The story, written by Steven Hall (best known for his novel The Raw Shark Texts), is set in 2047 and involves Prophet returning to New York to find that C.E.L.L. (the human antagonists from Crysis 2) have nearly taken over the world, the ruins of New York have become a literal urban jungle, and the Ceph are possibly on the verge of returning.
Crysis 3 is a return to form toward the original open ended gameplay style of Crysis after negative feedback over Crysis 2's more linear level design. It attempts to mix linearity and openness via linear sections that lead between large, open "arena" type areas.
Crysis 3 was released on February 19, 2013.
This video game provides examples of the following tropes:
- Abnormal Ammo: The Typhoon is a small minigun the size of a standard combat rifle. Each barrel is its own magazine. It can fire all of its ammo in just over a second and it doesn't even fire bullets. It instead fires small pellets. The same goes for the mini Typhoon weapon attachment for other weapons.
- Action Girl: Intel items in the game say that there were several female nanosuit users deployed during the Lingshan Incident. Unfortunately, they have all been killed or captured/skinned of their suits (which is effectively a death sentence in more than 90% of cases) by C.E.L.L. A single female nanosuit soldier, Lotus, is simply listed as M.I.A., which may have been one of the many future plot threads the game drops that were never picked up on again.
- Animated Armor: This could be called Animated Armor THE GAME! A major story element is Prophet coming to terms with who/what he is, since the original Major Lawrence Barnes committed suicide in New York 20 years ago; and Alcatraz, the Marine Barnes gave the Nanosuit to, is little more than the corpse that keeps the nanosuit human shaped, his personality having been lost at the end of Crysis 2. All nanosuits eventually copy the memories/personalities of the user, while consuming their physical bodies to be turned into more nanites for the suit.
- Armor-Piercing Attack: The K-Volt's electrostatic pellets effectively ignore armor. They'll zap away your nanosuit armor like the Halo plasma rifle, and cut through the heavy armor of the Scorchers allowing you to kill them in less than a single mag. They also ignore the armor of Devastators and Pingers, although since these enemies have high health in addition to their armor damage resistance it still takes quite a few shots to bring them down. Unlike Crysis 2, it now uses special ammo and thus ammo for it is a bit harder to find. It's also seemingly impossible to find after the first couple of levels (likely because it's so effective against heavier Ceph units), so you might want to hold onto one when you get it early on.
- Artistic License – Military: In the multiplayer, pouches on the U.S. military nanosuits read "U.S. Army Specops", yet all the emblems on the suits and pouches are from the Marines.
- Attack Its Weak Point: Ceph Scorchers are heavily armored, but are vulnerable in their glowing red eye/muzzle, such that a single gauss round or grenade hit there will blow them up.
- Bad Ass Boast: Nearly EVERYTHING that Prophet says at the end of the final mission against the Alpha Ceph. "LET ME SHOW YOU WHAT I CAN DO!" "I am not like you! I AM BETTER THAN YOU!"
- Beehive Barrier: Like in 2, when armor mode is activated hexagon patterns appear around the edges of the screen.
- Crysis 3 sees the return of the L-TAG (read oversized grenade launcher), the X-43 Mike (read directional microwave gun that cook enemies alive), The Heavy Machine Gun, and a newer version called the Automatic Grenade Launcher. This applies to pretty much ALL Ceph weaponry.
- The Gauss Rifle is no slouch as well. Not only is it a bit more common now, you can also refill ammo for it from special ammo crates, letting you use it semi-regularly without permanently running out of ammo. You're even able to fight Pingers with it in this game, and it can kill them with just 4 shots (3 if you land a hit or two on their rear power core).
- Big Applesauce: Yep, we are back in New York! Except now it's a dilapidated, overgrown, swampy ruin. So I guess it's more like rotten Applesauce.
- Big Bad: The Alpha Ceph
- Big Brother Is Watching: C.E.L.L. have this to a T.
- Big Damn Heroes: How the game starts, with the resistance members coming to free Prophet and killing anyone in their way. Bonus points for the distraction to cover the escape being blowing up half the docks.
- Black Dude Dies First: Subverted. While the original Lawrence Barnes died in 2, the nanosuit has copied his personality and memories, and in the end it recreates how he looked by altering its own structure.
- Clingy Costume: Nanosuits are extremely hard to remove from their wearers, with the majority of removals resulting in the death of the wearer due to shock.
- Cloning Blues: Prophet has a hard time accepting that he is not the "real" Lawrence Barnes. Several people treat him as the same, but often still point out that he is really just Barnes' old suit.
- Clones Are People, Too: Prophet does his best to prove that he is still human, no matter what has happened to his original body.
