Crysis

The Real-Life Science Behind Crysis' Nanosuit"Nanotechnology offers unprecedented possibilities for progress—defeating poverty, starvation, and disease, opening up outer space, and expanding human capacities. But it also brings unprecedented risks—the specter of devastating wars fought with far more powerful weapons of mass destruction." - Chris Phoenix, Director of Research, Center for Responsible Nanotechnology.


When you step into one of the games in the Crysis series, you step into something called a "Nanosuit." It makes you a stronger, better soldier.


The Nanosuit is supposedly made up of a material called CryFibril, also referred in the game as Nanoweave or Nanofiber. CryFibril is the single most important component of the suit, as it is the medium for the various Nanosuit functions. In Crysis 2, the CryFibril got a major overhaul, making the Nanosuit lighter, stronger and more energy efficient.


Someone at Crytek must have been doing their homework because CryFibril looks suspiciously like a recent real-world breakthrough in nanomaterial technology.


Rise of the digital battlefield—war v2.0

Medical and military scientists alike claim that nanotechnology will transform the future as we know it. With the global proliferation of nanoscale technologies, from the research bench to the consumer market, it is both inevitable and fast-approaching. The question remains though, what will the future landscape look like? The answer really depends on who you ask.


My previous article about nanotechnology in video games—specifically, the Metal Gear series—took a glimpse at how nanotechnology could completely revolutionize the future of warfare. Using some not-so-far-fetched science, soldiers and machines can be integrated into a massive command-and-control network with the help of computers, epidermal electronic sensors and wireless communication systems. The central combat environment would provide detailed battlefield information and control to commanders in real time, in what Colin Milburn (nano culture researcher), dubbed the "Digital Battlefield". Or maybe more appropriately: War—the video game.


"Taking inspiration from the Future Warrior 2020 program, we developed the Nano Fibre Suit [a.k.a Nanosuit) that can enhance strength, speed and armour levels. The player can max the speed and dash across an open field, change to the strength setting and silently punch out a sentry." - Bernd Diemer, Senior Game Designer, Crytek 2006


Does the suit make the man, or does the man make the suit?

Crysis 3 is the newest installment in the Crysis series. For the unfamiliar, Crysis 3 is set in the near future (2047ish) and follows the adventures of Alcatraz Prophet, a soldier equipped with a nanotechnology-inspired battle suit, aptly named the Nanosuit. Prophet must protect the human race from complete extension from the Charybdis, a race of technologically-advanced aliens that are dead-set on our destruction. The Nanosuit comes fully-fitted with three primary combat modes: Armour, Power and Stealth. These modes allow Prophet to battle the Charybdis with superhuman abilities. Let's take a peek behind the curtain and delve into the science of the CryNet Nanosuit.


The Real-Life Science Behind Crysis' Nanosuit Coincidence? I think not—CryFibril on the left and nanoscale carbon (graphene) on the right


CryFibril—fabric of the future or is it already here?

Graphene (pictured above) is a one-atom thick sheet of carbon arranged in a repeating hexane pattern that has some really amazing mechanical properties. It might not look like much, but the discovery of graphene in 2004 was a big deal. In fact, the researchers were awarded the Nobel Prize just 6 years later, which is almost unheard of. So what's so special about this graphene stuff anyways?


Well in short, graphene is one the strongest materials ever manufactured. It has a breaking strength 100 times greater than steel and weighs thousands of times less (10,194 times less to be exact). Graphene can be rolled up into tubes, called carbon nanotubes, which are even stronger than graphene sheets. Carbon nanotubes can then be spun together and woven into fibers which are much more flexible and useful as engineering materials, making them the ideal fabric for the Nanosuit. If you can believe it, carbon nanotubes are even harder than diamond. So it comes as no surprise that research is already underway towards developing carbon nanotube composite body armour for police and military applications as well as building an elevator to space, just to name a few ideas.


The Real-Life Science Behind Crysis' Nanosuit


Graphene can be rolled up into a tube just like a sheet of paper and spun into super strong carbon nanofibers, the perfect material for an armoured Nanosuit.


