Crysis 2

As PC Gamer editors, we've sworn an elaborate blood oath by which all of our waking time, in some fashion, must benefit our readers. When we're not writing, we're required to be playing games with you: League of Legends, TF2, ArmA 2. Today, we've added a Crysis 2 server (the "Sad Nun") to that set of multiplayer arenas. Here's the info:

Name: PC Gamer | Sad Nun - CrySister
IP: 8.17.251.180:64000

If our turf is too intimidating, we'd encourage you to consider our provider, Art of War Central, for a server of your own. Like a reliable, server-running bumblebee, AoWC has pollinated our multiplayer play for more than a year. Once you've played a bit, feel free to suggest specific server settings (we'd like to keep it ranked, for now) or map rotations in the comments or on our Crysis 2 community forum.
Crysis 2

Crysis 2 Delivers a Stunning Standout Ensconced in a suit of modern day armor, Force Recon Marine "Alcatraz" can survive high rise drops, turn invisible and absorb the impact of machine gun fire. But his augmented Nanosuit is most powerful when it stops working.


It's during those moments in Crysis 2 when the player loses control, when the suit reboots and the character is forced to his knees under its weight and crawls through scenes, that gamers are reminded of the frailty of the human body and the power of the foes he faces. This is when the suit is most powerful, not just as a mechanism of play, but of storytelling.


Crysis 2 picks up three years after the events of the original shooter, dropping players into a sometimes misbehaving suit under the control of a marine as desperately confused about his situation as you will sometimes be. What you know, what he knows, is that aliens and an infection are decimating Manhattan and you need to reconnect with a scientist to help save the day, and the city.


Why You Should Care

Crysis released among much fanfare as a game that not only would push the boundaries of what could be delivered by your gaming rig, but also what should be expected of a first-person shooter. Crysis 2 promises to exceed that, bringing not just to PC gamers, but also console gamers, a title that pushes past the jungles of previous Crytek games and does so with more modest hardware requirements by today's standards.


What We Liked

More Refined Nanosuit: Beyond the extravagant graphics and lush environments of the Crysis series, it is the protagonist's Nanosuit that helps to set this game apart from other first-person shooters. This time around the suit has been optimized. It still delivers all of the same over-the-top abilities to your character, but without the need to do so much button pushing. With the Nanosuit 2 you only have to choose between armor and stealth modes. Things like super jumps, power melees and faster running are done automatically. This frees you up to concentrate more on the action and less on the toggling.


Crysis 2 Delivers a Stunning Standout
The Nanosuit 2.0 is damn sexy.

Pure Energy: Even though the strength and speed options of the new Nanosuit are essentially automated, doing things like running, jumping and power kicking still suck up energy, as do the stealth and armor modes. And it's that constant monitoring of your energy levels that help to shift the game from pure shooter to something more akin to a strategy title. Now you have to balance whether you want to slowly walk through enemies in stealth mode, or risk running by them, draining energy reserves early and showing up while still in their midst. While energy management is as important as health and ammo in Crysis 2, its designed to not be so distracting that it detracts from gameplay. What you're left with is an experience that feels deeper and requires a bit more thought than a what you might expect from a shooter.


Tactical Options: Crysis 2 is every bit a first-person shooter, which means it's a linear experience that guides players from one scene setter to the next and wraps the entire thing in rolling gun fights. Except when it doesn't. While a bulk of the game is made up of point A to point B travel, the developers did a great job of breaking that up with wide-open battlefields that push gamers to explore their options. Players can activate a Nanosuit visor that scans and identifies not only enemies and weapon caches, but also tactical points, like where you can flank an enemy or great vantage points for sniping. You can ignore all of this, you don't even need to use the visor, but the game's later missions become so difficult that surviving without that momentary pause and tactical reflection become much less likely. Combined with the need for careful energy management, these tactical moments help to distance the game from other shooters.


A Story Apart: Crysis 2 starts and ends seemingly detached from the series. There is a three year gap between the cliffhanger ending of Crysis and the slightly confounding opening of Crysis 2. While some characters return, most notable Nanosuit-wearing Prophet, the game could easily be played apart from the prequel. But that's not a bad thing. The game's flashbacks and driving plot that involves an alien invasion of Manhattan provide a compelling reason to play the game. Powerful use of the malfunctioning suit and how it anchors you to a spot during pivotal moments, highlight the intensity of the game and its story.


