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PC | Action | Crysis

Boxart for Crysis
Crysis 59 screen shots
  • GRAPHICS: 5.00
  • SOUND: 4.50
  • CONTROL: 4.50
  • FUN FACTOR 4.75
  • AVG USER SCORE 4.3
  • AVG CRITIC SCORE 4.6
Winner of the GamePro Editor's Choice Award

Feature: Console Crysis? (Page 4 of 8)

GamePro chats with Cevat Yerli, CEO of Crytek to uncover some breaking details on Crysis. Read on!

GamePro: Can you talk a bit about the story and the alien race? Does it tie into Far Cry in any way?

Cevat Yerli: There's no connection to Far Cry. Crysis is an entirely new game. We are featuring an alien race that remains a closely guarded secret. What we can say is that early in the game that it becomes obvious that the aliens have been on Earth for quite a while. The aliens appear to thrive in super cold, frozen environments, need zero-g to move, and are highly aggressive and intelligent.

GP: What specific engine enhancements have been made for Crysis?

CY: CryEngine 2 has been improved in almost every major area. Shadows are now soft, dynamic, terrain has support for voxel technology to offer real 3d carving, physics does support real-time breaking of vegetations, soft-deformations, advanced vehicles and an improved human physics simulation. Graphics received a major boost in shaders delivering day-night cycles, clouds, sub-surface scattering on human-skin, vegetation and materials like ice. Many major changes in all modules allow a bigger more interactive world. We also optimized our system for new graphics hardware generations and multi-threading support for the new CPUs.

GP: Can you explain what differentiates Direct X 10 visuals from the Direct X 9 ones? If you put both versions side-by-side, what would you notice that's different, and what does DX10 do to improve Crysis?

CY: Major focus around DX10 is to provide a higher degree of immersion and visual density of all simulations. Every pixel should make you feel there, at higher framerates. So you will see improved lighting simulations, volumes and particles. Shadows will feel more crisp, fast motions will look accordingly realistic. DX10 allows us to reach our video-realism goal we have been saying for 2 years now.

GP: Can you tell us something about weapon and ammo customization?

CY: The idea behind this was to re-invent literally core-components of a shooter, whilst providing the player more options than he had before. For the weapons, we decided that we wanted players to be able to customize on the fly (rather than in a non-immersive menu) so we took the concept of the rail system (modular attachment mount points) and applied this to our game.

Through an immersive, real-time display of the gun, the player can quickly choose the items they want to use to customize their weapon. We then constructed a lot of cool things for players to use. Among these items are different types of scopes, tactical lights, laser sights, and silencers. In most cases, players can take one item from one weapon and put it on another. There may be no obvious reason to put a sniper scope on a shotgun but it makes for really interesting options.

In keeping with this philosophy, we created 'tactical munitions'. These are small, programmable bullets that allow players to manipulate their effects after they have been fired. There are a number of modes. For example sleep mode is a quick and silent way to down an enemy. You can then activate the trigger and put that target to sleep. Distract mode emits a sound that is very useful for distracting enemies away from your position. The player can have up to four of these bullets active at one time giving a huge number of options to the player and introducing totally new gameplay.