"From shape-shifting armour to fabric that can turn away microbes, as well as bullets to new power sources, the defense industries are launching major initiatives and planning for Nanotechnology. The basic research in Nanotechnology conducted at these centers will provide the foundation upon which real world applications can be built." - Kevin G. Coleman, Senior Fellow, Technolytics Institute


Maximum Armour

In a pinch, Prophet can divert power to the CryFibril Nano suit armour to temporarily increase protection from incoming high-speed objects, blunt trauma and energy blasts. This process, called Armour Mode, supposedly tightens up the suit's outer weave, which decreases the suit's power upon impact, rather than valuable health.


Interestingly, there is a real world nanomaterial counterpart currently under development called D30 gel. This protective nanogel is a dilatant non-Newtonian fluid, which is a very fancy way of saying it is flexible when moving slowly, but rigidifies upon impact, before quickly returning to its flexible state again. These types of materials behave very strangely. Check it out on YouTube, you won't regret it. Studies have down that D30 gel can absorb much of the energy from a shock or impact, greatly reducing the damage to the wearer. It is already in use in protective sports equipment and is coming soon to a battlefield near you.


The Real-Life Science Behind Crysis' Nanosuit


Shock-absorbing nanogel (D30), real life Maximum Armour


Maximum Power

When Prophet needs to quickly sprint across the battlefield, leap to cover on top of a Pinger or toss a wrecked car at a pesky group of Ceph, Power Mode is the way to go. Power Mode uses up Nanosuit energy for as long as it is active and grants the player superhuman strength.


How can we rationalize this with some real world science? Well, we could talk about a powered exoskeleton like the Raytheon XOS. This would fit the bill in terms of Power Mode functionally but it is hardly a nanoscale technology. No, we need to go smaller, much smaller.


An international team of researchers lead by Ray Baughman at the University of Texas have come up with a nano-sized alternative. They have developed an artificial nano fiber muscle. These nano fibers are made up of ropes of carbon nanotubes which are twisted together into thicker yarns and set into paraffin wax.


The bundles of nano fibers can contract rapidly when exposed to heat or electricity, up to 200 times stronger than human muscle. The manufacturing process will have to be improved to weave larger fabrics, like our trusty Nanosuit, but the basic premise checks out.


The Real-Life Science Behind Crysis' Nanosuit Ropes of carbon nanotubes can be spun into thicker yarns forming high strength artificial muscles.


"Military camouflage outfits that blend with a variety of environments without needing an outside power source—blue, say, when at sea, and then brown in a desert environment—is where this work could eventually lead." - George Bachand, Team Leader, Sandia National Laboratories


Cloaking

Is there an annoying Ceph patrol up ahead guarding the objective? Need to sneak by a sentry and avoid being detected? No problem. Disappear from sight with Stealth Mode. This Nanosuit ability also drains power but makes the wearer invisible. The suit's surface can dynamically scan the surrounding area and modify its skin colour to match in real time. This is the principle behind active camouflage. Animals like the octopus, chameleon and sea horse have already figured it out. Humans, on the other hand, are still working on it.


One of the first experimental active camouflage prototypes came out of the lab of Susumu Tachi from University of Tokyo in 2003. They developed a camouflage system in which a video camera captures the background behind an object and displays it on a cloth in front using an external projector. It didn't really work very well, but it inspired others to try and make their own cloaking machines. There are several new approaches currently under development using metamaterials which can actually bend light around an object. This technology only works for extremely small objects, so what about our Nanosuit?


The Real-Life Science Behind Crysis' NanosuitThe secret behind Susumu Tachi's active camouflage prototype


Researchers from Sandia National Laboratories (a subsidiary of Lockheed Martin) have been working on a dramatically different strategy since 2009. The principle is to fabricate a material with differently-coloured lights attached to motors, which are embedded at the surface. These lights can be rotated and turned on and off dynamically to match the colour of the surroundings. Sounds pretty straightforward right? Well it is, until you scale it down to the molecular level.


Their motors are not electric; they are protein motors which run on tiny microtube rails. Their lights don't have bulbs. They are made up of quantum dot nano crystals. Quantum dots are highly fluorescent nanoscale metal semiconductors which can absorb and emit light of different wavelengths (colours). They are commonly used in nanomedicine as imaging and diagnostic tools due to their small size and favourable optical properties.


Now imagine millions of quantum dots that are differently coloured (red, green, blue) all moving around in controlled patterns at the surface of the Nanosuit. By controlling the intensity and position of these quantum dots, and with the proper video input to capture the surrounding environment, you could get very energy-efficient cloaking. While this technology is clearly in the early stages of development, it is an interesting possibility and one to consider for the Nanosuit.


