Compare Crysis Warhead® prices across 50+ stores and find the best deal. Developed by Crytek. Published by Electronic Arts. Released on 9/17/2008. Available on PC. Genres: Action. Metacritic score: 84/100.

If the original Crysis felt like a sandbox that forgot to invite you to the party, Warhead fixes exactly that - tighter encounters, a protagonist with actual personality, and the same nanosuit chaos with far less padding.

My first reaction to Crysis Warhead was genuine surprise at how much better it flows than its predecessor. The original had long stretches where you were left wandering gorgeous jungle waiting for something to shoot. Warhead drops that dead weight almost immediately. You are Sergeant Michael "Psycho" Sykes, a brash British SAS operative whose story runs parallel to the events of the first game, and the moment-to-moment pacing feels like someone took a red pen to every slow section and cut hard. The nanosuit is back in full, letting you toggle between Speed Mode sprints, Strength Mode for high jumps and melee throws, and the cloak that turns any open encounter into a stealth puzzle if you want it to. The new arsenal gives the game its own identity beyond a reskin: dual-wieldable Mini-SMGs for close-range chaos, a six-shot grenade launcher loaded with EMP grenades that shut down enemy nanosuits mid-fight, and the Plasma Accumulator Cannon reserved for the final mission as a satisfying sendoff. Enemy variety also gets a genuine upgrade, with armored Ceph Guardian Troopers shielding nearby alien units, demanding that you swap tactics on the fly rather than spamming the same approach. Weapon customization carries over from Crysis - silencers, scopes, grenade attachments - and the physics-based ballistics remain, meaning a suppressor actually cuts range in a way that matters at higher difficulties. On the hardest Delta setting, crosshairs vanish and Korean soldiers communicate in Korean, which transforms enemy reading into a genuine skill. The honest knock against Warhead is length and story. Most players will see credits in five to seven hours, and reviewers who wanted more of the open-ended sandbox felt the campaign leaned too hard into scripted set-pieces and corridor beats borrowed from the Call of Duty playbook at the time. The story itself is functional rather than compelling - radio chatter from Commander Emerson moves you from objective to objective, and the cutscenes occasionally feel abrupt. What saves it is Psycho himself. Compared to the near-silent Nomad, Psycho has actual personality: reckless, loyal to his squadmates, willing to disobey orders to pull a downed pilot out of a burning wreck. The game is smarter emotionally than it has any obligation to be for an expansion. Multiplayer ships as a separate install called Crysis Wars, adding Team Instant Action (team deathmatch) to the existing Instant Action and Power Struggle modes across 21 maps, though that side of things is now largely a ghost town on PC. One practical note for modern play: the game has some compatibility friction with tools like RivaTuner Statistics Server, and hitting resolutions above 1080p requires a manual config file edit. These are minor inconveniences with documented fixes, but worth knowing before you launch. The remastered versions of Crysis 1 and 3 exist elsewhere; Warhead notably skipped that treatment, so you are playing a 2008 CryEngine 2 title with all the vintage wrinkles that implies - still striking in dense jungle and ice biome environments, just not the current visual benchmark its older brother once was. For anyone who bounced off the first Crysis because the fights felt sparse and the protagonist felt flat, Warhead is the corrected edition. It is a short game that does its one thing - relentless, physics-driven FPS combat with a nanosuit and a colorful lead - exceptionally well. Alex, Scout Team

Crysis Warhead®
Action

Crysis Warhead®

Sep 17, 2008CrytekElectronic Arts
GamerScout Says

If the original Crysis felt like a sandbox that forgot to invite you to the party, Warhead fixes exactly that - tighter encounters, a protagonist with actual personality, and the same nanosuit chaos with far less padding.

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About Crysis Warhead®

My first reaction to Crysis Warhead was genuine surprise at how much better it flows than its predecessor. The original had long stretches where you were left wandering gorgeous jungle waiting for something to shoot. Warhead drops that dead weight almost immediately. You are Sergeant Michael "Psycho" Sykes, a brash British SAS operative whose story runs parallel to the events of the first game, and the moment-to-moment pacing feels like someone took a red pen to every slow section and cut hard. The nanosuit is back in full, letting you toggle between Speed Mode sprints, Strength Mode for high jumps and melee throws, and the cloak that turns any open encounter into a stealth puzzle if you want it to. The new arsenal gives the game its own identity beyond a reskin: dual-wieldable Mini-SMGs for close-range chaos, a six-shot grenade launcher loaded with EMP grenades that shut down enemy nanosuits mid-fight, and the Plasma Accumulator Cannon reserved for the final mission as a satisfying sendoff. Enemy variety also gets a genuine upgrade, with armored Ceph Guardian Troopers shielding nearby alien units, demanding that you swap tactics on the fly rather than spamming the same approach. Weapon customization carries over from Crysis - silencers, scopes, grenade attachments - and the physics-based ballistics remain, meaning a suppressor actually cuts range in a way that matters at higher difficulties. On the hardest Delta setting, crosshairs vanish and Korean soldiers communicate in Korean, which transforms enemy reading into a genuine skill. The honest knock against Warhead is length and story. Most players will see credits in five to seven hours, and reviewers who wanted more of the open-ended sandbox felt the campaign leaned too hard into scripted set-pieces and corridor beats borrowed from the Call of Duty playbook at the time. The story itself is functional rather than compelling - radio chatter from Commander Emerson moves you from objective to objective, and the cutscenes occasionally feel abrupt. What saves it is Psycho himself. Compared to the near-silent Nomad, Psycho has actual personality: reckless, loyal to his squadmates, willing to disobey orders to pull a downed pilot out of a burning wreck. The game is smarter emotionally than it has any obligation to be for an expansion. Multiplayer ships as a separate install called Crysis Wars, adding Team Instant Action (team deathmatch) to the existing Instant Action and Power Struggle modes across 21 maps, though that side of things is now largely a ghost town on PC. One practical note for modern play: the game has some compatibility friction with tools like RivaTuner Statistics Server, and hitting resolutions above 1080p requires a manual config file edit. These are minor inconveniences with documented fixes, but worth knowing before you launch. The remastered versions of Crysis 1 and 3 exist elsewhere; Warhead notably skipped that treatment, so you are playing a 2008 CryEngine 2 title with all the vintage wrinkles that implies - still striking in dense jungle and ice biome environments, just not the current visual benchmark its older brother once was. For anyone who bounced off the first Crysis because the fights felt sparse and the protagonist felt flat, Warhead is the corrected edition. It is a short game that does its one thing - relentless, physics-driven FPS combat with a nanosuit and a colorful lead - exceptionally well. Alex, Scout Team

Tags

Single-playerFamily SharingNanosuitParallel NarrativePhysics-Based CombatDelta DifficultyOpen-Level FPSEMP MechanicsWeapon CustomizationStandalone ExpansionAlien Enemies

System Requirements

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Reviews & Ratings

Metacritic
84

Game Info

Developer
Crytek
Publisher
Electronic Arts
Release Date
Sep 17, 2008

Game Modes

singleplayer

Languages

Subtitles (9)
EnglishFrenchGermanSpanish - SpainItalianCzech+3 more

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