Crysis 2 Information

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Crysis 2 Information

Unread postby Wounded » 1 Feb 10, 9:21 am

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Game Details:
  • 12 New York Multiplayer Maps
    • Skyline (formerly Rooftops), Impact, Pier 17, Parking Deck (formerly Ambush)
  • 6 Multiplayer Game Modes
    • Instant Action, Team Instant Action, Crash Site,


* 2023, three years after the event of the first game, aliens have turned huge parts of the world into a battlefield - e.g. Rio, London, Tokyo, NYC were attacked and depopulated.

* Aliens shoot probes (see the PC Gamer screenshot) into the cities and patrol the sky with spaceships.

* New York shall seem familiar but deformed to the player.

* Crysis 2 will have a much tighter and more compelling story.

* Good mix of arranged story snippets and information the player must collect himself - cutscenes, talks among the characters, tape recordings as in Bioshock and scanning corpses.

* Crysis series is meant to become a universe on its own, with its own backstory and many little details.

* Demo level: The level begins with two military helicopters chasing a bug-like alien spaceship, hitting it with a missile and causing it to crash into a skyscraper leaving a big hole inside. Demo mission objective: collect a DNA sample of the aliens at the crash site. Player fights his way through Manhattan Financial District. Destroyed city resembles New Orleans after hurricane Katrina. Player approaches the crash site, sees it swarm with enemies and jumps up the collapsed stairway of a nearby building. Player marks the positions of the soldiers, draws nearer in cloak mode, smacks the gunner of a military vehicle in power mode, rips off the mounted gun and kills the rest of the foes. Debris blocks his way to the objective, so the player jumps down an old elevator shaft into a tunnel. In the semi-flooded tunnel's water there are indeed rats and corpses floating around. The tunnel ends at the center of the crash site in a small cave. The mood changes, colors are sparse and grey, building parts are scorched up to the steel frame, music and noise gets more threatening. As the player picks up the DNA sample, hell breaks loose. The protagonist is ordered to retreat as fast as possible, tries to escape through a side corridor, but gets stuck in a dead end. Through a window he sees enemies who are searching for him being taken down by an alien appearing behind them with frightening ease. The alien is standing on two legs, has a clearly defined outward appearance, some sort of armor and weapons, dangling dreadlocks and a ferocious-looking head. When the alien grabs one of the soldiers and throws him into the window pane with great force, the presentation ends.

* Prophet might be the protagonist of Crysis 2, at least, people in New York believe the player to be Prophet.

* Still four nanosuit modes: armor, power, tactical and infiltration.

* New nanosuit mode "tactical" allows collecting of information about enemies, corpses or weapons, you can mark enemies or weapons that appear
on your radar from then on, so you get to know patrol routes and remember "where that cool weapon was located".

* "Strength" mode and "speed" mode have been combined into "power" mode.

* "Infiltration" mode is the stealth mode and makes the player move quieter and more cautious.

* Infiltration is a passive mode, you can manually switch on the familiar cloak mode as an active function and only then this mode drains your energy.

* Crytek always wants to make the player aware of which mode he's in.

* Tactical mode: ambient noise is suppressed so you can overhear even the most distant conversations.

* Armor mode: you hear the hardening of nanosuit's skin, moving sounds become much heavier and the hitting noise of bullets is different.

* Power mode: player uses his fists instead of the weapon's butt.

* Crytek still experiments with different HUDs to highlight the differentiation even more.

* Developer's answer towards question about civilians: "Every catastrophe has lunatics that ignore all warnings and stay".

* Streets seem to be deserted though, except for paramilitary troops patrolling.

* When targetting the enemies, they show up as "Crynet Ops Infantry" - Nathan Camarillo says, the name is not final.

* Nevertheless there's a third faction attacking the player as well as the aliens and this time they're not North Korean.

