我超人类战士先来个凌空重踏为敬（溜）
“力能擎天，坚盾如钛，迅捷似雷” "Maximum strength, Maximum armour, Maximum speed"
对于处在2010年左右的PC玩家来说，这条标语无疑是未来将无出其右的一款第一人称射击大作的代名词—— , these words were the credo of a futuristic first-person shooter unlike anything else around it
-孤岛危机 CRYSIS
由总部位于法兰克福的开发者CRYTEK开发 Developed by Frankfurt based developer Crytek,
凭借自己划时代的画面和开放式玩法撼動了整个游戏业界, Crysis dazzled the industry with its gorgeous graphics and open-ended gameplay,
孤岛危机鼓励玩家们在游玩过程中结合周边的环境充分利用他们自身的技能与能力。 which encouraged players to make the most of both their own innate abilities and the environment around them
尽管在开发过程中，有大概三分之一的原定制作内容被砍 It was an uneven experience, one whose final third betrayed its strongest ideas
它仍然在许多玩家的心中留下了深刻的印象。在其发售后接下来的一年内， Yet it was one that found its way into the heart of many a player, and within a year following its release it would be
剧情补充章节弹头随之发售，作为补充内容，其拓展的内容甚至在某些方面超越了游戏本体。 complemented by Crysis warhead, an expansion in some ways even stronger than the base game itself
但随着时间流逝，CRytek渐渐地将整个系列的开发重心转向家用主机 But as the years passed, Crytek would gradually migrate the franchise to home consoles,
开发者们重塑了让该系列，让新作孤岛危机2更好的适应新平台 reinventing this series to better suit its new platforms for Crysis 2
虽然投入了和开发初代同样的时间与精力 The same time and effort that had gone into making the first game was there - and then some -
它却没有了许多在1代中震撼业界的要素 but it lacked much of what made its predecessor special.
第三次尝试，也就是孤岛危机3 A third entry, Crysis 3,
试图用最大的努力平息玩家的不满，并在1代与2代之间两种截然不同的游玩方式与制作理念之间取得平衡。但是最佳的时机已经失去了 would make an earnest effort to address players' complaints and bridge the two disparate directions the series had driven in, but the moment had passed
而玩家们则向前看 and players had moved on.
欢迎来到孤岛危机的兴衰迭起 This is the rise and fall of Crysis
Subbed by Jordan Kan
（德语无法听译？） [speaking German(?)]
孤岛危机的故事起源于20世纪90年代末 The story of Crysis begins in the late 1990s
Cevat Yerli，一位来自德国科德（位于巴伐利亚省）的AVID游戏爱好者 Cevat Yerli, an avid lover of games from Coburg Germany, had spent his early
在他的成年早期拉拢了自己的的兄弟与一群来自世界各地的经验丰富的开发者们共同开发游戏 adulthood roping in his brothers and a collection of skilled developers from around the world to create video games
他们共同组建了Crytek，Cevat成为了公司的老板，在1999年五月之前，这间初露头角的德国工作室一直保持着他们自己的默默无闻。 Banding themselves together under the name Crytek with Cevat at the helm, the fledgling German studio would remain in obscurity until May of 1999,
6月，Yerli兄弟前往美国电子娱乐展（即E3）向全世界展示他们的成果 when the Yerli brothers would take a trip to the United States to showcase their work at the Electronic Entertainment Expo
在成功吸引到与会者们的注意之后，Cavet说服核弹厂Nvidia After struggling to gain other attendees' attention, Cevat convinced graphics card maker Nvidia to showcase one of their demos at their booth right as
在他们位于E3的专业会场展位上展示他们的演示 the E3 floor closed to the general public
这就够了。这个被称为“放逐恐龙岛”的演示是一个技术上的奇迹。 It would be all that they needed. The demo, titled "Exiled Dinosaur Island" was a technical marvel
同时期的3D游戏都难以渲染大范围的可视距离，更不用想其中向其中填充大量具有图形细节的物体 Where other 3D games of the same era struggled to render large viewing distances, let alone fill them with many graphically intensive objects,
“恐龙岛”演示了一个虚拟的，一直延伸到地平线的广阔岛屿 "Exile" showcased a vast virtual island that sprawled into the horizon
岛上有着数以百计的树木，恐龙，还有倒映着夕阳的水池 populated with hundreds of trees, roaming dinosaurs, and pools of water that reflected a setting sun
核弹厂被这个新生的开发工作室的技术实力所深深震撼， Deeply impressed with the nascent development studios technical prowess,
当即和C社签订协议，在接下来的一年将恐龙岛演示作为自家船新推出的Geforce显卡的测试基准软件 Nvidia would sign a deal with Crytek to ship Exile as benchmarking software for its newly introduced GeForce graphics cards the following year
受到突如其来的名望的鼓舞，C社的雄心壮志--一款名为 Angelus的第一人称射击游戏的开发提上了日程 Inspired by its newfound fame, Crytek would begin development of an ambitious first-person shooter called Angelus
在项目初见规模之后，Angelus在E3进行了闭门演示，而公众的演示则在2000年的欧洲计算机贸易展。 Elaborate in scope, Angelus would be showcased behind closed doors at E3 and publicly at the European computer tradeshow in
但最终，Angelus的开发被游戏的前首席设计师Brian J Odette取消，在原因总结中，他认为项目的失败很大一部分归咎于当时的Crytek缺乏经验 2000, before ultimately being cancelled with the game's former lead designer Brian J Odette blaming the project's shuddering on Crytek's then lack of experience
尽管游戏流产 Nonetheless,
C社在Angelus投入的经历成功帮助他们与育碧达成了交易---将当初的“恐龙岛”演示制作为一款可玩的游戏 Crytek's work on Angelus would help it to secure a deal with Ubisoft to turn their original Exile demo into a full-fledged
并交由育碧发行 game that Ubisoft would publish
在接下来的数年里C社花费了大量精力修改这个技术奇迹般的演示,删除了巨大的史前蜥蜴和平静祥和的气氛 Crytek would thus spend the next several years reinventing its breakout demo, dropping both its giant lizards and peaceful atmosphere
取而代之的是突变体和硝烟弥漫的战场，以及一个开发中的特制游戏引擎，它被称作 in favour of mutants and turmoil, and developing a custom-made video game engine called
CRYengine，其强大的功能甚至进一步美化了当初的演示 CryEngine that it would run on to make it look even more beautiful
恐龙岛消失了，取而代之的是一款第一人称射击游戏，它的名字是“孤岛惊魂” Dinosaur island was out, and in its place was a first-person shooter called Far Cry
“目标路线已经明确。哦还有一件事” "Your way inside the compound is about as clear as it's going to get, oh and one more thing:
当核弹引爆的时候，任何奇奇怪怪的的事情都有可能发生 when that nuke detonates it could cause all sorts of strange things to happen."
