Pre-E3 2006: Crysis - preview/review
(hx) 06:22 PM CEST - May,05 2006
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IGN
has posted its pre-E3 impressions of
Crysis, CryTek's upcoming
PC game. The article includes new media and a
developer video-interview. Here's an excerpt:
One of the terrific things about the gameplay environments is that they
aren't just for show. Thanks to an engine that allows for reaction of a ton
of different objects (especially with the help of the unified architecture DX10
design, upcoming GPUs, and PPUs) jungles now become more than stagnant
cover. Foliage reacts to contact with other physical objects so that leaves and
branches bend and react to human bodies but more importantly, much of the
environment is destructible. Trees will fall apart from gunfire and when they
fall, if they happen to say... smash into a bad guy's head, that bad guy will take
an appropriate amount of damage. Likewise, the frozen objects set in ice by the
alien weaponry will have properties that allow it to be shattered by weapons
fire. Not quite as useful for killing enemies, but it sure sounds fun.
While the "escape the Ashcroft" portion of the game seemed pretty linear,
most levels will have a bit more freedom. Those that remember Far Cry will
undoubtedly remember that levels often had a few different paths to follow.
Yerli was happy to say that the single player experience would be more about
choice and freedom but will have more consequences to it than Far Cry.
Apparently it goes far enough to allow for players to take out different
objectives in an area in whatever order they deem best. You can imagine that
taking out one objective will make another more vulnerable as well as causing
some collateral challenges to overcome.
On top of several options for moving through a level will be different
solutions for problem solving. The player character, along with having very
adaptable armor, will have customizable weaponry and customizable bullets.
This means additions like vision, infrared, and microphone scopes along with
silencers for those trickier situations where being quiet is important. Bullets
on the other hand can be adapted to put an enemy to sleep or even act as a sound
beacon to attract enemies away from an area.
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