* Nanosuit modes can be modified with extra modules which extend your abilities. It is yet unclear how the modules are integrated into the course of the game, as part of a RPG-style leveling and upgrade system or by finding them during your playthrough e.g. tactical mode shows the direction from where you are shot, power mode reflects some of the shots you take and infiltration mode shows the silhouettes of enemies through walls.

* Player should be able to choose more freely how to approach a situation.

* Camarillo: "In the first Crysis, there were three ways to play: going rambo, stealthy or causing mayhem." Now, every attack shall be a new challenge for the player.

* New vertical gameplay: when in Crysis, you could only climb a car or a small hill, but now you've got more possibilities how to act.

* Not only you, but also the enemies use the different levels of the environment, shooting you from below or above.

* Camarillo tells us, that we "can assume that we will send the player to very well-known places in New York".

* The demo level was presented again directly afterwards with a quite differing course.

* The magazine editor states in his conclusion, that even though he "only" was shown Crysis 2 on an Xbox 360, he thinks that it is going to be one of the best looking games of all time on all platforms.


Screenies:

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Re: Crysis 2 Information

Unread postby brimlad » 1 Feb 10, 9:48 am

hi Wounded and thanks for posting that sounds good and great to see some effort in developing the story for the sequel.

cheers :)
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Re: Crysis 2 Information

Unread postby Wyld » 1 Feb 10, 10:17 am

Does sound rather tasty.

Crysis 2 will have a much tighter and more compelling story.

I'd be interested in finding out just wtf he means by "tighter"
Mostly Minecraft via http://www.twitch.tv/wyldstein/ Wooh!

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Re: Crysis 2 Information

Unread postby Wounded » 1 Feb 10, 11:05 am

Just a bunch of extra info around

Nathan Camarillo, executive producer on Crysis 2, tells the magazine that the sequel won't take place on another tropical island setting as we're used to. Instead, Crysis 2 makes the jump to a "new style of jungle" -- something they aren't ready to fully discuss just yet.


"We are applying our expertise to a new style of jungle which we will discuss more in the upcoming months, but it is definitely far from tropical," says Camarillo. "We are very excited to introduce Crysis-style sandbox gameplay to a different, yet ultimately familiar environment."


He adds that the team "expects to have increased verticality over the traditional Crysis sandbox," and as such the enemy AI is being overhauled to utilize their new surroundings. When queried on the "Crysis is going to consoles, so the design must be gimped" topic, Camarillo explains that that's "not necessarily" the case. "In some ways it has allowed us to avoid overdesigning features to keep the focus narrower and tight for a compelling experience on all platforms."


Further, Crytek want their Far Cry successor to finally be included among the "successful cross-platform shooter franchises." "There are many successful cross-platform shooter franchises on the market, and it's time that Crysis sat proudly among that group."


Crysis 2 will be out for PC, PlayStation 3 and Xbox 360 sometime between April 2010 and March 2011.


Also, the February 2010 issue of PC Gamer US magazine recently printed out a release date estimate of October-December 2010 for Crysis 2.
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Re: Crysis 2 Information

Unread postby Pigfat » 1 Feb 10, 11:21 am

I hope its not a console port
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Re: Crysis 2 Information

Unread postby Wounded » 1 Feb 10, 11:33 am

http://au.xbox360.ign.com/dor/articles/ ... 81709.html

i dont believe it will b, but maybe Shin will have more info on it as he understands it better then i do
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Re: Crysis 2 Information

Unread postby Wrangl3r » 1 Feb 10, 11:41 am

Sounds interesting.
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Re: Crysis 2 Information

Unread postby brimlad » 1 Feb 10, 11:48 am

Wyld wrote:I'd be interested in finding out just wtf he means by "tighter"
yes an odd phrase but potentially in opposition to loose so perhaps greater character development throughout the game. Nomad was a bit of a mystery man throughout crysis; they developed Psycho's character more with the use of O'neil and some snipets of previous Delta Force operations.
We never really found out what happened to Prophet while he was captured by the aliens so hopefully we'll get greater character development of Prophet and some insite into what happened to him through the sequel.

cheers :)
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Re: Crysis 2 Information

Unread postby tryonthis » 1 Feb 10, 11:51 am

This looks pretty cool.
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Re: Crysis 2 Information

Unread postby Shinanigans » 1 Feb 10, 11:54 am

Pigfat wrote:I hope its not a console port
Completely separate teams developing console and PC. There has to be some compatibility between them though, as LiveCreate allows developers to develop levels simultaneously on all platforms, in real-time.