孤岛惊魂在2004年的3月发售，跟随Jack Carver，一位前特战部队战士， Released in March of 2004 for the PC, Far Cry follows Jack Carver, an ex-Special Forces soldier who finds himself
发现自己搁浅在一个密克罗尼西亚（位于印尼北部）岛上。该岛卷入了僱佣兵和被称为Tri Gens的基因突变怪物的战争。 stranded on a Micronesian Island embroiled in a war between mercenaries and genetically altered beasts known as the Tri Gens
和恐龙岛演示相似的是，孤岛惊魂同样以惊人的画面在发售之初便夺得了眼球，其广袤的热带环境与郁郁葱葱的原始丛林令人震撼。 Much like Exile, Far Cry is graphically impressive for the time in which it was released, featuring massive tropical environments covered in lush foliage
多样化的游戏过程使得“孤岛”不一定“惊魂”。其广阔的开放式地图给予了玩家行动上的自由 Gameplay-wise however, the title is uneven. Far Cry's vast open spaces afford the player a wide degree of freedom
例如允许他们通过不同的方法接近一个区域 allowing them to approach each area using a variety of different tactics
无论是用偷的（车）还是用走的 Whether in a stolen car or on foot
Jack Carver可按照多种不同的打法行动，不论是无双无脑RUSH或者藉助热带丛林里隐藏自己阴狙敌人。 running in guns blazing or sniping at enemies while cloaked by the islands greenery, Jack Carver can act with a level of flexibility
这一点，对于同时代的FPS几乎罕见有竞品 unseen in most other contemporaneous shooters
然而 However, the game
游戏内也存在着多个室内场景恢复到更线性和狭窄的设计 also features multiple indoor segments that revert to a much more linear and narrow design,
它们的存在使得其他大多数让游戏体验变得特殊的元素有些暗淡 doing away with much of what makes the rest of the experience special
但无论如何，孤岛惊魂被证明是一个舆论上和商业上的大成功 Regardless, Far Cry would prove to be a massive critical and commercial success,
C社一跃成为一家实力强劲的FPS与游戏引擎开发商 establishing Crytek's reputation as a highly competent first-person shooter and game engine developer
但C社没有趁热打铁推出续集，而是选择了暂时停下脚步 But instead of immediately following up with a sequel, Crytek would hold back
工作室热衷于重做孤岛惊魂的设计，认为这样一成不变的游戏开发环境 The studio was eager to iterate on Far Cry's design, feeling that the specific circumstances of the game's development
会限制住开发者的潜力 had impaired its ability to fully realize its potential
C社认为，如果下一个开发的游戏只是一个续集，却可能会被认为仅仅是一家平庸的开发组 But Crytek was concerned that if the studio's next game was just a sequel, it might be perceived as a one-trick pony
而作为结局，C社将孤岛惊魂系列的版权卖给了育碧，然后转身开启了新项目。 As a result, Crytek would hand off the Far Cry series license to Ubisoft and begin work on a new project
新项目和孤岛惊魂多有重叠，但也有着自己的的野心， One that would improve upon Far Cry's core tenants, yet would still be its own unique beast
在孤岛惊魂开发接近末尾的一天，Cevat Yerli向他的设计团队提出了一项新的挑战： One day towards the end of Far Cry's development, Cevat Yerli challenged his design team to take the game's lush jungle landscape and
冻结一部份游戏中的丛林，并且放置一艘外星战舰在这片特殊区域的中心 freeze part of it, with an alien vessel at the center of this idiosyncratic landscape
这个插曲后来成为了让C社石破天惊的序曲，它就是：孤岛危机 This episode would prove to be the inception of Crytek's next opus: Crysis
孤岛危机首次公开亮相于2006年3月 First revealed to the public in March of 2006,
与孤岛惊魂多有相似的点—PC独占的第一人称射击—位于一座热带岛屿 Crysis - like Far Cry - would be a PC exclusive first-person shooter set on an open-ended tropical island,
但这一次担任敌人的不再是突变怪物和佣兵，而是冰冻的外星人和北棒占领军 but with icy aliens and territorial North Koreans as the player's oppressors instead of mutants and mercenaries
几乎就在发售的同时，孤岛危机就凭借着惊人的技术力吸引了整个游戏行业的注意 Almost immediately Crysis would grab the industry's attention with its outstanding technical prowess
孤岛惊魂看起来已经惊艷之至 Far Cry had looked and run impressively, but Crysis,
而使用了C社最新锻造的引擎CryEngine 2的孤岛危机更加无与绝伦 which used Crytek's newly minted CryEngine 2, seemed to exist on a completely different plane
早期的媒体试玩报道都强调了最尖端的特点例如全物理环境可破坏，高度拟真的环境光照 Early previews of the title emphasized cutting edge features such as the fully destructible physics heavy environments, realistic ambient lighting,
体积云层，还有C社夸口的游戏内含1亿行代码 volumetric clouds, and much more with Crytek boasting that its game contained over 1 million lines of code, a
1GB的材质数据，还有85000个主动着色器 gigabyte of texture data, and up to 85 thousand active shaders
随着游戏发售的日子临近，不少游戏中披露的奇迹般的技术被夸大化 The further the game approached its launch the more the game's outstanding tech became mythologized to the point of parody
何种级别的硬件能让他们流畅运行孤岛危机成为了玩家们的心病 PC gamers would obsess over what technical specifications would allow them to run Crysis smoothly, let alone at all
“有一个别人问我问的最多。那就是，这张显卡要怎么样才能不被孤岛危机烧掉” "One of the things that most people ask me, Randy. They always ask me. How Crysis is gonna run with this card. Well
好吧，我并不确定怎么样才能不烧卡来运行孤岛危机，但从其他DX10游戏的表现来看 I'm not sure how Crysis is gonna run, but you know judging from the performance of the other DirectX 10 games
我敢打赌这几张卡的性能应该足够运行孤岛危机而不会出太多岔子 I would wager that one of these cards should be able to play Crysis with just about everything turned all the way up without any
游戏杂志Game Informer当时曾戏称 hitch."Video game magazine Game Informer would jokingly claim that NASA
“运行游戏的最高画质，即使是NASA的超级电脑从游戏开启到游戏崩溃只要10分钟。”此言一出当即在玩家群体中广为流传 the game on its highest graphics settings for 10 minutes before crashing, only to be taken completely serious
我得走了. 听着,我给你的情报会教你怎么样升级你的PC "I gotta go. Listen up. I'm gonna leave you some valuable info on how to upgrade your PC
也许你足够勇去搞到双核弹核弹交叉火力 Maybe you'll be brave enough to get a Geforce SLI rig I hope."
