Console Crysis? (Page 6 of 8)
- December 15, 2006 16:28 PM PST
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CY: We innovate the genre. We did re-invigorate the non-linear gameplay choices into the core-components of the shooters. The hero, through the Nano muscle suit, its weapons and the ammunition through the customizable weapon-system, the environment the game is placed in through open, wide and interactive arenas, the enemies through adaptive intelligence and first in gaming, aliens that have true sensors (hearing and seeing). Obviously we are also very proud of our graphics and we feel they are the most realistic and interactive, a very difficult combination. There are many other features that we are extremely proud of like our "through the gun" experience and our fantastic vehicles but the core gameplay is the key.
GP: In Far Cry, using the game's physics was key to progressing through the game (for example, jamming the chair into the closing door to access the ammo stock)? Does Crysis use physics in the same way, and how advanced is the physics engine?
CY: The chair trick in Far Cry was actually a bug, but we liked it so much we left it in! :) That being said, in Crysis every map contains multiple physics challenges or puzzles (usually accessed by good suit control) so if you like physics in your gameplay this is the way to go. Physics is one of the core ingredients to our core-gameplay and you will find it present in multiple forms of experiences.
GP: Are the any plans for an Xbox 360 version, and would cross-platform compatibility be possible?
CY: The inevitable question! Of course we're looking at the options but now we're working hard to bring the Crysis as a PC game to market, one which will hopefully set a new bar for FPS games, that's our goal, and we will push very hard to deliver this.
GP: What's next for Crytek?
CY: Crytek is a rapidly growing company and we intend to put all our effort in making Crysis the best game ever. Afterwards, the next big thing?