Deze recensie is nog niet vertaald — we tonen het origineel (English).
"Crazy Ivan" — I first heard that term in The Hunt for Red October. It referred to a desperate anti-submarine maneuver, a sudden turn into oblivion. When Psygnosis announced Krazy Ivan in 1996, I expected submarines, tension, Cold War intrigue. Instead, I got a giant robot mecha mowing down enemies across tundras and wastelands. Connection to naval tactics: none. Fun factor: another story entirely.

Krazy Ivan is a first-person action shooter set in a futuristic setting where you're piloting a massive combat mecha. 1996 was the golden age of 3D action experiments on PC — Quake was released that same year, MechWarrior 2 was a year old — and Psygnosis was looking for its slice of the pie. The concept is straightforward: big robot, lots of enemies, mission after mission.
Controlling the mecha is stiff, but deliberately so. You don't feel like a soldier, but like the pilot of a forty-ton machine that won't spin around in half a second. The hull and turret rotate independently — legs one direction, weapons another — and this split takes some getting used to. But then it clicks, and suddenly you understand why they did it that way. The arsenal is solid, the environment open enough that you can choose your approach. Graphics-wise it looked decent for 1996, though next to Quake it was clear who the king of polygons was.

What Krazy Ivan brought was deliberate slow pacing — no Doom-style sprinting, but tactical patience. These days you either love that or hate it; there's no middle ground. What aged worse was the level design, which occasionally slips into monotony. Enemies repeat, scenery too. Psygnosis could make a nice calling card back then, but it wasn't a hundred-percent polished experience from start to finish. I remember playing it on a 486 and by the third or fourth mission wondering if I'd see anything new soon.

Today, Krazy Ivan will appeal to anyone who wants to taste what mecha shooters looked like before MechAssault and similar games got big-budget polish. It's raw, direct, a snapshot of the genre from when 3D action was just learning to walk. You can fire it up in a browser via DOSBox emulators without much fuss, and an hour or two with it is time well spent — if you know what you're getting into and don't expect a smooth modern experience. Crazy Ivan it may not be, but boring it definitely isn't.