“做好心理准备小老弟，把你的显卡预热好，这游戏是个硬茬子” "About to find a little courage soldier. Get your rig ready, it's not gonna be pretty!"
当孤岛危机正式与2007年11月发行时，它就像一个当代电子技术大杂烩 When it would finally release in November of 2007, Crysis would prove to be something of a digital chimera,
包含了惊艷的画面，新奇的创意还有偶尔出岔子的OST containing blistering graphics, great ideas, and occasionally questionable execution
“嘿诺曼，醒醒，该干活了” "Hey Nomad, you still with us?"
孤岛危机的剧情发生在2020年，玩家扮演美国精锐特种部队“暴龙”小队的成员诺曼 Taking place in the year 2020, Crysis follows Nomad, a member of the elite American special forces group Raptor team
成员均身着覆盖全身的适应性奈米生化装 Covered from head to toe in an adaptive bodysuit known as the Nanosuit,
同其他“暴龙”小队成员一起达成解放灵山岛- Nomad and the rest of Raptor are tasked with liberating the fictitious
-一座虚构的被北棒非法占领的岛屿 Lingshan islands after they are hostilely taken over by North Korean forces, and later on
以及随后浮出水面的深藏于岛屿核心地带的外星人军团 by a mysterious alien menace that emerges from the island's core
While an entertaining yarn, the game's narrative is largely window-dressing to the titles more noteworthy features, namely its graphics
孤岛危机实在是太太太惊艷了，尽管在某些材质上比其他游戏稍逊，但瑕不掩瑜，游戏的整体非常棒 Crysis is extremely pretty, and while certain textures have aged more poorly than others, as a whole the game visually holds up well
尤其值得留意的是其中的光照 with the game's lighting being especially noteworthy
无论玩家在游戏中的哪个关卡游玩，他们都可以任意在奈米生化装的4种模式中切换，分别是 At any point while playing Crysis the player can use the Nanosuit to switch between four distinct modes:
力量模式，装甲模式，速度模式和隐身模式 Strength, Armour, Speed, and Cloak
力量模式可以大幅提升玩家的力量并让他们跳的更高 Strength allows them to hit harder and jump higher
装甲模式大幅减弱玩家受到的伤害，速度模式跑的比记者还快，隐身模式则让玩家“隐身” Armor reduces the amount of damage the player takes. Speed allows them to run incredibly fast. And Cloak gives them the ability to turn invisible
然而所有模式里都存在着能量限制 However the limited amount of energy powering each of the suits modes,
加上进入战斗时时，处于非装甲模式承受大量伤害更容易致死，限制了游玩时的灵活性 combined with the high amount of damage enemies perform when not in armor mode, limits its flexibility
除非玩家是个人形外挂，否则相比起RUSH进人堆里尝试无双，使用隐身模式和装甲模式 e player is profoundly skilled, it is much more advantageous to passively curtail or avoid conflicts altogether using armored and invisibility
智取，减少甚至避免战斗会是更有利的选择 rather than running gung-ho into battle
庆幸的是奈米生化装功能性上的缺陷可以被孤岛危机出色的关卡设计所弥补，像它的前辈孤岛惊魂一样 Thankfully the Nano suits lack of versatility is offset by Crysis' level design. Much like Far Cry before it,
孤岛危机的关卡充满开放性和延展性 Crysis' levels are expansive and open-ended,
拥有不计其数的可搭乘载具，涵盖海陆两栖，各式各样的可供收集的武器与工具 featuring numerous rideable vehicles across both land and sea, a wide array of gadgets and weapons to collect, and
多个次要目标，可以让玩家在战场上获得更多优势 multiple side objectives that can earn the player further advantages on the field
游戏强大的物理引擎允许玩家能够与低于他们的身高的物体互动（抓取或扔出） The game's malleable physics allow the player to grab and throw most objects below their height
并且只要保证爆破物充足，玩家会觉得自己在玩战地或者正当防卫 And, with the right firepower, destroy much of what they can see
当游戏设计师们尽力去提示玩家利用环境 Where the Nanosuit sometimes struggles to provide the player with adequately viable gameplay choices, the environment around the player more than makes up for it
在大约三分之二的游戏中，孤岛危机关卡的转变为小型的沙盒 turning Crysis' levels into miniature sand boxes that portend experimentation
Roughly 2/3 through the game
诺曼深陷位于灵山中心地带的外星人母舰上，当他从母舰逃出时 however, Nomad becomes trapped within the aliens mothership at Lingshan's center. When he re-emerges
外星人已将半个岛屿冻成冰，而原本的开放式关卡 the aliens flash-freeze both the island and much of the metaphorical sandbox it contains
变得更为受约束和线性， Levels become far more constrained and linear, offering fewer
玩家使用游戏前半段 opportunities for the player to take advantage of the affordances that characterized the games first half, and placing more of an emphasis on using powerful
将更多重点放在了用枪将外星人突突突成两半 firearms to quickly tear apart aliens
除去游戏的剧情模式外，孤岛危机还有其他的可游玩模式 Players that looked beyond the game single-player campaign would find that Crysis had a few additional experiences to offer,
这些模式中部分会让那个玩家联想到游戏自由度极高的上半部分。和许多同时期的第一人称射击游戏一样 parts of which hearken back to the freedom of the games first half. As was common with other shooters from its era,
孤岛危机包含有一个多人模式，其拥有12张地图并支持至多32名玩家同时连线对战。游玩模式有两个： Crysis included a multiplayer suite allowing up to 32 players at once to battle across 12 playable maps and two different modes
Instant Action：标准的死斗模式和与 Power Struggle扮演三角洲部队与北棒军对抗 Instant Action: a standard deathmatch type mode. And Power Struggle: which pitted Delta Force soldiers against the Korean People's Army
