered Armor suits. Note, since they're so advanced, the organic beings don't necessarily have to be the original, "true" aliens; they can just as well be another kind of drone.
In Crysis 2, people call them the Ceph, as in "cephalopod". Hargreave states that there's little doubt that they evolved in an ocean. Legion indicates that the Ceph as we know them might not even be the "true" aliens but rather their "gardeners" who woke up to find humans running rampant all over the lawn they're supposed to be tending - and Alcatraz takes a step further down, theorizing that the Ceph aren't the gardeners, but rather their specially-engineered tools.
In the comic, Psycho is dumbstruck for a good few hours by the notion that he's had his ass repeatedly handed to him by what he essentially sees as seafood.
Crysis: Legion also reveals that their "official" designation (in military reports and such) is actually "The Charybdis", after the mythical sea monster. "Cephalopods" is a moniker people came up with because... well... they look like squid.
In 3, CELL scientists figure out that the Ceph actually communicate directly via energy transfer, and by monitoring the energy released by the Ceph, they're able to learn a great deal about their biology, mentality, and how they've spread around the galaxy. Every single thing they learn is terrifying.
Static Stun Gun: The K-Volt submachine gun in Crysis 2 knocks CELL troopers on their back with a single bullet, and stun-locks Ceph with sustained fire. It's described as a crowd-control stun weapon being misused by CELL as a lethal weapon by applying multiple shocks instead of just one to the victim. It is, in fact, the key to making the Ceph Heavies manageable; the K-Volt will stun-lock them just like the other Ceph, and does extra damage per-shot. With a good angle on a Heavy's soft bits, the K-Volt will drop one in less than one full mag, on Post-Human Warrior.
In the third game, the K-Volt is quite effective against turrets and can kill Ceph Scorchers without triggering their self-destruct mechanism, allowing the player to take their flamethrowers.
The Stinger: After the events of Crysis 3, CELL members are seen running from an unknown assailant and barricading themselves in one of their safe houses, but their escorts are shot dead. A familiar face reveals himself out of the shadows...
Psycho: Good evening, members of the board. I was a guest at one of your hospitals a little while ago... and I'd like to make a complaint.
The Stoic: Nomad is awfully calm about encountering aliens. Psycho, less so. Prophet knew what to expect.
The Straight and Arrow Path: The Predator Bow in Crysis 3. It is the only weapon you can shoot that doesn't decloak you, and with the proper draw weight, it can one-hit kill CELL grunts and weaker Ceph warriors. The regular arrows can even be picked up out of corpses (or walls for missed shots) and reused.
Strong Flesh, Weak Steel: Obvious when you throw an NK grunt through a scrap-metal hanger, damaging everything but the mook. Averted in the sequel with non-human enemies; the Ceph, being boneless, take damage far easier than the armor they're wearing and explode into clouds of goop when shot between the seams.
Sufficiently Advanced Aliens: Crysis: Legion points out that, given the Charybdis' frankly staggering technological ability, we can barely guess at their true motivation, and the Manhattan attack certainly makes no sense from a strategic point of view; a comparison is made with humans building an ATM over an anthill - it doesn't even register with us if some ants are left after we're done with our job.
By the end of the novel, it's outright stated that whatever they're doing, it's almost certainly not an Alien Invasion or conquest.
Hargreave theorizes that what we're actually fighting aren't really "soldiers", but rather gardeners. The mass-slaughtering technology they deploy is the ultra-tech equivalent of tongs and shears. He states that their sole interest in the planet is likely scientific: they're interested in what unexpected things evolution might churn out in time, and that they've set up a small presence here to wake up every few million years, in order to investigate. Humans, with their expansionism and their radical reduction of biodiversity, are a weed to be pruned.
Peter Watts, cheerful fellow that he is, has an even worse theory: The Ceph are a species that can teleport macroscopic objects—including, apparently, living organisms— over interplanetary distances. The Nigh Invulnerable "soldiers" which Hargreave theorized to be near-mindless "gardeners" might actually have been the dumbest, most primitive of Ceph gardening tools. The only provable fact known about the Ceph is that Hargreave stole their technology. Maybe the Ceph just wanted it back. The plot of both games may have been comparable to a human being bending over to retrieve a dropped set of car keys... and getting bitten by a few ants. Resulting in a short(to them) period of annoyed stomping.
