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Yes, it does, but I also remember really, really enjoying the Far Cry demo. Then I bought the final game.
Yes, it does, but I also remember really, really enjoying the Far Cry demo. Then I bought the final game.
Yeah... Never bought Far Cry because of the demo though.
It just didn't appeal to me.
But then again, I had a shitty computer when I played it.
Yes, it does, but I also remember really, really enjoying the Far Cry demo. Then I bought the final game. Also, whilst the trailer looked all fine and dandy (and I'm sure I will enjoy Crysis, no matter how meh the gameplay may ultimately be), the big fight with the...big thing...looked retarded.
I don't know, I think it was a flashback to something like Quake 4 for a moment.
The guy was changing the terrain, adding grass, adding some soldiers... then he hit a button and he playtested it.
Did that ever actually get implemented into the game?
I've heard almost nothing about it since then.
IGN: One of the cool features that we've seen in the game and only had a little chance to use is the nano suit. Why was it important for you to implement this into the game?
Cevat Yerli: The Nano Suit has always been a key aspect of the core game mechanic from the beginning. The idea was to create an experience that adds another dimension to how you can play the game. In an FPS you obviously need to cover the shooting aspect of the game but when you add the abilities of the suit into the mix you really start to see some creative ways in which you can approach a given in-game situation. It adds a tangible set of choices around the hero.
IGN: What are the different abilities available to players through the nano suit?
Cevat Yerli: The suit gives the player the ability to enhance their Speed, Strength, Armor and of course Cloak - Any of which can be selected at any time but at a cost of energy that will deplete during their use and recharge when the enhancement is not being utilized.
IGN: Out of all of those abilities, which tends to be the most useful in most situations? Have you seen testers or some of your team develop affinities for certain play styles?
Cevat Yerli: The goal really is to ensure that all of the suit's functionality is equally useful. Obviously in a heavy fight you might want to dial up the armor but you could perhaps use strength instead and pickup a large fuel drum and throw it into the enemy. Other options could include cloaking and using enhanced speed to quickly flank around and taking out the enemy from behind. Watching people play the game so far has proven that there a ton of creative ways in which to take on the enemy. We have seen some pretty wacky things and approaches that really show that there is never really ONE way to win.
IGN: How much have the abilities changed over the course of development? Are they basically how you all envisioned them from the start?
Cevat Yerli: The suit use and its abilities are pretty close to how it was originally conceptualized. The only real changes have been down to getting the balance right on each of the suit's functions and still allow the AI to offer a challenge. As we started to playtest the abilities of the suit it was clear that some abilities were far more powerful than others. We really had to take a closer look at what was happening and determine what needed to be done to keep the experience fun and challenging. We want the suit to really encourage different ways to play but the last thing we want to do is make you an invincible superhero. The goal is more Six Million Dollar Man rather than Superman.
IGN: Will players have access to all of these abilities in multiplayer? If so are some of the abilities particularly useful for different types of multiplayer games?
Cevat Yerli: All the suit abilities will be available in Multiplayer. This is where the experience really gets interesting because now you are dealing with a human that has the same abilities and it really makes for some fun situations. You can see someone else speeding around to flank you or just before you get to an enemy they dial up strength and jump up onto a roof and escape. The creativity really shines in this forum.
Also I found this pic to be pretty impressive.
The whole nano-suit concept is one big thing I think Crysis has going for it. I really enjoy good and fun singleplayer experiences. Sometimes AI, being less clever than a human who's at my same strength, is more fun to toy around with, as I'm sure anyone who's played HL2 will tell you. Thus, I can already see myself replaying the singleplayer campaign, or if not the entire game, several specific areas, utilizing different assets each time. In my opinion, variety breeds quality gameplay, and from what we've seen, the game looks damn entertaining.
The whole nano-suit concept is one big thing I think Crysis has going for it. I really enjoy good and fun singleplayer experiences. Sometimes AI, being less clever than a human who's at my same strength, is more fun to toy around with, as I'm sure anyone who's played HL2 will tell you. Thus, I can already see myself replaying the singleplayer campaign, or if not the entire game, several specific areas, utilizing different assets each time. In my opinion, variety breeds quality gameplay, and from what we've seen, the game looks damn entertaining.
Theres a new video with a commentary by the visual effects designer on incrysis.
*mumbles on about some multiplayer beta...
ops double post
delte this one
I'm trying to but I can't
You cant edit thread titles.
Only teh mods can do that. D:
Don't let Samon edit it.