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Cevat Yerli
So in Crysis 1 we had what we call a "Sandbox-experience". Traditional sandbox-experience means we had an open area with challenges which were not alerted and you just actually tried to find a way how to engage a site. That felt very gratifying for a lot of people but also was, for a lot of people, very challenging as well because they couldn't find a solution. For them, they get either frustrated or they tried to be just running gun which was severely punished, usually.
And in Crysis 2 we did what we call a choreographed sandbox. The choreographed sandbox combines the freedom of a sandbox experience and intensity and the choreography of a typical linear shooter. So that kinda sounds like a holy grail thing but we really think we really managed this kind of DNA gameplay experience that allows people an easy entry and straight forward experience but also when they look for free form, look for like sandbox experience, look for toys of the world, use the world advantage, use the nanosuit advantage you know use all the tools that a laying around like vehicles, like flip over cars, take a barrel, throw the barrel, take a banana, throw the banana, no, no banana in this game but throw objects around if you want like shoot a land post, take the land post beat up people, you know. This kind of sandbox-experience he can fully execute and that's a new DNA I think we achieved in Crysis 2 and I think gamers will love it I think. Gamers will have an awesome experience this holiday playing in 2D and 3D and the 3D design we have chosen is something that we call .... (gibberish..!)