Sufficiently Advanced Alien: Hinted at in the first and second games, and said nearly word for word in the third by the CELL research division's Only Sane Man. Studying the Ceph's transmissions indicates that the primary Ceph in the M33 galaxy have had half a billion years to evolve their technology, and that they are "the closest thing to gods." The immensely advanced, difficult-to-match, endless Ceph armies that humanity is fighting against tooth and nail across the three games are the Ceph equivalent of cavemen wielding clubs.
Superpowered Mooks: The NK soldiers in nano-suits. Nomad quips that they're cheap knockoffs, although other than a lack of Speed Mode and fairly average enemy A.I., they don't seem all that different from your own suit. In multiplayer, the US and Korean Nanosuits are identical for fairness reasons.
Synthetic Plague: The "Manhattan Virus", identified by Hargreave as an "area-denial bioweapon beyond your wildest dreams". It doesn't just kill people, it melts them into sludge. Worst part is that it's not technically a "weapon" - Hargreave compares it to the BSE cullings; the problem was not killing the cattle, but disposing of the remains without creating a vermin population explosion. The "virus" breaks us down to sludge that most terrestrial fauna can't eat, but that the Ceph Ticks gobble right up.
Hargreave: What do you do with the millions of rotting corpses? Well, there you see the answer the Ceph have evolved. They wipe us out, they break us down, they reduce the environmental impact almost to zero. Exemplary.
Peter Watts' contribution; it's not even designed to kill humans - it's just a quick-and-dirty Terraforming agent, meant to keep existing microfauna from infecting Ceph tissue. It's alien DDT.
Tactical Suicide Boss: After you pump enough damage into the Ceph Mastermind, it'll pick you up with telekinetic lightning, which gives Prophet an opening to overload the Mastermind's power systems. Normally this would be excusable because the Mastermind has no way of knowing Prophet can do this, but then the boss tries to do it a second time...
Take Cover: Crysis 2 has a Killzone-style cover system that lets you stick to walls and peek over / around them to fire. It triggers automatically when you try to aim while near a wall, instead of occuring when you press a specific button, so it sometimes causes you to get stuck to a wall when you were trying to strafe around it and shoot. The cover system was removed for Crysis 3, which uses more traditional First Person Shooter mechanics.
Take That: In Legion, Alcatraz says that the way the nanosuit keeps rebooting makes him think Microsoft made the OS.
Take Your Time: Averted at least once in 2, during "Power Out" where a Ceph spear appears and you must interface with it within a certain amount of time or die.
Take Up My Suit: At the beginning of Crysis 2, Prophet rescues the Player Character, codename "Alcatraz", and bestows his nanosuit upon him before taking his own life before The Virus does something worse.
He gets better. Sort of.
Tank Goodness: One level in the first game allows you to drive around a tank. It's as fun as it sounds.
Tech Demo Game: Trope Codifier by far, even if other games were typically used as real-world benchmarks.
Ten-Second Flashlight / Infinite Flashlight: The night vision mode on your nanosuit lasts only a few minutes at most, but rapidly recharges. On the other hand, the tactical light weapon attachment never runs out of power, while making you highly visible to enemies.
There Is No Kill Like Overkill: In Crysis: Escalation, in order to capture Prophet & Psycho in Siberia, they had to resort to detonating an EMP bomb that was equivalent to the electromagnetic pulse released by a thirty thousand kiloton nuke. The blast was so powerful that the entire surrounding region was instantly knocked back to the Stone Age and even shielded electronics were fried. And STILL, Prophet's Nanosuit continued to operate, albeit in a severely weakened manner. It took a CELL operator to hit him with a couple more shotgun blasts to shut Prophet down long enough for CELL to put him into a hardened container. Damn.
Throwaway Guns: In the second game, when Alcatraz runs out of ammunition for the HMG, he tosses it aside and goes back to his previously-equipped weapon.