Power Struggle模式下可以使用所有的奈米生化装能力 In addition to having access to all of the Nano suits abilities,
同时允许玩家驾驶载具并争夺可以用来升级武力的基地 Power Struggle allowed players to gain access to vehicles and capture bases that would allow them to procure increasingly powerful weaponry
尽管有趣，整个模式还尝试着去吸引更多的游戏玩家。但最终整个多人模式服务器还是与2014年6月关闭 While enjoyable, the mode struggled to attract a large audience and the entire suite would eventually be shut down in June of 2014
孤岛危机同样包含一个地图编辑器，允许玩家创建起自己的关卡，地图并用游戏内建的工具编辑修改 Crysis also comes packaged with a sandbox editor, allowing for new levels to be created and edited using the game's built-in assets
这使得完成创建后可以立即投入测试并发布。有些玩家用它创造出震撼的设计 which can then be immediately jumped into and tested. Though some players would use it to create truly impressive designs,
也有些U管主用叠加游戏中的爆炸桶的方式搞怪。 (PS:叠加爆炸桶真挺恐怖) the editor is perhaps best remembered for the abundance of youtubers that inspired to make the most of the game's exploding barrels
总的来说，孤岛危机为许多渴望看到下一代游戏的玩家提前带来了未来。 Overall crisis made for a highly compelling package for players yearning for a next-gen experience. The game would be inundated with
游戏发售之后，被好评淹没不知所措，整个游戏业从圣莫尼卡到巴伐利亚无人不夸无人不赞并赢下了多项年终奖 positive reviews upon its release, receiving accolades from across the games industry and multiple End of the Year awards. Its sales
但它的销量却是叫好不叫座，在发售头两周后 however, would be more sluggish, moving slightly over
才勉强超过86000份 86,000 units in the first two weeks following its release
尽管游戏初期销量低迷很大一部分原因归咎于盗版，新闻网站TorrentFreak提供的数据却表明 While the game's middling early sales stemmed in part from piracy, with figures provided by file-sharing news site TorrentFreak,
孤岛危机在接下来的一年里 placing Crysis as the fourth most pirated
被排在史上被盗版次数最多的PC游戏第四位， PC game the following year, the hype that had defied the game's technical promise was not without blame either
Cevat在2012年 Eurogamer的一次采访中辩解说 Speaking to Eurogamer in 2012, Cevat would argue
将孤岛危机的销量销量低迷的原因归咎过高的入门门槛所致完全是一派胡言。不过如果人人都能组一台 that Crysis was hurt in part by the barrier of entry to play it being completely distorted. While players could immediately use a high-end
高端PC畅玩高画质的话，孤岛危机的确是一款超前的游戏 PC to deliver the best experience possible with it, Crysis was truly intended to be a forward-looking game
发售时先适应硬件需求，此后逐步提升画面品质也不失为一种方法。 designed to be scaled down to suit lesser hardware and maximized up as time progressed
无论如何，生不逢时的孤岛危机的销量最终拖了大后腿，直到2010年5月， Regardless, Crysis would prove to have a long tail, with the games sales eventually reaching over three million units by May of 2010 as
随着能够运行孤岛危机的硬件普及，销量才打到了300万份 the hardware capable of running the game became more affordable and commonplace,
与惨淡销量相反的是，在玩家心中，它已成为了一作高耸的丰碑 Crysis in turn, found its way into many players libraries
在发售后的一年内，C社得益于孤岛危机的成功迅速扩张自身 In the years that would follow, Crytek, bolstered by the success of Crysis, would see itself rapidly expand,
在世界各地建立和收购了数家工作室。位于乌克兰基辅的子工作室 establishing and acquiring multiple studios across the globe. It's satellite studio in Kiev Ukraine,
在2006年率先被建立。2007年升级为自主工作室 which had first been established in 2006, got upgraded to a full development studio in 2007, along with Crytek Budapest in Hungary,
南韩的Crytek首尔，保加利亚的Crytek黑海则紧随其后与2008年建立。 Crytek Seoul in South Korea, and Crytek Black Sea in Bulgaria would follow in 2008. And Crytek UK,
而CrytekUK,前身是Free Radical Design，时空分裂者系列的开发商，在2009年加入了C社 formerly Free Radical Design, the creators of the Timesplitters franchise, would join in 2009
当C社位于德国的母公司在CrytekUK的帮助下逐渐开始为孤岛危机开发续作 While Crytek's prime studio in Germany would slowly begin work on an official sequel to Crysis with the help of Crytek UK,
开发人员却开开始有些摸鱼 the developer was in no rush to do so immediately
除了Crytek匈牙利在为游戏开发第一个剧情拓展内容，即弹头。 Instead, entrusting Crytek Hungary with developing an expansion for their first game, titled Crysis Warhead, that would follow first
弹头在2008年9月发售，可，正片中跑龙套的“暴龙小队”成员赛可成为了主角 Released for the PC in September of 2008, Warhead follows Psycho, a member of Raptor team seen fleetingly during the events of the original
他的任务：穿越整个灵山岛寻找并回收一件外星人的机器 Crysis in a quest to retrieve an alien machine across Lingshan
弹头的剧情对比正章就应该被好好批判一番， Warheads plot is largely bare-bones, inconsequential, and
其剧情讲述了一段偷工减料，可有可无，甚至吃书的剧情 unfaithful to the original games commitment to telling its entire story through the eyes of its protagonists, featuring multiple
而第三人称视角的过场动画也显得笨拙僵硬。但相比于诺曼的哑巴，赛可的塑造显得更有血有肉。 awkwardly directed third-person cutscenes. But it also features a far more engaging protagonist in Psycho - where Nomad is quiet and bland,
在剧情中，赛可作为主角有着其他的FPS中很少见的喜欢大吼大叫而且自负的性格，给游戏添加了戏剧性与幽默感，从而提升了游戏体验 Psycho is growling and arrogant adding a healthy dose of drama and humor unseen in the first game, elevating the experience