They reckon there's gunna be much more storyline in the sequel and the aliens aren't going to be flying goobers shooting ice at you. They're going to be taking a more human form and yield weapons.

I think a lot of the complaints about the original game will be addressed quite nicely in this sequel :D
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Re: Crysis 2 Information

Unread postby Wounded » 1 Feb 10, 12:05 pm

The protagonist is ordered to retreat as fast as possible, tries to escape through a side corridor, but gets stuck in a dead end. Through a window he sees enemies who are searching for him being taken down by an alien appearing behind them with frightening ease. The alien is standing on two legs, has a clearly defined outward appearance, some sort of armor and weapons, dangling dreadlocks and a ferocious-looking head. When the alien grabs one of the soldiers and throws him into the window pane with great force, the presentation ends.


sounds awesome

the image im getting of the alien is just like Predator haha
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Re: Crysis 2 Information

Unread postby MilkAndCereal » 27 Feb 10, 3:07 pm

Damn, this one looks good =D
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Re: Crysis 2 Information

Unread postby Wounded » 4 Mar 10, 2:13 pm

Forget Far Cry 2. The real sequel to Crytek’s tropical PC-only shooter was Crysis, a game so powerful it could only run on a nuclear-powered PC the size of a semi truck. Until now.

For the past twelve months, Crytek have, through a series of tech demos, been floating the very real possibility of a Crysis sequel running on consoles as well as PC. CryEngine 3 videos seemed to point towards modifications – but not many. This was the lush jungle and the wide-open sandbox of the original PC game; the eye-searing world that had changed gaming visuals forever in 2004. This was, in fact, proof positive that, with the right amount of time, effort and technical expertise, Crysis could become a console game. And so it has. But not how we thought.

While every one of their previous games has been set in the tropics – a gradual evolution culminating in the beautiful vistas of Crysis Warhead – Crytek’s next game is heading somewhere very, very different. Crysis 2 is swapping the real jungles of the South Pacific for the sprawling urban jungle of… New York. Yep, that’s the same place we’ve been before in Prototype, Alone in the Dark, The Darkness, Ghostbusters, every bloody Spider-man game, and parts of The Godfather 2; a city that has, if we’re honest, become one of the most unoriginal settings in gaming. But for Crysis, and for Crytek in general, it’s virgin territory. And to understand how radical a departure the move is for the series, we need to take a step back.

Set in the near future, Crysis centered on a bunch of high-tech super-soldiers deployed to a Pacific island to rescue scientists from hostile North Korean troops. The first part of the game involved sneaking, running, punching, shooting and swimming around the huge, fictional Lingshan islands, battling human enemies and occasionally sharks. (Seriously, look at the great vids on YouTube). The second part of the game involved, er, aliens. And after extra-terrestrials arrived and blasted the environment with a freeze ray, most people agreed that Crysis – in taking a super-powered leap over the shark – took a turn for the worse.

As Jake ‘Nomad’ Dunn, you were one of only a handful of soldiers blessed with a Nanosuit, a nifty piece of rubberware that offered you four different modes: Strength, Armor, Speed and Cloak. Strength let you jump higher and farther, hurling items with more force; Armor deflected a certain amount of damage; Speed gave you the ability to run and swim faster; while Cloak made you temporarily invisible (obviously). The beauty of the suit was that it let you decide how to approach situations based on your individual needs and abilities.

