

Backed up against the wall with two shields and a shotgunner covering the only entrance, we were in a nigh-on impregnable position. I really like winning at stuff, so when Dan, Chris and I discovered our dead-end sewer in Hunter mode was a pass to an easy Hunter mode victory, we gravitated toward it on all successive rounds. With friends it was fun, but I won't bother playing on release. Neither mode was original or perfect the Hunter's bow is spectacularly inaccurate (so I just meleed victims to death) and Crash Site is unbalanced by the overpowered Pinger. It took me four rounds to build a custom class and the silent sub-machine gun class I built was so crap that I dropped from the top of the leaderboards to the bottom for the last session.

Unfortunately, the game spends so much time telling you how great you are at the end of each round that there's no time to change weapons. This meant that I was unlocking all sorts of goodies as I levelled up rapidly. Thanks to this tactic, to my preternaturally good skills at running away and hiding, and to my luck in driving the stupidly-lethal Pinger (a giant tripedal robot) in the Crash Site mode, I found myself at the top of the leaderboards. It doesn't speak well of a multiplayer mode if it incentivises you to hide in a tiny area, hurling your shield whenever your proximity sensor beeps too much or when the water at your feet starts sloshing too rhythmically. "Why did CounterStrike get rid of riot shields again?" Rich, Chris and I wondered, as we squatted side-by-side in a sewer, like the dirtiest phalanx. The 'hero closet' defense might be obnoxious and unsportsmanlike, but it's also really funny to follow the radar to a clot of red only to find a bunch of soldiers hiding in a pipe.

I've died under piles of the death discuses. If it so much as grazes the covert killer's knees, then he drops. They can be tossed with lethal force by the defenders. Crysis 3 finally remembers that there was an element of slapstick in the first game, and the shields are a nod to that. It turns a potentially tense situation into a hilarious dash for cover: pipes with one exit were coveted by the stalked, they'd cover into them like the cowering cowards that they are (unless I was with them, in which case it's a tactic of unparallelled genius), holding onto the shields that dot level, and putting up an ad-hoc human wall. Such a get-up should leave me slowly stalking people through the leaves and streets, but there's also a two-minute countdown to contend with, and any normal character killed is turned into a Hunter. He's always cloaked, and armed with a bow. No, Hunter is where I'll probably spend some time post single-player.Įveryone knows I have an affinity for cloaked characters with one-hit kill skills, and dropping into the transparent boots of the Hunter was instantly gratifying. I enjoyed Hunter a lot more than Crash Site, though the latter was standard-issue manshootyface fun.

I am the opposite of Tom, so much so you can just call me Mot.