弹头的玩法很大程度与孤岛危机本体的开放式关卡相似 Warheads gameplay is largely similar to the open-ended segments of the original Crysis
但游戏细节更加细致 but a touch more refined
尽管弹头的关卡并未达到本体中那些让人惊叹的关卡规模 While Warheads levels never quite come close to the staggering size seen in some of the prime game's biggest levels,
他们不少方面做得非常好，例如创造独特的开放式世界，不论是在游戏开头的热带丛林 they do a consistently good job of creating unique and open-ended spaces that play to the first game strengths
或者外星人冰封岛屿之后。 even after the aliens freeze over the island
但是弹头并没能解决本体中就存在的问题: The expansion is not without its faults: much like in the original Crysis,
赛可的奈米生化装太脆难以让玩家大展身手，令游戏中几场注定（找不到更好用词）要和外星人发生的战斗变得极为恼人 Psychos Nanosuit is less powerful than one wishes it could be and a few forced firefights with the game's aliens can prove especially aggravating
但总的来说弹头是对孤岛危机原有框架的提升。在其中更好地利用游戏的开放机制 aggravating, but overall Warhead is a marked improvement on Crysis' tenants, making better use of its open-ended mechanics in smaller play spaces
弹头额外增添了孤岛危机：战争，一个独立多人游戏DLC Warhead would also compact with Crysis Wars, a standalone
与弹头的目的是给孤岛危机本体战役更新内容相似的是 multiplayer suite. Much like how Warhead refines the original Crysis' single-player campaign,
孤岛危机：战争为本体的多人游戏更新了新的内容，包括21张可游玩地图 Crysis Wars refined the original games multiplayer suite, featuring 21 playable maps,
重新平衡游戏首发的模式Instant Action 和Power Struggle，还有新增的模式：Team Instant Action， rebalanced versions of the first games Instant Action and Power Struggle modes, and a new mode: Team Instant Action, a team deathmatch
一个团地死斗风格的模式 style mode
“他们知道是什么” "They know"
当C社首次公开宣布孤岛危机时，它也同时宣布本游戏不会发布在家用主机上 When Crytek first announced Crysis, it was made clear that the game wouldn't be released on home consoles
游戏的即时图像和硬件要求都明确指向了PC The game's intense graphical and technical requirements meant that it would be best experienced on personal computers. A port for the Microsoft's Xbox
为微软的Xbox360或者PlayStation 3抑或是任天堂的Wii都不可能 360 or Sony's PlayStation 3 or for that matter the Nintendo Wii was out of the question
但随后在2009年的E3上 But then at E3 2009
C社揭开了孤岛危机系列下一座的篇章： Crytek would unveil that the next chapter in the Crysis series:
孤岛危机2。这一次，Xbox360和PlayStation3反客为主成为大头，PC作为差点打入冷宫 Crysis 2, was coming to the Xbox 360 and PlayStation 3 in addition to the PC
尽管孤岛危机和弹头拥有不错的销量，但C社明白，如果将微软和索尼的家用主机置之不理，那他们将失去一个巨大的富有潜力的用户群体。 While both Crysis and Warhead had sold well, Crytek understood that they were depriving themselves of a much larger potential audience by
这是一个可以理解的选择 forgoing Sony and Microsoft's home consoles, and wanted in. It was an understandable choice
C社已经变成了一个需要更多经济利益来维护其全球分布于各大洲工作室的跨国公司，在权衡公司的决策中需要变得务实 Crytek was now a global company with Studios all over the world to financially maintain, and needed to be pragmatic in its decision making
但这个决定却永远的改变了整个系列. But it was one that would have radical consequences for the series. "We create this
“我们开创了线性FPS游戏的新位面，一种开放沙盒FPS” intensity of linear FPS games, which we're not a linear FPS game we're sandbox.
这是一款不属于以往任何定义的游戏。 Well, we create that kind of intensity with all this freeform choice,
它真的是一款有着众不同，着船新体验的船新游戏 so it's a really great unique experience like no other game that you play."
随着技术的发展和成熟，游戏主机相比起首发时在开发和表现上都不可同日而语， Both Crytek and developers worldwide were now more accustomed to the Xbox and PlayStations hardware
全世界的开发者更习惯XBOX和PS的开发环境。包括C社， than when the consoles first launched years prior and could perform far more technically
游戏主机相比起初代孤岛危机发售时的表现力也成倍上涨 impressive feats with them than when the first Crysis had been released
尽管家用主机仍然无法与PC相提并论，这意味着孤岛危机2 But the consoles were still weaker than pcs, this meant that unlike Crysis 1 or Warhead,
将在主机这个自己不擅长的领域去打一场惨烈的战争 Crysis 2 would have to be built with their shortcomings in mind rather than with the PCs strengths
另外，为了打破系列的传统， Additionally, in a break of series tradition,
孤岛危机2放弃了前作的热带丛林的灵山岛，将剧情转移到了布满钢铁丛林的纽约曼哈顿 Crysis 2 would forego the tropical jungle of Ling Shan in favor of the urban jungle of New York City, taking place primarily within
Manhattan. After
在专门用热带中长满丛林的岛屿作为演示和游戏的题材将近10年后 working almost exclusively on tech demos and games that took place on equatorial islands for nearly a decade,
C社已经对新的题材蓄势待发， Crytek was ready to move on to a new setting, one with greater gravitas
据Cevat,所言，整个工作室将纽约视为人类堡垒 According to Cevat, the studio pitched New York quote "As a
纽约是人类文明世界的象征，如果连纽约都在外星人的铁蹄下沦陷 symbolic choice for this city of the world. If the city of the world gets attacked and goes down,
那么整个地球上的城市最终将无一幸免 then every city in the world would go down.
