A bow is not an easy device to use.
The tense resistance of a cable causes imbalance and, in turn, inaccuracy; compensating on the grip strains your wrist, and the subsequent shaking further ruins stability. The bow is only as powerful as the strength of its user, which is a truth Crysis 3 ignores.
Prophet is the military equivalent of a super-hero — he’s Hulk in Iron Man’s armor. He’s fueled by a technological marvel, a suit that enables extraordinary offensive ability and defensive mechanisms. As usual, the strength, shield, and invisibility functions allow players to explore their murderous options; the Nanosuit is the star of Crysis.
Used in conjunction with the compound bow, these skills go a long way. Plugging an arrow into an enemy’s eye while invisible doesn’t compromise your stealth, leaving you unseen and able to kill quietly again. Charging into a gunfight with armor activated lets you take down heavy gunners using a comparably primitive weapon. An explosive arrow tip works wonders for annihilating groups; electrifying them works the same way, if they’re treading water, or drops one foe regardless of where the arrow sticks; the compressed air arrow bursts against nearby walls to knock any passerby to his knees. One well-placed shot can create a disastrous, damaging spectacle, or embody your silent expertise. It’s a flexible, capable killing machine.
The bow is effective, lethal, and utterly un-fun to fire.
In the same way the feel of a gun is crucial to how well a shooter plays, the sensation of firing a bow must also reflect some form of satisfaction. In the hands of Prophet, the bow feels limp, like a lifeless toy rather than a must-use hunting tool. In almost every instance, it’s more effective, easier, and enjoyable to stab enemies from behind, or pop them in the head through a red-dot sight. It doesn’t carry the same intense sense of power as an alien rocket launcher. It doesn’t send your heart racing like the sound of the Typhoon rifle firing 500 rounds per second. So you spend your time with Crysis 3 playing it like you always have.
And then you run out of ammo, fall back on the bow, and make one perfect shot nobody would ever believe. Suddenly, you and the bow are amazing.
The difference between a bow and a gun, when talking about players’ emotional reactions, is their output. A bullet cracks and screams. An arrow twangs and sings. One is scary, the other is less so. Bullets are fun to fire because they just sound like they’re hurting things, even if they’re thrown in the direction of absolutely nothing. Arrows are about the end result, not the immediate effect.
In a way, the bow is the most violent weapon in Crysis 3. It’s grounded, real, unaffected by your powers. In focusing so intently on a single, deliberate kill, you don’t move straight on to the next target, firing blindly into anywhere. Maybe that means we don’t need to have 500 reactionary thrills per second. We can have just one when we earn it. This is what makes the least satisfying addition to Crysis 3 so exciting to wield. Letting loose an arrow is meaningless until it isn’t.
When the arrow leaves your fingers, there’s no sensation of having done anything. The power of the Nanosuit has no reflection on it. It isn’t until physics takes its course, and the arrow you aimed 20 feet above a sniper’s head comes sailing down into his ear, that you realize you’ve had an impact.
You savor the second it makes its mark, waiting for the exact moment a man goes limp, and marvel at your own skill. You feel empty when you miss. You realize, eventually, that a bow is not an easy device to use. For more details on Crysis 3’s weapons, armor suit and urban jungle setting, check out the Crysis 3 Wiki.
Source : IGN