"Video game traditions here shape the way that military nanoscience presents itself to the public... striving for a digital future where wars are rebootable and soldier's lives are replayable, thanks to the struggles of intrepid researches." - Colin Milburn, Nanoculture Researcher, Everyday Nanowars: Video Games and the Crisis of the Digital Battlefield


It is a wild, wild world down at the nanoscale, and scientists are just beginning to scratch the surface. Whether in our socks and sunscreen, or on the dystopian battlefields of the future, it won't be long before products made with nano technology are an inescapable part of our everyday life. I tip my hat at Crytek for coming up with an extremely cool (and more-or-less plausible) science-inspired Nanosuit.


No offence to Alcatraz, I think it is pretty clear that in this case, the suit makes the man.


Kevin Neibert is nanotechnology researcher at McGill University and Science Media Consultant at Thwacke! Consulting. Follow him  @ThwackeMontreal and like us on Facebook.


The Real-Life Science Behind Crysis' Nanosuit


How Nanotechnology is Portrayed in Video Games – The Metal Gear Solid Saga

"The principles of physics, as far as I can see, do not speak against the possibility of maneuvering things atom by atom. It is not an attempt to violate any laws; More »



Crysis - contact@rockpapershotgun.com (Alec Meer)

OK, OK, I admit, I want an Oculus Rift and I will do unspeakable things to any human being of your choice in order to get one. (Er, better not hold me to that.) Stereoscopic 3D in games has left me either unmoved or with a headache to date, but these VR goggles are so much more than that. They mean videogames BEAMED DIRECTLY INTO MY BRAIN, or thereabouts and, as this video of an OR modification for Crysis demonstrates, they also allow the use of natural head movement to look around game environments. (more…)

Crysis
Crysis VR


Listen, developers: if you're planning to add Oculus Rift support into your games, you'd better do it quick. Wait too long and modding powerhouse Nathan Andrews will beat you to it. He's unstoppable. Fresh from taming the Source engine to add head and gun tracking to Half-Life 2 and Black Mesa, he's now turned his attentions to the CryEngine, and has a video of Crytek's first nanosuited outing running with the tech.



"I ported the Half-Life 2 VR mod that I've been working on over to Crysis and Crysis Wars (and also Cryengine 3 if anyone is interested in building a game from the ground up with VR support)," writes Andrews, as if it ain't no thing. The mod's not yet complete - as you'll see in the video, it's lacking crosshair tracking and iron-sights, making aiming a bit difficult. Still, as proof of concepts go, it's undeniably impressive.

This may be the thing that pushes me over into actively wanting an Oculus Rift. The device has always seemed interesting in an academic way, but the chance to go Predator through Crysis' jungle island sounds simply irresistible.

Given that modders are geniuses who can do anything (probably?), which games would you love to see running in VR?
Mass Effect (2007)
Mass Effect 3 DLC casino


We've heard from Crytek on the stacked odds next-gen consoles face against PCs in the ongoing struggle for graphics glory, but BioWare has some thoughts on how money factors into whatever dances across your screen. In an interview with OXM, Art Director Neil Thompson believes the next graphics tier will represent "a big leap" for studios, but any such progression "won't be as obvious" due to already ballooned budgets.

"People will do things in a cleverer fashion—and I have to be careful here as there are non-disclosure agreements involved; I think they'll be better prepared, shall we say—but we can't see a ten-fold team increase again as the budgets would just be ridiculous. You'd have to sell 20-30 million copies before you broke even," Thompson explains.

Though Thompson's comments deal more with the generational differences between consoles instead of PCs, his stance on developers staying economically aware as they push their games' visuals further seems pretty universal. It's a far cry from the consumer side of the issue, as gamers can achieve comparable visual quality with a setup costing as little as $600.

"I think the main thing is that the industry doesn't get itself into a corner where it becomes economically nonviable to make a game," Thompson continues. "The last technology iteration caught folks by surprise, especially with the number of people you needed and the skillset jump that was required to do the work that people expected. In the last generation, the perception was that it was going to be a ten times improvement over the previous generation."

Check out the rest of OXM's interview for more of Thompson's words on BioWare's art direction and life at the studio.
Crysis

Ah, So That's Why Crysis 3's First Level Is So Terribly SlowIf you've played Crysis 3 on the PC, you've probably noticed that the first level, even on a powerful system, chugs. Badly. It gets you off on the wrong foot with the game, because you start worrying more about hardware than the experience, and that sucks.


