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Thema: Crysis 2 - INFO Thread

  1. #201
    Professional Avatar von Willy
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    Nathan Camarillo Interview Part 2 - GamerZine

    GZ: One of the biggest complaints with the original Crysis was that infamous anti-gravity section towards the end of the game. Has that returned in any way?

    NC: I don't know if anyone is really looking forward to the anti-gravity sections and we took all those criticisms very seriously. If it wasn't well received in the original then you can imagine it won't be in Crysis 2. I don't think anyone would pass on Crysis 2 if we didn't put that anti-gravity bit in there. It was definitely very well criticised internally and externally.

    GZ: It was one of those things where the rest of the game was absolutely incredible, but obviously these are the sorts of things PC players really want to know...

    NC: They are quite worried and they don't need to be. I see the game every day and they'll have to trust me.

    GZ: One of our favourite activities in Crysis was launching chickens into orbit with super strength switched on (sorry PETA), is there anything anywhere near as cool as that in the sequel?

    NC: (laughs) Well, when you pick up a guy and throw him out a window, you can actually switch to strength, throw him way up into the air and shoot him with a shotgun on the way down, which is just one of many awesome moments. Another one is the ability to grab lampposts and run up and beat on guys. There's one thing I do in the office when I want to show off - I look up in the air, throw the post up into the air, catch it and then beat a guy with it.

    No-one requires you to do this, it isn't an objective or part of the level's mission but we just have fun doing it. It's like I wonder if I can throw it up like a baton twirler? Oh yes I can and it feels awesome!

    GZ: That's feeling of freedom to do whatever you want is definitely central to Crysis. You must relish watching YouTube and seeing all the clips of the original game.

    NC: Absolutely, absolutely. Even the mods people have done, there's one which I loved where some of the main characters in the story have been replaced with chickens. So there's one part where the player breaks into the school, to save the girl and there's a chicken in there. Then a support character says, "C'mon let's get this girl out of here!" and they carry her out.

    We just laugh at stuff like that, some of our fans do the coolest things. They probably don't realise, but sometimes we sit in the big meeting room, twenty of us, we have our product director in and we show him what the community has done. It's really cool, I hope they continue to do stuff like that because we all get a huge kick out of it and we really appreciate it.
    Die Aussagen im Interview legen nahe, dass in Crysis 2 kein Zero-G-Level vorhanden sein wird.

    Thanks to crysuki for the link.

  2. #202
    Prophet Avatar von SplitTongue
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    Crysis 2 Feature auf Gametrailers TV morgen mittag :

    http://www.gametrailers.com/show/gametrailers-tv

    PS: Man und ich muss arbeiten... >.<

  3. #203
    VIP Avatar von xeonsys
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    Zitat Zitat von SplitTongue Beitrag anzeigen
    Crysis 2 Feature auf Gametrailers TV morgen mittag :

    http://www.gametrailers.com/show/gametrailers-tv

    PS: Man und ich muss arbeiten... >.<
    5.6.10 10 uhr mesz

    Summer 2010


  4. #204
    Professional Avatar von Willy
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    http://www.totalvideogames.com/Crysi...ew-15286.html?

    Spoiler Preview Nr. 1:
    There's something incredibly powerful about the imagery of New York City thrown into chaos. Comics and films of recent years (from J. J. Abrams' Cloverfield to Brian Wood's DMZ) have explored the notion to great effect, and in both cases you get the feeling that it's not just New York's status as arguably the most iconic city in the world that makes the depicted scenes so palpable. After all, scenes of terror and chaos in New York have been indelibly scribed on peoples' minds ever since 9/11 - a day so unbelievable that footage of it still feels eerily like watching fiction nearly nine years later. Similarly to Cloverfield and DMZ then, Crysis 2 will also use this collective sense of fear and disbelief among the world's populace to buoy the setting of its long awaited and much anticipated Crysis sequel.

    Unless you don't already know or hadn't guessed, aliens have invaded and infested New York City in Crysis 2. It's three years after the events of Crysis 1 and Crysis Warhead (where the same alien race turned a Pacific island into something resembling the Himalayas) and now these aliens are back to turn Manhattan into their own personal hive. In terms of location, given that Crysis simply took the same tropical setting as Far Cry and then added the occasional dash of arctic weather via the game's plot, then Crysis 2 takes on a whole new tack. It's not the only new direction for the game's developer either, as this is also the first time that Frankfurt-based outfit, Crytek will be making the jump to consoles.

    Following the beating that Crysis 1 took from PC piracy, Crytek has since built its new engine (CryEngine 3) primarily around multi-platform development, even though previously the studio had been specifically tuned to the super-hardcore PC market. Indeed, it's testament to the original Crysis that it's still used to benchmark newly released PC graphics cards (although its prominence in this area has admittedly diminished with the advent of DX11). Having now seen the sequel firsthand, we can say with very little doubt that it will set the benchmark for graphics in gaming once again, as both Far Cry and Crysis did before it.

    But graphics have never been a worry where Crytek is concerned - the reasons why we scored Crysis 8/10 back in 2007 were because of its lacklustre gameplay in the final act and an overall formula that stuck a little too closely to Far Cry for our liking. One of the more original concepts to come from the game was its Nanosuit though, which Crytek is thankfully sticking to like glue in this sequel, but not without a substantial amount of tweaking and balancing to perfect the formula. Thanks to some extensive focus group work with the original Crysis, Crytek has identified three different types of approach to the Nanosuit.