它是人类最强大也是最后的堡垒的象征 It was a symbolic choice for the fort of mankind."
尽管有很好的意图，但为了照顾当时主机的性能而导致游戏表现与它的前作分道扬镳 While well-intended, both this and the series newfound interest in home consoles would result in Crysis 2 straying far from its prior entries
开放式玩法 open-ended gameplay
整部作品看起来仍然惊艷，只是与前作的不少特色诸如 The series would continue to look gorgeous, but features such as the first Crysis' sprawling play spaces,
可破坏物理环境，载具，etc都为了照顾家用主机的新能而被束之高阁 destructible environments, vehicles, and more would give way to accommodate for the series new technical and narrative limitations
“不管怎样， 根本是鬼扯-不肯能因为EMAT撤离而找来武装侦察部队，上头一定有坏家伙，我发誓” "You don't call Force Recon for an emad evac. There're bad guys up there. I swear"
最终，孤岛危机2于2011年3月在XBOX 360, PS4,PC上发售 As a result Crysis 2 - which would launch in March of 2011 for the Xbox 360, Playstation 3, and PC,
在游戏玩法上 与它“石破天惊”的前作有着天壤之别。变得与市面上主流的FPS游戏 possesses vastly different gameplay dynamics than its predecessors, bearing a stronger resemblance to that of other popular mainstream
如战地和使命召唤一样“突突突”化 shooters such as Call of Duty and Battlefield
在前作羸弱的奈米生化装的限制下，玩家不得不利用环境中的一切才能取得胜利 In the series's first game the Nanosuit's limited effectiveness meant that the player had to take full advantage of their environment
也许玩家是个超人（类战士） PS:CRYSIS的最高难度 The player might possess superhuman abilities,
他们在战场上的成功仍然取决于对能否合里使用他们的生化装，还有该死的环境 but their success on the field depended on them using their suit and surroundings in tandem. In contrast,
孤岛危机2的关卡做出了改变， Crysis 2's levels, due to the limitations
限制性的开发条件限制了环境的复杂程度，致使游戏更加线性和一本道，从侧面来说大大增强了奈米生化装的战斗力 they were developed under, are linear and lacking in affordances to take advantage of while the Nanosuit is much more powerful
敌人的火力同样被削 Enemy fire is weaker
降低了装甲模式和匿踪模式下的能量消耗，一键激活奈米生化装的特殊模式/能力 Energy drains less quickly when cloaked or armored and all of the suits unique abilities are now tied to a single button press
取代了以往的切换模式 instead of different modes
多人模式和单人战役也没能逃过“突突突”化的命运 Like it's single player, Crysis 2's multiplayer also bears a strong resemblance to Call of Duty,
象是加入了连杀技能，并且随着等级上升解锁武器 with features such as killstreaks and weapons that unlock after reaching specific ranks,
增强玩家的奈米生化装能力 complimenting players nano suits abilities
多人游戏的游玩模式比起孤岛危机：战争的3个增加到了6个 It's enjoyable and features six different game modes instead of Crysis Wars 3, but offers a much more homogenized
丰富了游戏体验 experience than what came before it
孤岛危机2从发售时的势头强劲 Crysis 2 would sell strongly upon release,
但是C社不是神仙，在销量和口碑的抉择中他们已经做出选择 but people's opinions were less glowing than they had been in the past
景观游戏还是相当惊艷，尤其是在PS3和XBOX 360这样 The game was as pretty as ever, especially so for the PlayStation 3 and Xbox
性能较差的家用机上 360s weaker hardware
但是系列前作的死忠粉对于C社放弃了所有人都引以为傲的跨时代画面和玩法感到失望 But fans of the series prior entries were disappointed at the game's abandonment of what had endeared them to the series in the first place
Eurogame如是说 Speaking to Eurogamer in
在2012年Cevat驳斥了粉丝们的怨言并争辩说孤岛危机的关卡设计偏重了城市的垂直方向 2012 Cevat would push back against fans complaints arguing that what Crysis 2s levels lacked in footage on the ground,
they made up within their verticality.
但同时，他也承认将剧情发生地设定纽约确实在多处上限制了游戏的在设计上的发挥空间 However, he would also acknowledge that the decision to have the game set in New York may have constrained the games design more than was necessary,
并表示如果有机会重置孤岛危机2，他会用一个虚构的城市代替纽约： stating that if he were to redo Crysis 2 he would likely have utilized a fictitious location instead, quote,
“我可能更倾向于虚拟一个类似哥谭的城市来代替纽约， "I would have done something like The Dark Knight where there is this fictional city that represents mankind
那样的好处在于我们不必耗费心思去追求游戏周边场景建筑物的真实性。同时我们可以放手 but doesn't force us to try to be truthful to things so we can move around buildings and create fictional buildings
创建一些逼真的虚构建筑 so it looks authentic
更容易在游戏性和真实性之间取得平衡。”仿佛为了和他的发言相呼应，C社在当年的 but it doesn't limit the gameplay by its authenticity." As if to directly acknowledge this point, Crytek would port the first Crysis to the Xbox
10月将初代孤岛危机移植到了XBOX 360和PlayStation 3上 360 and PlayStation 3 in October of the same year
尽管缺乏对PC版本上多人模式和VTOL关卡的图形优化，但总的来说移植还是成功地 While lacking the graphical polish on the multiplayer mode of the PC version, as well as the games vtol level, the ports are otherwise mostly
保持了了初代的味道。他们证明了虽然微软和索尼的家用主机仍然缺乏和能与同时代 faithful to the original version. They were proof that, while Sony and Microsoft's consoles lacked the computative edge of
PC相媲美的运算能力 contemporaneous PCs and that the series would need to continue to be built with this in mind,
孤岛危机2因其过度的线性化而引起不少争议 Crysis 2 had arguably gone overboard in its linearity
我知道你不打算在这里抑或GDC(游戏开发者大会)或者科隆游戏展谈论孤岛危机，但您能给我们偷偷透露下该系列接下来的发展方向吗？” "I know you're not talking about Crysis specifically here at GDC or Gamescom, but could you give us any any hint as to where the series might go next?"