Stick with it, though; bizarrely, as the first level's tight corridors open up into vast expanses of a ruined New York, Crysis 3 runs a lot smoother. Which doesn't make sense, seeing as it should be the other way around.


This weird scenario has a weird solution, though: it's all to do with ropes. Yup. Ropes.


Modder MaLDoHD, who has done some very fancy work on Crysis 2, discovered that, for whatever reason, the ropes used in the level to hold up cargo containers are cutting people's framerates in half.


When the ropes are stationary, everything's fine and dandy at 60fps. If they move in the wind or are shot at, though, things can drop to under 40fps (that's the rate recorded by MaLDoHD... for me, it was much, much lower).


Strange, yes, and currently without a fix, but at least now you know it's the game's fault, and not that of your hardware.


Performance bug in Crysis 3 first level [MaLDoHD, via PC Gamer]


Crysis

Remember the dancing CELL soldiers from Crysis 2? No? Well, either way, the easter egg is back in Crysis 3—all you have to do is press a certain button while in a certain menu. Check out this video by Game Front to see what I mean.


Also visible: frogs and robots. And, sure, Prophet himself (but that's not as interesting!)


Feb 21, 2013
Crysis - contact@rockpapershotgun.com (Alec Meer)

Crysis 3: a first-person shooter set in a post-apocalyptic, alien-invaded New York, in which you wear a Nanosuit which enables you to temporarily become invisible, damage-resistant or able to leap moderately-sized walls in a single bound. It has a lot of graphics. It’s out now in the US, and tomorrow in the UK. Here is an opinion.> (more…)

Dead Space (2008)

EA Lays Off Staff, May Have Shut Down Army of Two Developer Visceral MontrealElectronic Arts has laid off a number of development staff in both Los Angeles and Montreal, the publisher confirmed today.


We're hearing from multiple sources that they've shut down Visceral Montreal, the studio behind upcoming shooter Army of Two: The Devil's Cartel, but EA wouldn't confirm or deny that news.


However, in a statement to Kotaku, an EA spokesperson confirmed layoffs:


Today EA internally announced some adjustments to select development teams to align staff and skills against priority growth areas, including new technologies and mobile. Many employees are being retrained for new positions; however a small number will be released. These are great, talented people and we wish them well. EA is growing globally, and we expect our headcount to increase this year.


When asked whether Visceral Montreal would shut down, an EA spokesperson said "Not disclosing impact on individual teams or studios."


EA's Frank Gibeau also addressed the layoffs in a post on the company's website:


EA's leadership on these high-growth platforms allows us to retain and attract the industry's best talent. Thousands of our existing employees have been retrained and redeployed to work on the new platforms and initiatives. But when it is not possible to redeploy a team, we soften the tough decisions with assistance. This week we let some people go in Los Angeles, Montreal as well as in some smaller locations. These are good people and we have offered outplacement services and severance packages to ease their transition to a new job.


Visceral Montreal is the developer behind shooter Army of Two: Devil's Cartel, scheduled for release on March 26 for Xbox 360 and PS3.


BioShock Infinite
Face_Off_crysis


In this week's debate, Evan argues that Crysis 3 is the best-looking game in gaming, while Tyler isn't wooed by its tessellated vegetation and volumetric fog shadows. It's undeniably impressive tech, but does Crytek still wear the graphics crown?

We assault, parry, and counter-parry on behalf of both sides in the debate below. Make your own case in the comments, and jump to the next page for opinions from the community. Evan, you've got the floor:

The Debate

Evan: C’mon, Tyler, have you seen Crysis 3? Go ahead, look at it. I’ll wait here.



Tyler: Oh, I've seen it. CryEngine is technically fantastic. Just like Thomas Kinkade was a technically skilled painter. But do I like his paintings? Not at all. Now Evan, I know you've seen BioShock Infinite. If Crysis 3 is a Kinkade, BioShock Infinite is a Norman Rockwell.

Evan: BioShock is beautiful, and I’ve talked with Irrational a bunch about what they’re doing to make the game look as good as it can on PC. Infinite’s art direction is inspiring, but I don’t think its fidelity and effects approach Crytek’s stuff, to be honest.

Man, we sound like a stereotype of teen girls, don’t we? “Oh my god Tyler, Orlando Bloom is so much cuter than Ryan Gosling, I don’t even know you anymore.”