The US Military Command come off as this repeatedly over the course of the series, blatantly ignoring rather obvious facts about the alien threat. In Crysis they authorize a nuclear solution against the energy-siphoning alien structure, despite warnings from Helena Rosenthal (who didn't even get the chance to speak with the Joint Chiefs or POTUS). In Crysis 2 they top it off with the ludicrous decision to bomb the Manhattan flood barrier in order to drown the aliens. Though even that stroke of sublime genius may pale against the Clock Alcatraz has to Race Against at the climax of Crysis 2 - yet another nuclear strike. Despite the results of the nuke in Crysis 1. Alcatraz says it best in Legion:
Alcatraz: "Let me repeat that, Roger, for the benefit of your chickenshit bosses behind the mirror. The Pentagon. Decided. That the best way. To take out. Super-advanced. Aquatic. Aliens. Was to drown them."
CELL in 3, for using the Alpha Ceph as their main power source for the world, basically dooming humanity if a Nanosuit wearer ever got to their power facility. Lampshaded by Prophet.
Prophet: No... They couldn't have been that stupid!
Took a Level in Badass: North Korean Nanosuit soldiers have been made noticeably more difficult in the console port of Crysis. They're now immune to the tranquilizer gun, are much better at seeing through your cloak at close range, and have insane aim and are capable of literally cutting you apart in less than a second of fire with their submachine guns.
Trailers Always Lie - Early advertising for the the first game implied that, once the aliens show up, the NK and the Americans team up to fight back. No such thing happens in-game, the KPA hightail it off the island once the aliens begin kicking everyone's asses. The closest thing to a "team-up" they have is the fact that they left some of their military hardware behind which the American forces appropriate for their own use.
Too Awesome to Use: The Gauss Rifle in Crysis 2. It's essentially a railgun, with all the advantages of the rocket launcher and none of its flaws — deadly accurate, rapid-firing, quick to reload and enormously powerful, dealing a ton of damage even to heavily armored targets. However, good luck finding any ammo for it (other than the paltry 8 rounds you get with the weapon itself...)
Warhead fixes this problem by making the Gauss Gun much more plentiful and available much earlier, while also reducing its rate of fire.
The MIKE as well. There are only about 5 of them in the whole game (one of which is a prototype that can't have its battery replaced), but each one is extremely satisfying to use, since it makes those octopus aliens burst like popcorn inside their armored suits.
Turtle Power: Literally. Thrown sea turtles are one of the best weapons in the game.
Uncanny Valley: Invoked In-Universe. It's stated in Legion that most people who meet Alcatraz are dead-scared of him, either irrationally or because they are confusing him with an alien unit; a priest calls him a devilnote Although he did catch him in the act of... er, recycling battlefield biomass with the suit's N.O.M. function... and a mother and little girl that he'd just saved can't leave his presence soon enough. He gets quite pissed about it sometimes, since he's obviously humanoid and doesn't get why admittedly futuristic-looking Power Armor makes him an outcast even among his fellow Marines.
"Onslaught", where you drive a tank. However, due to its moderate durability and lack of repair kits in singleplayer, you'll most likely end up abandoning it near the middle of the level. You can find a parked Korean tank near the train station, but it doesn't last very long.
"Core", you fight the aliens in their zero-gravity ship.
Unique Enemy: In the original Crysis, only 12 enemy Nanosuit Soldiers appear throughout the entire game. While this somewhat makes sense from a storyline perspective (Nanosuits costs about 1 billion dollars each), it's a bit underwhelming from a gameplay perspective since they're only about as tough as a Covenant Elite, so they could have easily been used more often without being unbalanced, especially in the later levels.
There's a type of alien trooper that has a different head crest and is equipped with a freeze ray instead of an ice gun. There are only about 3 or 4 of them in the entire game. Again, they're a fairly standard enemy, so it's not like they make up for their rarity by being much tougher than normal or anything like that.
In Crysis 2, there's the quartet of stealth-capable Ceph "Guardians" that appear at the end of the final mission, with black armor, glowing white visors, and black jelly. They are startlingly durable, able to casually tank multiple hits from JAW missiles.note when in doubt...C4.
Ceph Heavies in the third game are a lot rarer than they were in Crysis 2, so much so that the entire game (not counting the last level) only has about 2 or 3 of them to fight. A handful do appear in the last level, but are fairly easily mowed down by your Eleventh Hour Superpower.
In Crysis 3, the Alpha Ceph's lair deep under New York.
Video Game Cruelty Potential: Starting with choking Korean soldiers and tossing them off cliffs, into enemies, into each other, or through roofs. With proper modification, one can fling troopers clean into the air... from where you can shoot them out of the air with a weapon of choice, if you're quick on the draw. Turtles, frogs, chickens, quails and the like can all be rifle-butted or used as thrown weapons.
