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Crysis
Developer: CrytekPublisher: Electronic ArtsCategory: ShooterRelease date: Third quarter of 2007.Official site  
 
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Posted by DuMonde [Thursday, 25 October 2007 - 11:12]   0 comments

Crysis Questions and Answers


The Electronic Arts Crysis site has published a community Q&A with Cevat Yerli, Crytek CEO. Word is:


Q: Seems from the various vids of Crysis that the game is taking a "realistic" approach to its design (ie. You see your arms propel you forward while swimming, you see your hands when you climb a ladder, and your arm reaches out when grabbing weapons.) Question is, will your hand also reach out when performing actions such as opening doors?

Answer from Cevat Yerli:
It depends on what the actions are. In pick-ups, we want to emphasize the pick-up because it's a conscious decision and action. But when it comes to doors for example, it's more a matter of the flow of gameplay. There we decided it was more hindering. So in some places we do it as a choice and for function, but in areas where it's a flow-impeding process we don't do it. It's a conscious decision for us to emphasize an action but not impede the flow of gameplay.

Q: Along the same lines as the first question, it has been stated and shown that you can fire the weapons on a vehicle while also driving it. How is this mechanic explained or shown in light of enemy ai only firing said weapons when visably operating them? (Particularly, how do you keep realism with firing guns from the back of a truck when you are driving it from the front)

Answer from Cevat Yerli:
The way we rationalize the firing turrets is that they are linked to your nanosuit so you can fire them via remote operation. That's a decision where we decided more in favor of gameplay as opposed to being completely realistic. Similarly when an enemy is outlined in red after he hits you, this may not be a realistic, but we rationalize this by saying the nanosuit can, based on the impact and speed of the bullet can reverse calulate the originating point and then through image analysis outline the enemy in the flesh.

Q: And how are you restricting movement with the super-jump offered by the strength mode of the Nano- suit?

Answer from Cevat Yerli:
The top height of the super-jump is about 3 and a half times the normal top height. We made it so that if you see the height of an obstacle which it seems like a normal human would not be able to jump up, then in the suit mode, you'll be able to jump up it. But if it seems like even a amplified soldier would not be able to reach this height, then you will not be able to reach this height either. What happens is during the gameplay, you'll actually learn the heights by jumping a certain height and seeing repeatedly that you can jump this height. This creates a mindmap effectively, and soon enough when you look at a rock formation you'll know if you can jump it or not. Ultimately strength mode becomes realistic in your mind because the fiction is explained. It's not a superhero jump. It's a realistically approachable jump if a suit could exist that would strengthen you.

Q: Crysis is shown as a large and interactive world. What type of boundaries are in place to ensure players don't "escape" the map? Specifically, do sharks eat you if you swim too far out? Are certain cliff sides indestructible?

Answer from Cevat Yerli: The boundaries are created through natural boundaries, and also through natural light or the last resort, enemy capture. If you happen to swim out too far, sharks may come. If you kill the sharks, the enemy may come. So we address this in the details, there are no strict borders.






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