Crysis 3 Changes Sprinting Functionality

Crytek’s Crysis series has been hailed for various reasons, but there has been one area that has consistently let down players. Of course, I’m talking about the sprint ability. Simply running activates speed mode, eating up precious nanosuit energy. Crytek has finally taken notice of their design flaw and have remedied the issue in Crysis 3 thanks to the addition of unlimited sprint.

Adam Duckett revealed the following during an interview:

So one thing we noticed with Crysis 2 was anyone who sprinted to a firefight would die, because they were essentially eating into their armour so we’ve decoupled that to prevent that and create a cleaner, crisper and more user friendly experience.

All of that extra energy is going to come in handy as the team has altered other aspects of the game to reflect the new nanosuit energy surplus. Here’s what’s being changed:

Because we made the decision early on to decouple sprinting and suit energy, it allows us to create bigger running environments. So it was no longer a case of, you know, all jumps must be able to be made by sprint power jump and also normal jumps. You could actually just make these vast expansive environments where free running became a big part of it. You’ve got your vault mechanic as well. It’s not just the ledge grab from Crysis 2, which allowed you to get higher up; this also just allows you to interact with the environment. It doesn’t mean we have linear rooms anymore. It means that if you think you can get over there, you probably can. It allows us to create more versatile environments.

If you weren’t already excited about Crysis 3, you really should be now. Be sure to check out the title on PC, PS3 or Xbox 360 in February next year.

One thought on “Crysis 3 Changes Sprinting Functionality

  1. Is this a specifiction of single play? I heard MP has “separated suit energy. armor, sprint, cloak”. But I didn’t hear about SP.

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