Dichotomous Environments: Crytek made a name for themselves by creating gorgeous games set in lush jungle environments. This time around they wanted to prove that they can do more than jungle backdrops. Their take on a Manhattan in ruin is ample proof of that success. The towering city is depicted as canyons of glass and steel, pockmarked cityscape and, yes, lush parks. This blending of war-torn urbanism with corrupted park environments creates a wonderful visual dichotomy rarely seen in modern day shooters.


Plentiful Customization: The game gives players tons of ways to customize their experience, from upgrades to the suit to the list of tweaks and upgrades you can perform on weapons. All told there are 22 weapons and 11 attachments which can be mix and matched in both single player and multiplayer modes.


Massive Multiplayer: Crytek wasn't content to push the elements of their 7-hour-or-so campaign, they also crafted a deep, engaging multiplayer experience that feels different enough from the current slate of online shooters to be worthy of ample time investment. And you're going to need it because Crysis 2 gives you very little to start with in the online modes. Everything from new suit abilities to weapons to modes have to be unlocked through plentiful online play. Once unlocked, the game delivers a sort of shooter experience that has a different sense of tactics, speed and play than what I've grown used to over the past few years.


What We Didn't Like

Strange Enemy Behavior: Enemy artificial intelligence can be the lifeblood of a single-player first-person shooter. Unfortunately it has some issues in Crysis 2. While there were times when I was impressed with how cleverly the bad guys, be they CELL soldiers or aliens, reacted to my presence, there were also times when their nonsensical response was moment-killing. For every dozen or so encounters that had soldiers flanking me, returning fire from cover and shooting off flares for help, there was one soldier running into a wall until I walked up behind him and killed him. It's not so prevalent that it kills the experience, but it does dampen some of the fun at times.


Video captured off of the PC version of the game.

Console Textures: The Xbox 360 version of the game seemed to struggle at times with the game's many and detailed textures. Entire buildings would pop into view at times, the sidewalk in front of me would go from detailed to looking like a blurry facsimile and occasional character's faces looks like something created with charcoal not computer graphics. (Ed's Note: We received the 360 version prior to the game's launch. We got the PC and PS3 version today. Stay tuned for our comparison of all three.)


The Bottom Line

Among a wealth of high-quality, modern-day first-person shooters, Crysis 2 still manages to stand out. It is a game that marries tactical with action, urban landscape with garden paradise, a wonderful campaign with an eminently replayable online experience. From this mix emerges a game that delivers just as many memorable experiences offline as it does on.


Crysis 2 was developed by Crytek and published by Electronic Arts for the PC, PS3 and Xbox 360, released on March 20. Retails for $59.99. A copy of the game was given to us by the publisher for reviewing purposes. Played through the game's single player on Xbox 360 and multiple rounds of multiplayer on the console. Played through several missions on PC.


System Specs: Intel i7 @ 3.4 GHz, 8 GB memory, NVIDIA GeForce GTX 580, running on an SSD at 1280X1024 @ 60fps under Crysis 2's "Extreme" setting.
Crysis 2

One World! One Release Date!PC gaming site Rock, Paper, Shotgun has kicked off a little campaign called "No Oceans". It's aimed at synchronising PC release dates around the world. And I can't think of a better campaign to get behind.


Right now, for example, it's Wednesday night on march 23 here in Australia. I've had a copy of Crysis 2 downloaded from Steam for a few hours now. I can see on Twitter, and in our comments section, that people are playing the game. I can't. Not until Thursday. Why? Because that's when the game "unlocks" in Australia, granting me access to the thing.


The notion of restricting downloaded content based on national borders is absurd. The internet makes a mockery of individual markets, because we're all here, together, at the same time and in the same place. Keeping me from a game that others are playing based on my geographical location, when I downloaded, will play and talk about the game on the internet, is just stupid.


While there are reasons for delays when it comes to physical copies of games (those things take time to manufacture and ship around!), there's no excuse for this kind of artificial division of a game's fanbase. If the downloadable version of a PC game (or XBLA, or PSN!) comes out at a certain time in the US, or Europe, then that should be the time it's released (or unlocked) everywhere.


And the retail copies? The very things that are maintaining these artificial divisions at the behest of publishers and retailers? Well, a better job needs to be done of getting them to stores around the world. Stop this nonsense of games releasing at one point in the week in the US, at another in Australia and another still in Europe.


As RPS' statement says, it will be a lot of work for all parties involved. But it's work that needs to be done.