- Brought Down to Badass: Psycho was stripped of his nanosuit before the game started, a turn of events that provides him with a lot of rage and angst. While it often regulates him to support roles for Prophet, his feats repeatedly remind you that he has serves in BOTH the British S.A.S. and the U.S. Army Special Forces. In the Epilogue, he shows that you don't need a nanosuit to become an apex predator.
- Book Ends: The ending has Prophet falling into the bay of Lingshan Island that Nomad fell into at the start of Crysis 1. The final cutscene shows Prophet, now assuming the form and name of the original Lawrence Barnes, retiring and living on the island.
- Brain Uploading: Nanosuits copy the personality and memories of their wearer, eventually replacing them completely without fully realizing that the original user is gone. However, Prophet/Alcatraz is the only person who's been bonded to a suit long enough for this to happen to them, due to a number of circumstances unique to them (including the original Prophet's suicide at the beginning of the first game and the massive amount of trauma Alcatraz's body sustains throughout the second game causing the suit to replace it at a vastly accelerated rate.)
- Car Fu: You can run over enemies or even just kick cars into them.
- Cassandra Truth: No one would listen to Prophet when he told them that the Ceph are coming back, and that C.E.L.L.'s energy generator has something to do with it. He was proven completely right.
- Central Theme: The main themes of Crysis 3 are "How much are you willing to sacrifice?" and "What is human?"
- Character Development: Psycho undergoes a bit of this due to having to deal with being "only human" against forces that are far beyond humans.
- Elite Mooks: The shielded Ceph Commanders from Crysis 2 have been replaced by Ceph Reavers, who lack the recharging personal energy shields of the Commanders, but have twice as much health as a standard Ceph Grunt instead. They're armed with the same semi-auto energy rifles the Commanders used, though.
- Late Character Syndrome: A firearms example occurs in the FY71 assault rifle (the same one used by the North Koreans in the original game), a standard assault rifle which doesn't show up until the 2nd-to-last level in the game, at which point you already have access to much more powerful endgame-level weaponry such as the Grendal battle rifle, Mod 60 machine gun, or even heavier hitting special weaponry such as the Gauss rifle. The FY71 mostly only exists as a Call-Back to the original game, and for multiplayer use.
- Made of Iron: At the end of the game Prophet survives a re-entry fall all the way from low Earth orbit, despite being unable to survive a fall of more than 40 to 50 or so feet in-game even with Armor Mode (at least not without Soft Water). Somewhat justified in that by the end of the game Prophet is nothing more than a human-shaped mass of nanites, nanites which have had their limiters removed and can now assume any possible shape. It's also not shown how long, if at all, Prophet had to take to recover from said impact.
- Mission-Pack Sequel: Crysis 3 runs on the same engine (and same engine version) as Crysis 2 and uses many of the same assets, to the point that many enemies and weapons are simply re-skinned versions of those from Crysis 2 with identical stats and behavior.
- Soft Water: You can survive a fall from pretty much any height as long as you land in a body of water, which is very useful in the 2nd-to-last level which consists of a number of ruined skyscrapers jutting out of the ocean.
- Spam Attack: The Typhoon (which is effectively a minigun in a combat rifle-sized form) has quite poor accuracy for each individual bullet, but the rate of fire is so insanely high it doesn't really matter.
- Sudden Sequel Death Syndrome: Dane and Bandit, two of Psycho's allies from the nanosuit B-team in Warhead, are killed mid-way through the first level. Nathan Gould is also mentioned as having been shipped off to a Cell concentration camp years ago and is most likely dead.
- Surprisingly Realistic Outcome: The Cell Enforcers are described as Cell's most heavily armored troopers, equipped with powerful support weapons and the heaviest Level VI (in real life body armor rating maxes out at Level IV) armor available. However, they can only resist about 1 or 2 more bullets before dying compared to regular Cell troops (their most impressive feat is requiring 2 sniper rifle torso shots to kill), and are a far cry from the Heavily Armored Mook enemies from most other games. In real life, even the best body armor in existence can only provide so much protection, and won't be able to resist more than a few assault rifle-caliber shots to the same area.
- 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...
- The Unfought: Several collectible intel items reveal that Cell has their own nanosuit operative, Silverback ( revealed to be either Commander Lockhart from the previous game, or his nephew), but you never encounter or fight him at any point in the game.
- Unique Enemy: Ceph Devastators/Heavies are a lot rarer in this game than they were in Crysis 2. You'll only fight about 4 or 5 of them on foot for most of the game, drive past 4 of them in a vehicle section, and blast through about 5 or 6 of them in the final level with your 11th-Hour Superpower.
- You Called Me "X"; It Must Be Serious: Psycho and Prophet mostly go by their code names, but start using their real names in certain stressful situations.