Thursday, March 3, 2011

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Crysis 2: More news from the GDC, gameplay tips from the Executive Producer




There are more news and information from the GDC 2011 the shooter. In addition, Nathan is Executive Producer Camarillo gameplay tips for the game.


The Game Developers Conference 2011 in San Francisco revealed more details about Crysis 2
. The Senior Producer of Crytek, Hasit Zala, spoke at the GDC 2011, the multiplayer part of the game. "We have a team of over 70 developers dedicated to the multiplayer side of Crysis 2nd And I think the key thing is that it's a big, big operation. The idea is really that multiplayer is a big part of first-person shooters. One of the key things that we wanted to establish was multiplayer that’d go toe-to-toe with the top games out there. And yeah, that’s something we’re hoping to do. It’s probably fair to say that one of the things we did when we came on board was to just re-write the whole of the multiplayer. So we didn’t really look at either of the [Crysis] games before that. And when you get to play it, you’ll see that it is a completely different multiplayer design. One of the key things we tried to address was how we could really make the nanosuit experience stand out in a modern day multiplayer arena. We tried to make something that was more immediate, faster-paced, and visceral. The action’s tighter. The arenas are much more in-your-face. And all of that is enhanced by the Nanosuit and its behaviors. "
Crytek Executive Producer Nathan Camarillo also revealed some gameplay tips for the game. "Assault is a game mode where one team has Nanosuit powers and only a pistol, and the other team are normal soldiers without Nanosuit powers, but have more powerful weaponry and laser pointers. It's an intense experience because you only have one life per round, and if you have the Nanosuit powers and go into thermal vision / Nanovision you can see the laser pointers of the soldiers. People use tactics like pointing their guns to the ground or pointing it toward the nearest object . It's a mode people graduate to. It’s not to say that it’s difficult, it’s just when you’ve mastered the powers of the Nanosuit and you understand what it means it opens up a whole new level of gameplay."

Be fast, be invisible

"The big thing is it’s often tempting to sprint all the time, but sprinting also uses suit energy. What you want to do is move from object to object, stop and catch your breath, and get your energy back. Distances are so well laid out in the game that you can do something like hide behind a car, and before you step out into the open, cloak, and then sprint across the open and go behind another car, cloak, get your energy back, then move forward. It’s about being invisible as much as you can. And being fast. We give you the ability to sprint, power jump, and slide so you can move around the environment much faster than in other shooters. What this does is make combat faster."



Kill cam: monkey-see-monkey-do
"You’ll have a lot of tools at your disposal and the tools turn into situational techniques you can use. You see other people using them. When you watch a kill over the kill cam you can see 'this guy killed me that way, I didn’t know I could get to that location, or I wonder how he got there.' Or 'man, I never thought about doing that before.' You start to take those as your own. There’s a lot of monkey-see-monkey-do gameplay when you watch someone do something and you mimick it. So you spend a little bit of time playing the game with the Nanosuit, then you learn a bunch of techniques from other people, then you start employing those techniques, and then after a few hours you start to elaborate and embellish in ways you can’t in other games. In other games you get a gun, you’re stuck on the ground, you shoot a guy, you get some experience points, you maybe take his gun, you unlock something, and you do the whole cycle over again. For this, it’s like really about showmanship. Knowing that you are perched up on this ledge or in a graveyard or on top of a mausoleum, a guy’s running underneath you, and you jump down and smash him from above, he’ll see it on his kill cam. There’s a lot of showmanship there and I can’t wait to see what people capture and put up on YouTube. Crazy kills and crazy streaks."
The 3D experience "If you have the opportunity to experience Crysis 2 in 3D it’s a phenomenal experience to be able to play it. We've been researching the technology for two and a half years. It’s not something we wanted tacked on. We wanted it to be a really robust 3D implementation that really enhances the way you see and experience the game. We want you to play for a really long time without bringing eye fatique or strain. So instead of bringing things out of the screen at you, which causes you to near-focus on stuff, and then go back to looking into the distance because you’re trying to look at the game world, if you do it that way you’ll get eye strain fairly quickly. You’ll get really fatigued and only get to play a little bit at a time. What we wanted to do is start at the screen and then make everything 3D deep into the TV, so it’s a different kind of approach. We want you to experience Crysis 2 in that way." "The TV is a window to the Crysis world and everything 3D starts after that. The cool part is it does feel very 3D. After a couple minutes you settle into it. It’s not that you ignore the 3D and it has no value, it’s just how it’s meant to be. You feel like this is how it’s supposed to feel. This feels real. It’s a really cool thing. We want you to play it in multiplayer, single-player for hours at a time. It helps me gauge distance on throwing grenades a little bit better, and it doesn’t necessarily give you a huge advantage, but you’re probably having more fun."


"It’s not only the technology implementation, but also the display of information. We give you a lot of information in Crysis 2 through the HUD of the Nanosuit, icons in the world, waypoints, everything, and you want these all in different depth. You get an objective update and text comes on the screen, and your eye has to focus on that and read that. We have layers and layers of information we put on certain places to make it easy on your eyes. If we just threw together a quick 3D implementation you would wind up with depth violations, which is you’re seeing something really deep into the world, but an object is actually in front of it and it really confuses your brain. We had to solve all these problems. All of the loading screens are in 3D, pre-rendered movies in 3D, in-game cinematics and cinematics themselves are in 3D, the main menu is in 3D, we have an awesome Nanosuit showroom where we show you all the Nanosuit powers in 3D. We want the whole experience to be in 3D. If you don’t have a 3D TV it’s ok. It’s still an awesome-looking game. It’s a lot of fun. Maybe you’ll hold on to that copy of Crysis 2 and when you get a 3D TV, if you’re still not playing it, blow the dust off it, play it again and it’ll blow your mind."

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   Game: Crysis 2 Jensen6

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