No Oceans: Call For Worldwide Release Dates [Rock, Paper, Shotgun]


Crysis 2

For a series built on its graphical prowess, the options in Crysis 2 on PC are a little on the bare side. These command line tweaks should improve things.


Crysis 2

So it turns out Crysis 2's graphic settings leave much to be desired. With a pitiful four options in your graphics settings menu, Crysis 2 falls far short of the tweakability we enjoyed in the original game. But as a Steam forum commenter pointed out, we don't have to settle for the pitiful slim pickens our console friends are stuck with. By enabling the console (the "~" key) you can unlock more than 47 graphic and gameplay tweaks.

Go here for the entire list and start playing like a PC gamer should!
Mar 22, 2011
Crysis 2

An alien dropship hums overhead, trailing otherworldly ruby-red fumes from its engines. The patrol craft spits shining metal pods at the earth as it passes. Embedded in the city street asphalt, the pods pop like pressurized eggs; three raptor-legged, inquisitive Ceph soldiers spring out.

They can’t see me, but I’m a mere 20 feet away, invisible, steel feet perched still atop a shipping crate. I’m holding the wrong gun for this—a microwave gun would’ve been ideal—but I don’t care. I love the way my SCARAB assault rifle’s laser sight attachment seems to wander organically, slightly out of sync with my movements, illuminating what I’m about to kill. I center it on the aliens’ weak spot: an exposed patch of pink-goo translucence where tendrils dangle—like Cthulhu’s tentacles—from their back.





As the aliens’ formation fans out, I seize the moment and fizzle out of stealth mode. Eight rounds ping the Ceph commander, but he doesn’t die. In two seconds, he’ll activate a shield that makes him four times harder to kill. I can’t take him down in time—I need to flee. I sprint-leap off the container and tap Q; the voice in my head murmurs “MAXIMUM ARMOR,” and I hear my suit’s skin go hyper-dense, just in time to absorb the fall damage. I backpedal into an alley—my armor can’t sponge the damage from another energy blast. I need to find cover, but turning to look in the direction I’m walking would cost a precious second that I don’t have.

I think my back is near a wall—I’ve got to trust that that’s true. I spend my last Nanosuit energy on a hail Mary blind leap, holding the spacebar as I mentally cross my fingers. I hear a robotic whoosh—like a high-tech trampoline. Twenty feet off the ground, my feet find a cobblestone ledge. I cloak and dart off. I’ve never felt more like Batman in a game—and that includes Batman games.

New York minuteman

Crysis 2 is at its best when it puts you in situations where you need to pivot and make creative use of your billion-dollar tactical tuxedo—the Nanosuit—to stay alive. It gives rise to moments like that last-ditch super-leap, applying timely cloaking to stealthily leapfrog between cover to execute a flank, or activating armor so you’ll survive a point-blank barrel detonation that wipes out every enemy around you.

The game provokes these on-the-fly decisions with bad guys that are durable and alert. Crysis 2’s opposing force comes in two forms: human mercs working for the Crynet corporation (the creators of the Nanosuit) called CELL, and the Ceph, a race of invading invertebrates in robotic exoskeletons. Both factions are more about being challenging and fun to shoot than unpredictably intelligent.

The Ceph are better—their hand-to-hand Assault units and rifle-wielding Grunts occasionally hop across chasms to reach you or escape; hulking Devastators might fire an energy missile to flush you out after you’ve just cloaked. They do feel somehow a little less fluid and dastardly than the creative Koreans of Crysis. That doesn’t make them less entertaining per se—they’re just more likely to overwhelm you with sheer force and durability than unexpected maneuvers.



Less impressive is the way these antagonists are awkwardly woven into Crysis 2’s story. As the game opens, New York City has already been decimated by a Ceph bio-weapon virus. Any citizens that didn’t evacuate became gory hosts to the crippling disease, and the first few levels are spent sprinting across town to retrieve a scientist working to combat the outbreak. Then the focus immediately shifts and the virus is almost completely forgotten.

The Ceph are ravaging NYC with snaking obelisks that release spores while CELL is clashing with US Marines and trying to capture or kill you—the only hope for humanity. Why they’d want to do that is never made clear.

It’s distracting that your focus as a hero is split between several interchangeable threats—the virus, the Ceph, CELL, evacuating New York or the Nanosuit’s mysterious creator who chimes in later on. It also undermines the sense of commando empowerment your suit supplies when your orders come from four different characters over the course of the game.