The Virus: A key part of Crysis 2's plot is the citywide infestation by an alien plague. The aliens also deploy a more powerful version, instantly lethal from their Spears and Hive towers.
In Legion it's revealed to be far more than just a deadly bioweapon. It turns out that every single piece of alien technology is covered in receptors for the spore, which is why the Nanosuit, being reverse-engineered from that technology, can interface with and manipulate it. It's speculated that it might be a sort of "portable ecosystem", or an "external immune system" for the aliens.
Crysis 2 has the X-43 Mike, basically a jumbo maser gun that would never be authorized for human warfare by any sane ethics committee. Since your enemies are genocidal aliens in armored exoskeletons, however, none of the ethics regulations apply, and you are free to make them explode like water balloons to your heart's content.
Weaksauce Weakness: The Superpowered Mooks North Korean Nanosuit soldiers in Crysis could be taken out with a single shot from the tranquilizer gun. This was patched out in the console port of the game.
We ARE Struggling Together: In Crysis 2, there are 3 distinct human factions; the main C.E.L.L. forces under Commander Lockhart and the Board of Directors, the small splinter-faction still loyal to former CEO Jacob Hargreave, and the U.S. military. All have the general goal of fighting the Ceph, but spend a huge amount of time fighting each other due to disagreements over the exact manner in which the war against the Ceph should be conducted.
In the first game & Warhead, the Americans and North Koreans continue to fight each other even after the aliens have awoken and frozen the island solid. In Warhead one of your commanders even emphasizes that the North Korean forces are to be given higher target priority over the aliens!
O'Neill, the dropship pilot who played a significant role in Crysis: Warhead and was also one of Psycho's Vitriolic Best Buds, was never heard from again after the events on Lingshan Island.
You catch a glimpse of another Nanosuit wearer in New York in one of Prophet's flashbacks, but even though he sounds somewhat like Nomad it's virtually impossible to confirm who it is.
The interquel comic book shows that Nomad and Helena were murdered by the C.I.A., while Psycho survives along with Prophet but simply plays no part in the events of Crysis 2.
The collectible intel items in Crysis 3 reveal the fates of Eagle Team from Warhead. Lazy Dane and Bandit joined the Resistance along with Psycho, while the rest were killed by CELL.
Nathan Gould seems to be forgotten by everybody in Crysis 3, even though he was one of the most important characters in the second game and was a friend of Prophet. One of the collectible intel items in the game mentions that he was "disappeared" by CELL along with many other political dissidents.
Averted with Tara Strickland. The final cutscene in Crysis 3 reveals that she is now a U.S. Senator and leading the dismantling of the CELL corporation.
What the Hell Is That Accent?: Karl Ernst Rasch is presumably German or Nordic (descent) by his surname, but his accent doesn't sound the part. Escalation states he's supposed to be German.
Wreaking Havok: The amount of stuff that can be picked up and thrown into other stuff is really quite impressive. This includes being able to bring down houses by tossing grenades or driving vehicles into them (or simply punching the walls down), or cut down palm trees with machine gun fire. Some enemies and certain objects are extremely vulnerable to thrown objects. Thrown driftwood can cause truck-sized jamming devices to explode. This extends to players as well. Getting trapped by a pile of cardboard boxes can be unexpectedly lethal.
Yank the Dog's Chain: In Warhead, while fighting your way through the ice sphere, you can find several abandoned tanks, and you can even climb into them! Naturally, they're all flash-frozen so you can't actually do anything with them.
Zero-Effort Boss: In 3, the True Ceph warship, for all its buildup in-story, is this. You hack into Archangel, line it up and fire. There is so much time to aim that you have to deliberately refuse to fire to lose.
Zombie Apocalypse: The flash-frozen village that Barnes (in 2019, Prophet is not his callsign yet) and his Delta Force team encounter in northern Colombia in Escalation. The Ceph spire that emerged was low on power, and the bioweapon it released was only enough to cause cancerous growths on the ~1,000 inhabitants while also fueling them with a fanatical religious devotion to the spire itself. Opening fire on them drives them into a frenzy and Barnes is only saved by the timely arrival of three CELL helicopter gunships.