Standing on an overlook, gazing down at a group of soldiers, do you rush in there with Strength using one human meatbag as a shield, before punching the rest into oblivion – or do you take a more measured approach, utilising the protective power of Armor to pick them off one-by-one? Alternatively, you could sneak in and stealth-kill every last one of the douchebags. It was entirely your choice; and if you wanted to mix-and-match, well, the system actively encouraged that – switching between powers was incredibly simple.

The Nanosuit was half of what made Crysis so appealing, but the tropical setting was the other; it was both an indication of what the PC was capable of and a timely reminder that videogame worlds could be colourful and beautiful, rather than drab and brown. It was a setting unlike the majority of game environments that seemed happy to settle for cliches such as… New York City. But the main benefit of the tropical setting was its inherent freedom; at least in the early sections, you had a broad, beautiful sandbox to play in.

All of which makes the move to NYC more than a little troubling. The whole game will, apparently, take place there – a place not typically known for its vast tropical environments, or indeed its killer sharks. It’s probably safe to assume we can expect major landmarks like the Statue of Liberty and the Empire State Building to make an appearance, probably in the context of getting blown up. Sadly, Crytek haven’t revealed much – indeed, anything – about the plot yet; if original hero Nomad will return, whether Crysis Warhead’s Psycho will take up the mantle, or if some new guy will step into the Nanosuit.

According to Nathan Camarillo, the Executive Producer at Crytek, it’s for the unique possibilities that come with the new locale. “We decided to pick New York as it’s one of the world’s premier hotspots; it’s a very important place for the entire world. In general, a city offers more opportunities for vertical gameplay than a jungle; the player can jump between different floors, jump on buses, on trucks, in craters, and from one building to another. The player is much more mobile in a city playground, and can change his position more often. They also have a lot more freedom, as they can plan or attack someone from above, and gain an advantage.”

The freeform tactics of the first game are intact, albeit in a slightly different form. Crytek are adapting to the new locale by incorporating all of the vertical elements that come with a major city – in particular, unsurprisingly, the enormous skyscrapers. It makes sense: Crysis puts you in the shoes of an all-but superhero, and what better place for a superhero to fight crime than New York City? It’s been home, variously, to Spider-Man, The Fantastic Four and countless others; spiritually, Crytek are simply trying to draw on New York’s iconic history.


The major concern, of course, is that the new setting will undermine the sandbox nature of the original. Camarillo doesn’t think so. “When we started thinking about Crysis 2, we first figured out what we could improve, in which direction we’d like to go, and what the next playground could be. Crysis 2 is a sandbox game. In contrast to the common sandbox, Crysis has borders and a world that extends beyond those borders but – just as importantly – we go into more detail within our play space too.”

As cynics, we need to butt in here to point out that ‘more detail’ usually means ‘smaller environments’, but then again, there is far more background detail to represent in a city, not to mention a greater number of people and objects to interact with. The major problem with city-set games up until now (Grand Theft Auto IV aside) is that they just haven’t had the processing clout to present a lifelike city in its expansive, people-packed glory.

With the power of CryEngine 3 behind it, Camarillo doesn’t see that problem, or the problem of offering the player genuine freedom of movement, as an issue. “I think the freedom of Crysis 2 will surprise console gamers. Crysis is not about ‘go anywhere’; it is about looking at a situation from a great vantage point and then formulating a plan that you proactively initiate to defeat your foes. You have a lot of freedom in what that plan entails, and what weapons and world interactions you use. This is what we’re calling Veni Vidi Vici gameplay: I came, I saw, I conquered, and it should be quite fresh to the console market.”

It should be, but let’s not forget there is one game already offering something similar. Like Crysis 2, it’s a game with super-powered agents in a vertically open, urban playground; the game, of course, being Realtime Worlds’ Crackdown. Unlike Crysis, Crackdown didn’t portion out its powers into several different modes – while the Agent was blessed with enhanced strength, agility, armour and speed, all four abilities were active at once. And Crysis 2 appears to be heading down a similar route. Gone are the separate active powers, replaced by a system that’s a bit more difficult to describe.