We’ll do it live

Of course, playing Crysis 2 for its story would be like buying fireworks to read the warning label. The heart of the game is its setpieces—a series of open, mini-ecosystems that stage combat with carefully placed enemy patrols, ammo caches, backdoors, and urban debris to fight around.

When you enter one, it’s usually from above—through a windowsill or over a rooftop. I love how giving you this vantage creates dozens of moments where you’re meant to cloak up, survey your options, and hash out a plan of action which usually goes wonderfully awry. My favorite is a midtown dock occupied by CELL. I entered through a windowsill ledge overlooking a series of small warehouses that extend into the water, connected by plank bridges lined with fuel barrels that tempt like ripe fruit. I died three times here as I experimented with unsuccessful, terrifically fun techniques: the “Reverse Depth Charge,” where I swam deep underwater with enemy-illuminating Nanovision active, then surfaced to lob a grenade or C4; stealthy rooftop sniping; and a reckless dash for a mounted turret—I hopped on and mowed down three soldiers, then ripped the gun off its bipod, leapt off the rooftop, and bagged four more kills before my Nanosuit couldn’t deflect any more bullets.



By comparison, some of the urban streets and close-quarters combat areas that act as the connective tissue between these scenes are underwhelming. New York promotes much less of the exploration, emergence and casual application of inhuman power that the tropical island did in the original Crysis. Having just replayed that game, it’s so disappointing that Crysis 2 isn’t a game where I can pick up a chicken and punch it a quarter mile down the block, or take a joyride on a boat on a whim. Natural jungles and their urban counterparts are obviously fundamentally different, but the inclusion of a number of linear, narrow sections—sewers, parking structures, office buildings, elevators, and two linear turret-firing vehicle battles—inhibits the freedom the Nanosuit’s superhuman mobility provides. Expressing your abilities as a player demands vertical and horizontal space, and there’s less of it in NYC than I would’ve liked.

Crysis 2’s devastated Big Apple does benefit from CryEngine 3’s gorgeous lighting, textures and particle effects. The specific glint and angle of sun on bricks and pavement between Central Park shrubs captures what you’d expect to see in Tribeca or along River Drive. Explosions are splashy; Ceph soldiers pop and bloom almost pornographically with boneless entrails when killed. Crysis 2 might not maintain its predecessor’s open design, but it does live up to its reputation as the highest-fidelity gaming experience anywhere—and this time without necessarily bringing your PC to its knees. On a Core i7 and GTX 580, I averaged 45 FPS at a massive 2560x1600 resolution at maximum settings throughout the campaign. Playing multiplayer at maximum settings on a laptop equipped with a Core i7-720QM 1.6 GHz and running an ATI Radeon HD5870 averaged 30 FPS.

Second skin

Back to that thing you’re using throughout the entire game—the Nanosuit. Using your skin feels easier than it did in Crysis. You activate armor and stealth modes on the Q and E keys, and basically see-saw between those keys through the eight-to-nine-hour campaign. This is mostly sensible; the only thing lost in this revision is that tense two seconds in Crysis’ clunky radial menu every time I wanted to swap modes.

While it mirrors the capabilities of the first game’s suit, this set of nanotech-pajamas actually feels less advanced. Sprint is noticeably slower than it was before, enough to diminish the sense of being genuinely superhuman. Likewise, super jump feels less like an expression of pure power—not because I couldn’t leap like a human grasshopper, but because the levels are obviously designed to be traversed by a character who can reach an exact value on the Y-axis. This careful calibration makes every jump feel the same, and takes away the feeling of power you get from navigating a world built for a normal man in a god-like way.



Worse is the omission of a dedicated strength mode and of fists as a selectable weapon. There’s a melee bash attack, but it’s not the same as leveling an enemy with a super-powered fist. It’s subtle stuff—and some of it may be necessary to balance the game—but it sums to a feeling that simplifying the Nanosuit, while promoting accessibility, eliminates some of the ridiculous, emergent, purposefully overpowered stuff I did in Crysis.

I do like that Crysis 2 lets me unlock and customize the Nanosuit through the campaign by harvesting a resource from killed Ceph. A few of the unlockable modules feel too modest (one high-level skill simply slows your energy consumption while cloaked) or useless, like the Air Stomp—a hard-to-use, downward ground-pound that drains your battery and disorients you, leaving you in big trouble if you miss. It makes sense, though, to have this layer of customizability to improve and personalize the suit by investing in modules that are specialized toward speed, stealth or armor, especially since you retain that progress over multiple playthroughs.

