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Crysis

Thu, 14 June 2007

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thanks: CryTek | official website: Crysis

Crysis sure looks pretty -- there's no denying that -- but how will the game's elements work together? Crytek's Tony McColgan fills us in on the role of vehicles, teammates, and one heck of a multiplayer mode...
PCPP: Could you please tell us about the vehicle options in the game? Is it true that players can hijack any vehicle in the game? How does this work? What is the coolest sequence you've seen with a vehicle?

TONY McCOLGAN: All combat vehicles in the game can be used by the player -- so in theory, you can hijack them from the North Koreans. It means that you have to play very carefully and sneaky to get close enough, but the possibility is there.


PCPP: Will the player be fighting alongside any AI-controlled teammates, or is Crysis's journey a solo one? If teammates are present, what role will they play? Will the player be able to direct them?

TM: The player lands on the island as part of a Special Forces squad. Each member is assigned a specific mission, as is the player -- he will meet his squadmates and other NPCs throughout the game. The story is told in the game from the individual perspective of the NPCs to keep the immersion of the player. The player cannot control the squad.


PCPP: Tell us about the Power Struggle mode in the game. Is it still being included? Is it true that matches could last as long as five simulated days (or 10 real-time hours)? What kind of gameplay should we expect in this mode and why was this style of game appealing to you?

TM: Power Struggle is essentially a fight for technology in which players have the ability to buy their own equipment and customise themselves based on points earned during the game. The final goal of the team is destroy the enemy HQ in each level, which can be achieved by acquiring powerful weapons such as "TAC" equipped tanks and launchers or by using alternative methods to infiltrate and destroy the enemies base.

Teams can sway the balance of a game by capturing factories, spawn bunkers and other locations around each level to produce different types of vehicles necessary to end the game. In addition, the player will have access to the nano suit featured in single-player, which adds a much deeper dimension to the tactics of a game that will give players more choice when it comes to their preferred style of play.

Each game is configurable to last as long or as short as the host wishes. During the length of the game, the dynamic time of day is always changing and allows time based tactics and ambushes based on the time of day, for example. Imagine a night attack from a couple of helicopters on a factory complex held by the enemy team supported with infantry with flashlights and such. Our "standard" game length is more like 45-60 minutes by default, but of course this is customisable.

When designing power-struggle we wanted to allow players to have much more choice when it came to how they could play the game. At the same time we wanted them to be able to quickly enter the game without having to set up their equipment each and every time. To this end we included a loadout system that players can customise and then buy with a single click at the start of each game. Players can also choose to start with various pieces of equipment and unlike class based games, these pieces of equipment can be used by anyone with any weapon loadout. For example, you could buy a repair tool and an RPG or a repair tool and a bunch of C4. If you want to be a sniper who can repair, so be it. If you want to have the ability to steal enemy vehicles and carry an alien rifle, so be it. If you have the points, you can buy the equipment.

We felt that giving the player more choice to play the game as they want is something we wanted to embrace and work towards. Everything from the suit settings, weapon customisation and equipment to vehicles and interface can be tuned to the player's own method of gameplay. They're even able to select the objectives that they wish to use at that time. Simply clicking on a location on the tactical map will give them a waypoint to whichever area they wish to attack or defend.


PCPP: What is your favourite new graphics feature or piece of gameplay in Crysis that would not have been possible even a year ago?

TM: My personal favourite at the moment is using the chameleon cloak to get really close to an NK soldier standing near a tree, grab him by the neck and throw him through the air. A year ago, we wouldn't have thought that we could achieve this level of close, physical interaction between the player and the game world. Overall, it is the sheer amount of things happening at the same time in combat, sound, particles, explosions, physics, AI -- I catch myself playing the game and thinking "Wow, this looks awesome".


PC PowerPlay featured Crysis in issue #139.

 


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