Which would be a better date, Crysis or BioShock?

Tyler: Psh, Gosling is way cuter, but I see your point. If not technical quality, we're arguing a subjective preference for one style or another. But we can still argue it. Art criticism is valid, and if it isn't, my doodles are just as special as Crysis 3’s art direction, because that’s just my opinion.

Evan: We have to consider both sides, though. Crysis is totally concerned with maximum performance, and that theme extends to the technology that drives the art as well as the art itself. Beauty is in the eye of the beholder and all, but Crysis also wins from a quantitative standpoint. The gun models are carefully animated, but they’re piled with polygons. Wall textures in obscure corners of levels are given an unusual amount of care, but they look higher-resolution than any other game. In terms of raw texture quality and the 3D and 2D assets Crytek puts into the game, it’s evident that Crysis 3 is the prettiest thing on PC. Even the damn grass is innovative.

Tyler: I see we've hit the semantics hurdle already. It's hard to avoid in debates like this, but let's try to leap over it. “Prettiest” can mean a lot of things. I’m not taking it to mean “great anti-aliasing” or “look at all that grass!” To me, it could mean Limbo’s black and white film reel or Mirror’s Edge's stark playgrounds. Can you argue for Crysis 3 on those grounds?

Evan: Sure, but as PC gamers we’re interested in what our handmade machines can do. If someone asked you “I just built a PC. What game will really show me what my hardware can do?” would you recommend Limbo over Crysis 3?

Tyler: Alright, maybe not, but if you want to go technical, mods make Skyrim and GTA IV way more fun to look at than Crysis 3's rusted metal and overgrown foliage. iCEnhancer is insane.



Evan: iCEnhancer is a terrific mod. It’s a great demonstration of what’s possible on PC. And I don’t want to shrug off the effort it took to make it, but it isn't a comprehensive approach to creating something visual and interactive. It’s CG for the sake of CG. It’s novelty, to some extent, like the Star Wars special editions. Great visual design originates from an artistic vision and having the technology to convey that vision. Crysis has both sides of that.

Tyler: So you agree it’s not just about cranking up the polycount, but I disagree that Crysis nails the vision side of things. If I were going on vacation, I’d much rather book a tour through Skyrim’s snowy peaks and shimmering lakes.

Evan: Yeah, it’s obviously not all about stuff like polycount, but if we’re comparing two 3D, first-person games, the technical quality of assets matters. It’s the reason Skyrim’s characters appear slightly flat to me—they feel like inexpressive NPCs, and Psycho feels like a virtual person.

Skyrim's Mr. Corn Cob Horns

Crysis 3's Psycho

Tyler: Your counter-argument is vanilla Skyrim, but I'll go with it anyway. Yeah, it's got some blurry bits, but a trip to New Zealand with my glasses off is still better than visiting a movie set with 20/20 vision.

Skyrim is so full of character and variety. It's got this unique sense of scale, where mountains somehow feel like huge miniatures. It's got- well, I could go on, but instead I'll just show you my tribute to it:



Crysis 3 just doesn't do that to me—It's got some lovely swaying grass, but for all that foliage it doesn't feel alive.

Evan: Skyrim is pretty, but not nearly as impressive. I guess I judge visual experiences more on how intensely (and how often) they produce that feeling of “I can’t believe this is coming out of my PC.” Or “I can’t believe this isn't pre-rendered.” Those moments that raise the bar in my mind of what computers can do. Crysis does that more than any other game for me.

Tyler: Does it? Crysis 1 got us so used to holding the series up as the benchmark for PC power that it’s become our default, but it’s not 2008 anymore. Have you seen Witcher 2 with ubersampling? It’s called “ubersampling,” man, how could we ignore it? And don't forget about RAGE. We didn't totally love the game, but damn it looks good.

Sorry buddy, id is still the tech leader. Since you like comparing characters:

A passive gaze in RAGE.

Evan: Two bandanas? CryEngine can only render one; I am defeated.

But yeah, I actually had forgotten about RAGE. It speaks to id’s technical strengths that they can take a brown setting and make it look that beautiful. I’d be willing to say that RAGE’s acrobatic mutants are better-animated than Crysis’ bad guys. But I’d rather be in Crysis’ sunny, overgrown jungle than RAGE’s bright, barren desert.