Maximum multiplayer

I’ve left Crysis 2’s most pleasant surprise for last: its unambitious-but-excellent multiplayer. It borrows Call of Duty’s template of unlockable weapons and profile progression (play to earn more guns, attachments and perk-like Nanosuit modules) but retains its own identity by giving every player a super-suit in most modes. On paper, migrating what you do in single-player into an online arena seems like forced design. In practice, giving every player a Nanosuit cloak encourages brutal mind games, trickery, surprise and creative play, even in the context of standard multiplayer modes.

The online play owes a lot to the finely-balanced subtlety of the cloak. Unlike the Spy in Team Fortress 2, cloaking with the Nanosuit doesn’t make you disappear completely. Stealthed players distort enough light around them to be noticeable if you’re looking closely, but your eye usually won’t find them if you’re focused on another target or moving with a lot of intent.

That balance creates this absolutely satisfying internal tug-of-war between feeling strong and invulnerable or fragile and uncertain. I caught myself blasting an explosive barrel because something in my mind—an extra footstep through my headset, a shadow (which cloaked players still cast)—told me that someone was nearby. Netting a kill from that decision feels supremely lucky; finding nothing
stokes paranoia and ratchets up the tension.



What’s best is how brisk and centered on gunfighting the overall pace of MP feels. Unlike Call of Duty, there’s little interference from the rewards earned by players that make consecutive kills—over a dozen matches, I was struck down by a Ceph gunship or orbital laser strike a mere two or three times. Considering the basic multiplayer template is borrowed from CoD, I’m glad Crysis shows this restraint—with the Nanosuit powers already in play, it’d be overwhelming if missile turrets, radar jamming, exploding drone vehicles, sentry turrets and other phone-in deaths were meddling with matches every other minute. Though it’s unclear to what extent Crysis 2 will accommodate modding online and offline, there are some smart server modifiers that may be toggled: admins can disable premade groups from joining, give players only a single life to work with or eliminate the Nanosuit powers altogether.

Empire State

This game may look and play best on PC, but the cross-platform development has definitely had an impact. Specifically, it’s disappointing to see that Crysis 2 makes some absolutely baffling technical omissions. The graphics settings menu offers just four areas to adjust: resolution, v-sync, HUD bobbing, and one of three pre-defined quality settings. Why can’t I pick what level of anti-aliasing or shadow quality I want in PC gaming’s most beautiful game? Quick-saving, too, is replaced by checkpoint autosaves; a developer console was also nowhere to be found.

Having finished the game (I have to mention the conclusion to the campaign, which left me more sour that BioShock’s infamously anticlimactic final battle), I feel like its sins had at most a modest impact on the raw, athletic fun I had dismantling the Ceph in a gorgeous urban setting. I’ve got piles of complaints, sure. But I still got to spend eight hours—and many more satisfying moments in multiplayer—killing aliens and mercenaries with the most high-resolution, entertaining gunplay since FEAR in the skin of gaming’s most empowering avatar. The thrill and spontaneity of outfoxing enemies with invisibility, snapping a machinegun turret off its stand and wading into danger, or sprint-leaping through the Big Apple in heavy armor is something you can’t get anywhere else on the PC.

Mar 22, 2011
Crysis 2 - Valve
Crysis 2 is now available on Steam in North America and will become available world-wide very soon (please see the Crysis 2 store page for release times).

It’s 2023, terrifying alien invaders stalk the New York City streets. Only you can prevail, wielding the supersoldier enhancements of the Nanosuit 2. BE STRONG. BE FAST. BE INVISIBLE. BE THE WEAPON.

Crysis 2



This follow up to last weeks's in-game trailer features 17 whole minutes of in-game action. We get to see a few new nanosuit tricks, including a tactical view that lets you tag enemy soldiers, listen in on their conversations and get an overview of their weaknesses. Humans are weak vs. getting shot in the head, apparently. Many of the other nano suit abilities are also explained by the inexplicably creepy nanosuit AI voice, including super-invisibility and super strength. It must be pretty uncomfortable being stuck in one of those things in the first place, it's much worse when it sounds as though it's being haunted by something from The Exorcist. Crysis 2 is out on March 22 in the US and March 25 in Europe.
Crysis 2



Crysis 2 is out next week, on March 22 in the US, and March 25 in Europe, and Crytek are throwing out a wealth of new footage. Above we see some in-game shenanigans, showing off more of the nanosuit's abilities. There's nano-biff mode for harder punching, nano-whoosh for added speed and a "nano-na-na-na-na, you can't see me" mode for better sneaking and stabbing. There's also a TV ad for the game, which you'll find embedded below.