“蛤？无可奉告” "No."
“在这也不行？” "Not at this stage?"
“呃，那您可以说在今后的开发清单中，孤岛危机续作是否会有一席之地？” "I mean any any point in the future. Are you kind of planning to to do anything new at all well?"
“这个嘛，我只能告诉你孤岛危机一定会走下去的” "Well, I mean Crysis is certainly not dead."
“我觉得孤岛危机有潜力，灰常大的潜力” "I think Crysis is alive, a lot alive"
“但更多的我真的无可奉告”在接下来的一个月里，C社重行评估了孤岛危机系列的优先级 "But more than that I cannot say." In the months that would follow, Crytek would reassess its priorities with the series
同时它的开发力量进一步壮大。2012年，Crytek上海分部开张， Crytek wasn't getting any smaller, with Crytek Shanghai opening up in China in
次年，Crytek美利坚分部在德州奥斯丁开张 2012, and Crytek USA opening up in Austin Texas the following year
将该系列移植到主机上并且针对主机做出优化成为了C社新的FLAG Keeping the franchise on consoles and dealing with their limitations was non-negotiable,
但C社也明白要挽回自己在玩家心目中的口碑 but the studio understood that if it wanted to regain jilted players' goodwill,
他们需要重振让这个系列成为爆款的起点 they would need to return to the series as roots.
正因如此，2013年2月，孤岛危机在全平台发售 And so, when Crysis 3 would launch in February of 2013 for the Xbox 360, Playstation 3, and PC,
玩家们将重返二代的纽约 players would travel back to Crysis 2s
只不过这一次，一个巨大的自由穹顶的笼罩了整个纽约，伴随着各个角落野蛮生长的植物群，纽约成为了一个真正意义上的钢铁“丛林” New York City, but now domed and overgrown with the flora and physical flatness of Crysis 1s Lingshan
前任“暴龙”小队成员赛可招募了先知，带领他进入穹顶，与二代佣兵组织CELL展开战斗 Prophet is enlisted by Psycho to enter the dome to New York and sabotage the Cell organization,
破坏深藏于纽约城内CELL用于无限产出能源用以制霸全球的设施 which has been using an unlimited supply of energy harvested deep within the city to achieve global domination
“不管CELL在做什么，在这样下去整个世界都要为之陪葬。我们必须让他们关门大吉。” "Whatever they're doing it's going to bring about the end of the world we have to shut them down."
“我们他妈的当然要这么做！” "Fucking right we do."
“我们动作快。” "Let's get moving."
孤岛危机3的关卡设计上融合了1代的丛林与2代城市的特点，实现了C社一直以来的目标 Crisis 3s level design, true to Cryteks intentions, does a decent job of uniting this series disparate halves
游戏以较狭小线性的序章作为开篇，将更大的开放式关卡随着剧情推进徐徐展开。 Beginning with narrow and linear levels, and getting bigger and more open-ended to further the player progresses. By the time
而游戏进行到末尾几章时，关卡之大让玩家不由自主 they reach the game's end, the player is battling across levels so large
回想起游玩初代孤岛危机是带来的感动与震撼。游戏新添加多种玩法，玩家可以化身纽约亚登皮尔斯或诺曼瑞杜斯 they might as well have been pulled from the first Crysis. The player can also now hack their way through mechanical appliances and
利用无所不侵的黑客技能和发射多种箭矢类型的猎杀者弓 loose arrows with the game's predator bow for a variety of unique effects.
3代开发者花费大量心血将游玩空间扩大成为一个类似于一代的沙盒地图 And yet, for everything it does to turn its environments into large and affordance laden sandboxes,
从而与2代拉开了游玩上的差距 Crysis 3 is still cut deeply from the cloth of Crysis 2
对比前作，玩家游戏环境中的 Even though the player now has
可互动性大大提升。但手上的奈米生化装能力与枪械已经足够强力，让玩家群体 far more toys to play with in their environment, the players suit and the guns they pick up along the way are usually strong enough
可以从容应对大多数战斗 to deal with most situations
游戏的多人模式除去新增的“猎人模式外”基本与二代相同，猎人模式 The game's multiplayer is likewise similar to what was offered in 2 with the exception of a new
是一个不对称战斗模式，玩家分别扮演无限制隐身的奈米生化装猎人和CELL战士对抗。 asymmetrical mode titled Hunter Mode, in which infinitely cloaked Nanosuit wearers with bows battle firearm wielding Cell operatives
孤岛危机3相比其前作失去了在发售之初的势头和商业轰动， Crysis 3 would launch to a more lukewarm critical and commercial splash than its predecessors, with EA
发行商EA的统计显示游戏在发行后的销量低于预期。 the Crysis trilogies publisher, stating that the game came in below its sales forecast later in the year
三月初，Cevat 对 gamma sutra表示，游戏销售低迷归应当咎于当时新旧主机交替 Speaking to gamma sutra at March, Cevat would blame the game's lackluster sales on players becoming fatigued by the then current
导致玩家产生厌倦，同时缺乏初代孤岛危机在同时代的游戏中 generation of consoles, and for lacking the "wow" factor that had originally helped
异军突撼的震撼 Crysis 1 rise above its peers
3代做出的改变很可能也没能让因二代对游戏感到失望的玩家重新回到该系列 It also likely didn't help that Crysis 2s sweeping differences had turned off a section of the franchise's players from returning to the series
假设，在原则上，很多后续的作品都会有意无意存在着前作的影子。而对很多观望的消费者而言 Assuming, on principle, that anything that would follow would feature a similarly contrived design. To many potential buyers,
孤岛危机3更象是对二代线性游戏的延续 Crysis 3 was likely perceived at face value as just being more of 2's linearity
而非真正回归到一代 Rather than an earnest attempt to return in part to 1's
开放式游戏的尝试 open-endedness
“那你有什么计划” "So what's your plan?"