Psycho in his debut role on Are You Afraid of the Dark?

Tyler: No fair choosing such delightfully dramatic lighting.

Evan: I just like the idea of Psycho telling me a ghost story behind that flashlight.

Tyler: It'd probably be way better than some silly story about slapping a “Nanodome” over New York. Forget about people faces, there’s something really special about RAGE's rock faces. Look at them for a while, and you realize that they haven’t had a tiled texture slapped on like, say, almost every other 3D game before RAGE. The whole surface has been hand painted with virtual texturing. Yeah, that’s something John Carmack invented. Have fun with your dumb non-virtual textures.

I asked id’s Tim Willits to help explain, and he said something that's hard to argue: “Michelangelo could not have painted the Sistine Chapel using procedurally generated textures.” Hear that? id Tech 5 would totally be Michelangelo’s preferred engine if he were alive today. Alright, maybe that's not exactly what he was saying, but it makes the point: an engine that removes limitations from the artist enables better art.



Evan: Virtual texturing is an exciting technique, and I’d love to see it used and iterated on more. But innovations in how flat, static surfaces are rendered don’t excite me as much as the improvements Crysis 3 made to lighting, animated vegetation, and character tessellation. The game has more moving parts, and they all feel authentic. Here’s a trailer that pans through some of the improvements:



Tyler: Alright, so that’s some stunning simulation. I especially like the “dynamic water volume caustics.” Still, I think you might have something else to say about “flat, static surfaces” when Arma 3 comes out. Its scale is incredible and the lighting is gorgeous, but check out that repeating ground texture. Blech! It and Crysis 3 would benefit from id’s technology and artists.



Evan: Oh, whatever. Arma 3 is a huge step forward from Arma 2, and I could even write a massive defense of Arma 2’s visual design, flawed as it is. The animations are rigid, and most of the textures look like they were picked up at a garage sale, but it’s one of the few games (with Crysis) where I go out of my way to run through grass because I love how authentically it animates.

It’s easy to be critical of all of these games. I don’t like Crysis 3’s overuse of motion blur (though some console commands can help with that). But we’re here to name a king—the best-looking game on PC. And I think Crysis’ sci-fi setting, neon weaponry, uncompromising approach to movie-like effects, and Crytek’s incredible engine represents the best-yet combination of aesthetics and technical quality.

Tyler: We'll see about that. You managed to derail my train and put it on the tech track, but now I’m re-railing it: objectively, both CryEngine and id Tech are superior to Unreal Engine 3, but BioShock Infinite is still better-looking. It’s got more style than Crysis 3 has blades of grass, and that’s where it counts. The magic isn't in the fancy shaders or even virtual texturing: it’s in the idea-havers and the art-makers.

Follow Evan, Tyler, and PC Gamer on Twitter to react to our battle prompts as they happen, and see how the community responded to this one on the next page.




@pcgamer modded or un-modded? Because I'm pretty sure you can make Skyrim look better than real life if you install enough mods.

— superkillrobot (@superkillrobot) February 20, 2013
@pcgamer technology wise? Probably. Art direction? Imagination? Notsomuch.

— Tony Heugh (@standardman) February 20, 2013
@pcgamer Definitely, no contest.

— Jake (keyboardN1nja) (@keyboardN1nja) February 20, 2013
@pcgamer For me, I gotta say Battlefield 3.

— Tribesman Gaming (@tribesman256) February 20, 2013
@pcgamer it is definitely, by far, the best unmodded game in terms of raw graphics ever. It just is. Real time caustics. 'Nuff said

— Kai Moseley (@Kibby_Cat) February 20, 2013
@pcgamer Yes, from a tech perspective. Psycho's model is IMO the most realistic looking human model in a game yet, coming from a #BF3 fan.

— Gerardo Pena (@Tobi5480) February 20, 2013
@pcgamer Crysis 3 does look fantastic, but something. about the snowstorms in Skyrim just blow me away.

— NSVG Blog (@NSVGBlog) February 20, 2013
Crysis

The bow and arrow in Crysis 3 might throw off the game's balance, but it's still a pretty cool piece of gear. And it seems every time there's a bow and arrow in a video game, it winds up having explosives attached to it.


In this video from RatedRR, host Richard Ryan loads his compound bow up with explosive-tipped arrows and blows up watermelons in slow-motion. It's about as cool as it sounds. Hopefully next he'll do it while invisible...


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