Mar 17, 2011
Crysis 2

You’ve sat and thought – haven’t you? – about what you’d do if you could go invisible at will. Thanks to Crysis 2, I know what I’d do. I’d hide behind a crate, pick up a trolley and throw it a few feet in front of me. It’d make a horrible clanging noise. Then I’d go invisible and stand, looking at it, waiting until a soldier came to investigate the sound. When he did, I’d grab him by the throat. Then, as his friends wondered why their colleague’s feet were dangling a few inches off the ground, I’d hurl him into a ravine, breaking his armoured bones like twigs.

When I do that, it makes me feel big and clever. Especially when, as the snapped man’s friends immediately draw a bead on my form, which has rippled back into visibility with the exertion of lobbing their chum off a cliff – I duck behind the same crate. “Hah!”, I say, out loud to the PC, “you idiots.” Then I go invisible again, pop out from the other side of the crate, drop back into the spectrum of light visible to human eyes, and shoot them in their backs.

Crysis 2 has pruned away the go-anywhere attitude of its predecessor, relying instead on pockets of freedom that Crytek CEO Cevat Yerli described to me as ‘action bubbles’. But that’s not to suggest the game can only be played in one prescribed way. Crysis 2’s levels are best imagined as a set of beads: narrow choke points connecting open spaces that encourage creative killing. The bubbles themselves are multi-layered things, the biggest and most interesting blessed with enough layers and ledges that most players won’t see half of them on their playthrough.



There’s a danger that players won’t even try and utilise Crysis 2’s carefully sculpted nooks and overhangs, deciding instead to rush headlong into standard shooty combat. To counterbalance that, Crytek have included a tactical assessment visor as a feature of your super-soldier’s supersuit. Press B and it flips down, picking out the battlefield in front of you with points of interest. Hollow white arrows are other troops, human and alien. Press F with your crosshair over them and they’ll be locked in, remaining on your HUD even with your visor up, letting you track them in and out of cover. Hover over yellow arrows, and you’ll be met with a more exciting prospect: words.

Each yellow point is a way to approach the bubble. Some are simple: clock a resupply point and it’ll just lead you to an ammunition dump, maybe a JAW guided missile launcher. Others allow more nefarious play. My favourites were the stealth indicators, because they let me be an invisible bastard. If you couldn’t tell from my earlier man-murdering, I like being an invisible bastard.

Early on in the game there’s an expanse of concrete and Portakabins, heavily packed with guards. Beginning on a ledge above the field of play, I planned the quickest route as the nanosuited -crow flies toward the nearest stealth area. Engaging my suit’s cloak, I dropped down to ground level and took off at a sprint.



A quick recap on that nanosuit. It’s the star of the show, dominating the narrative so hard that the man you control never gets a word in. You’re left as a floaty concept with the callsign Alcatraz, and the buttock-hugging threads to turn you into a superhero. But the suit isn’t a passport to invulnerability. All of its core functions – a speed boost, increased armour, or the aforementioned invisibility – drain a reservoir of energy.

Sprinting across the dappled concrete, I was forced to stop and duck behind low walls to regain enough juice to power my next invisible jaunt. After my third energy-regaining breather, I figured I was close enough to my target – a small hole in the ground that led into a wide pipe. I leapt up in the air, only to materialise into view in front of some surprised soldiers. A millisecond later and I was in the pipe, but the damage was done – the entire area knew where I had gone.

I was set to sprint off down the pipe, to try and find another exit route, but something stopped me. Time to be big and clever again. Instead, I re-engaged my cloak and leapt back up to street level. I watched for a second as my pursuers stared down into the hole I’d just vacated, and suppressed a smirk. Still invisible, I pottered around the corner and hefted a convenient red barrel to my shoulder.



Out of sight, I flitted back into visual existence and stuck a round of C4 onto my explodey friend. I suppose if they’d been looking, the soldiers would’ve seen a suspiciously floating barrel walk itself round a corner, lean back, and hurl itself forward. They wouldn’t have seen the explosion that followed, and they definitely didn’t see anything after that. By that point, they were dead. Because that’s what I like to do when I’m invisible: kill stuff.
...