“你负责好玩的” "You do the fun stuff"
“那样子不像我以前认识的赛可” "That's not the Psycho I used to know"
“世界会变的” "Things change"
目前孤岛危机的未来仍不明朗 The future of the Crysis franchise remains uncertain
在2012年的E3上， Cevat宣布在孤岛危机3发布后， At E3 2012 Cevat would claim that following the release of Crysis 3,
C社将会只专注在免费型3A游戏像战争前线，一款多人在线射击游戏 the company would focus exclusively on AAA free-to-play games such as Warface, a multiplayer first-person
由C社与2013年10月在PC平台发行 shooter that Crytek would release in October of the following year for the PC
但在2012年11月被Eurogamer 问及，有关传闻中的孤岛危机4是否也是一款免费游戏时 But when asked by Eurogamer in November of 2012 if a hypothetical Crysis 4 would thus also be a free-to-play game,
Cevat点头承认说：“我们确实有免费游玩版孤岛危机的计划 Cevat would admit that, quote, "We do have a plan for a free-to-play version of Crysis,
但它的游戏类型和发售时间仍然在酝酿中。” but how this looks and when this will be done is to be decided."
Following Crysis 3s release however, nary a peep has been raised on the franchise's future,
leaving one to assume that the lackluster sales of the series final entry killed off any pre-existing plans to continue the series
C社的发展在孤岛危机三部曲终结后一直漂浮不定，在莫测的变换中失去了不少位于世界各地的开发组 Cryteks history since the franchise's closure has been erratic, losing many of its international offices in rapid succession
在2014年6月的一份报道中称C社扣留了给英国和美国两家工作室员工的工资 Following a series of reports in June of 2014 that Crytek had withheld payments to its UK and American employees,
C社总部让他们自寻出路，而它在匈牙利，南韩和中国的工作室则在2016年关闭 Crytek would let go of both studios, with its offices in Hungary, South Korea, and China being closed in
保加利亚工作室Crytek Blacksea在2017年转让给了世嘉 2016, and its Bulgarian studio Crytek Blacksea sold to Sega in
在掌舵了Crytek将近20年后，Cevat Yerli在2018年辞去CEO和公司总裁的位置 2017. And after two decades of leading Crytek, Cevat Yerli would step down as CEO and president of the studio in February of
他的兄弟Avni和Faruk以联合身份接任。与此同时 2018 with his brothers Avni and Faruk succeeding his role in a joint capacity. All the while,
C社剩余的工作室仍然在为主机移动设备，和VR设备开发各式各样的 Crytek's remaining studios have continued to work on an assortment of free-to-play and non free-to-play games across consoles,
免费游戏和买断制游戏。在2018年初，C社发行了猎杀：对决，一个背景设定在19世纪的 mobile devices, and VR headsets. Released in early 2018, Crytek's Hunt Showdown is a multiplayer first-person
第一人称射击游戏，在游戏中玩家扮演赏金猎人，穿越死气沉沉的农田搜寻并杀死怪物 shooter in which 19th century riflemen must hunt and kill monsters across dilapidated farmlands
像孤岛危机一样，猎杀对决的画面也非常惊艷，并且游戏地图也相当大 Like Crysis before it, Showdown is extremely pretty and set within vast and open play spaces,
同时提供了与孤岛危机截然不同的游戏体验。 but is otherwise a largely different experience
在孤岛危机3的末尾，在2代最终以寄生人格的方式活下来的先知 Throughout Crysis 3, Prophet repeatedly questions his humanity, after taking his life
再一次拷问自己的人格， in Crysis 2, to eventually live on as an artificial construct,
先知在重获生命之后也被自己的形态深深困扰着， Prophet is haunted by whether or not there remains a human being left within him
他的内心是否还残存有人性，面具之下靠着另一张脸活着的他是否还能被称为人类 Whether there's an emotional core, an everlasting soul beyond the cold metallic sinew he now permanently wears
这个问题贯穿了孤岛危机三部曲的终章 The same question pervades the Crysis series as a whole:
除去系列跨时代的画面，除去那些实时演算的阴影，粒子柔化 Underneath the series's technical eye-candy, it's real time soft shadows, it's soft
体积云层，还有进阶着色器技术？对于这个游戏，还有什么剩下吗？ particles, its volumetric clouds, and it's advanced shader technology, is there something more?
当随着时间流逝，孤岛危机能否凭借自己有趣的玩法和沉浸式游戏的体验 Is there a strong gameplay core, a substantive lusory experience, which will stand the test of time
经受住时间的考验，在数十年后仍然能被玩家津津乐道？ long after the series graphics have aged out of players favors?
孤岛危机1，孤岛危机：弹头，孤岛危机2和孤岛危机3注定以他们的闪耀的姿态名垂青史 Crysis 1, Crysis Warhead, Crysis 2, and Crysis 3 are all good if not great games in their own respective ways
但当游戏画面差距渐渐缩小，初代游戏的闪耀表现 But while some come closer than others, none succeed in being the perfect
并不能为续作铺平前行的道路 actualization of the first games potential
游戏后期体验下滑，强制性的战斗 late-game shake ups, forced enemy encounters,
线性关卡，对奈米生化装这个标志的过度强调最终成为了它自己的阻碍 linear levels, and an overemphasis on the Nanosuit keep each entry just out of reach of its progenitors grand plan
没有人会意料到“你的计算机能玩孤岛危机吗”也会成为一个游戏最显眼的墓志铭 The Crysis franchise is a reminder that any series, even one that spawned as ubiquitous a meme as "but can it run Crysis?",
孤岛危机系列成为了游戏业的警示碑。警示着游戏厂商们唯有不断革新 can eventually fall. Making it all the more pertinent to realize its potential
才能维持一个游戏系列的生命力 while it's still alive
“他们叫我先知，记住我。” "They used to call me Prophet. Remember me."
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