“Crysis 2 introduces a new and improved version of the Nanosuit,” reveals Camarillo. “The Nanosuit 2 is mapped to play styles rather than individual powers. It enables players to customise how they approach different combat situations and challenges.” Which could mean anything, really. Although there didn’t seem anything majorly wrong with the system in the original Crysis – mixing and matching abilities to fit tactics was as simple as swapping powers out in the middle of battle – if it can be refined and perfected in Crysis 2, then we’re definitely on board.

Of course, there is an elephant in the room where Crytek’s decision to set the game in New York is concerned. On a purely technological level, a city is geometrically easier to render on a console than the vast, complex foliage of a jungle.

No matter how excited Crytek seem to get about the opportunities the Big Apple provides, it does seem to fly in the face of what we’ve been led to believe: that Crysis, in all its stunning tropical glory, is possible on a console. Was the decision to switch simply down to the consoles’ more limited processing clout? “I would not exactly call this generation of consoles ‘limited’,” says Camarillo. “However, the challenges have allowed us to avoid overdesigning features, to keep the focus narrower and tight for a compelling experience on all platforms. In the end this will make for the best experience for the gamer, because we will spend more time per feature, making it more polished, rather than spreading ourselves thinly just because we can. Creative constraints can be refreshing.”

Between the new setting and talk of making the game more ‘focused’ there is a worry that Crytek may have compromised the soul of Crysis in order to make it work on another format. But even if that’s true we can probably still expect something of a technical marvel – CryEngine 3 is a remarkable thing. “It’s an all-in-one solution,” says Nathan, “AI, physics, networking, multiplayer, audio and high-end effects are all included within the engine and built solely for CryEngine 3.”

This should help considerably with the porting process – or, eventually, perhaps eliminate the tiresome requirement entirely. If the tech videos Crytek showed at last year’s Game Developers Conference are indicative of the final engine, the differences between all three versions of the game should be extremely slight. Presumably, anal picture-quality-obsessive owners of high-end PCs may well see some benefit, but compromises for the sake of multiplatform development shouldn’t be anything like as drastic as some people were anticipating and bemoaning in advance.

“The big challenge during the development of CryEngine 3 has been scaling the engine whilst maintaining visual quality and performance,” Camarillo goes on to tell us. “This is always challenging; problems occurred, of course, but we’re really proud that our teams have managed to solve them.” But did they solve them by eradicating the jungle, or was the new setting their intention all along? More importantly, will NYC fundamentally alter the nature of the series – and if so, will it change it for the better or for the worse?

Crytek have made their name perfecting tropical environments, and their games are specifically geared to take advantage of them. They can’t simply change the background and hope the rest falls into place; in order for Crysis 2 to work on the same fundamental level as the original, the action will need to change too. This could bury Crysis, or it could morph it into an entirely new game, one that PC gamers and fans of the original might not be happy with – chatter that it’s ‘dumbed down’ for the sake of consoles is going to be difficult to shake off.

So, there’s a mountain of worry, but there’s plenty of hope, too. Without playing the game, and based on the small amount we saw, it’s difficult to tell if the tech videos Crytek showed paint an accurate portrayal of the game – but CryEngine 3 shows huge promise, and Crysis 2 has enormous potential. It might not be the sequel we were expecting, but that doesn’t necessarily mean we’re being cheated out of the Crysis experience; just that Crysis 2 may offer something different. And if that something is leaping between buildings in a single bound, punching soldiers off rooftops and crushing cars beneath our super-powered feet, then it’s a change we think we can live with.


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Re: Crysis 2 Information

Unread postby Wounded » 4 Mar 10, 2:17 pm

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Re: Crysis 2 Information

Unread postby Instinx » 4 Mar 10, 5:29 pm

I saw the Crysis 2 screenshots and i jizzed in my pants!

on a serious note, this looks seriously awesome :D
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