    Some gamers apparently play predatorily with the suit, toying with enemies by sneaking up on them to within an inch of their nose (using the stealthy cloak power), melee attacking them, and then sprinting off using the speed power to get away from the scene quickly and avoid raising too much suspicion. Other gamers favour a long-range strategy, using the binoculars to pick out enemies and then snipe them from a distance, while all the while retaining the stealth power to keep them concealed. Finally, a third type of gamer plays the 'action hero' role by using the Nanosuit's strength power for brutal melee attacks and its armour power for a healthy dose of close-quarters gunplay to take out enemies Hollywood-style.

    All of this has been taken into account in the sequel, which has allowed Crytek's developers to fine-tune the suit so that it will allow users to maximise their particular tendencies in combat. For example, while the first game's customisation options were limited to guns and merely allowed users to add the odd scope, silencer, or laser sight to their weapon, Crysis 2 will open up customisation options for the Nanosuit. In other words, if you play the game predatorily then you'll be able to upgrade the cloak and speed powers as the game progresses to suit your gaming style. 'Action hero' gamers, on the other hand, can spend their upgrade points on strength and armour if they so wish.

    While this focus on customisation does mean that there won't be any new powers for the Nanosuit in Crysis 2, it's certainly reassuring to know that we're going to get a deeper experience with the suit in this sequel. Simply adding a new power just for the sake of it could seem a little tacked-on, while a more user-defined experience of the gameplay through the suit is exactly the sort of improvement we've come to expect of Crytek. After all, the developer made its name by pioneering FPS gameplay that allows gamers to attack a set-piece as they see fit, so allowing gamers to tweak gameplay features is surely the next logical step.

    It's not only the new and improved Nanosuit that's to expand on Crytek's trademark though, as the location itself also appears to lend itself to a different type of open gameplay. The developer has been quick to emphasise the different type of jungle that Crysis 2 is set in (an 'urban jungle' no less), and the 'verticality' that this will bring to the experience. Only seconds into our first look demo, this became plainly evident. Nomad, Crysis' returning protagonist, jumped from what must've been the 50th story of a skyscraper at least, and then let himself glide for roughly 30 stories, before landing back on a lower ledge of the building at around the 20th story. With the armour power on, this naturally left a huge crack in the ledge even though Nomad was left unscathed.

    Then, after spotting a series of 'Crynet' enemies patrolling the roof of a building across the block using his binoculars, Nomad took out a couple of soldiers with his sniper rifle. Setting his Nanosuit to 'strength', he jumped between the buildings, using his armour power again to ease the landing on the other side. After quickly turning to the suit's cloak ability, Nomad set about finishing off the remaining enemies with close-quarter stealth melee kills. Clearly, this was Crytek's way of demonstrating how the predator, action hero, and long-range archetypes can all fit into a plan of attack in Crysis 2. All we'll say is that it was a thoroughly convincing display.

    It's not only the promises of a deep customisation system for the Nanosuit that makes Crysis 2 such an exciting prospect. More importantly, the game's setting takes Crytek into uncharted waters for the first time in its 10-year history. To go from island archipelagos to a near photo-realistic depiction of New York City is one bold step but, if any developer can do it, Crytek can.

    http://www.bit-tech.net/gaming/pc/20...is-2-preview/1

    Spoiler Preview Nr. 2:
    Crysis 2 Preview

    First, a combined disclaimer and confession – when we got a chance to see Crysis 2 recently and sat down for a quick chat with Executive Producer Nathan Camarillo, it wasn’t running on a PC. Instead, we saw Crysis 2 demonstrated on an Xbox 360. This is a fact which immediately demonstrates what is to many people the most interesting thing about Crysis 2: it runs on a console.

    Disappointingly, at least for those of you who want to hear horror stories about how broken the console version of the game is and how Crytek is going to painfully learn that it never should have left the PC, Crysis 2 seems to run fine on the Xbox 360.

    There are caveats, and ‘fine’ is a relative term, obviously. The game is never going to look as great on a console as it could on a PC, mods may be out of the question, and a gamepad is always going to play second fiddle to a mouse, but it’s fine. Really. If you don’t have a PC which is up to spec then, I’m sorry to say, the console version of the game may do the job.

    More interesting than the technical and financially motivated changes to Crytek’s latest game are the numerous changes that have been wrought upon the gameplay – some of which potentially pull back the curtain on why Crytek’s games are the way they are. That is to say pretty and playable, but with some obvious flaws – we’ve never heard anyone speak fondly of Far Cry’s Trigens or Crysis’ aliens, for example.

    “We didn’t fully realise how players would use the Nanosuit abilities,” said Crytek’s Nathan Camarillo in preface to his demonstration, going on to outline how gamers would create their own styles of gameplay that they would adhere to strictly.

    “Some players, for example, would use the Stealth and Strength powers to create hit and run tactics – like Predators. Others would use Stealth and customised weapons to become the ultimate hitman. What we didn’t anticipate about that was that players set their own failure scenarios… They’d reload [the game] if they got spotted, not if they died, so breaking the style was their failure scenario.”

    According to Camarillo, it was only after Crysis’ release that Crytek cottoned onto this fact and saw that the Nanosuit abilities players had at their disposal weren’t as brilliantly balanced as they could be. Simple things, such as having to switch between Maximum Speed and Maximum Strength to execute long jumps, broke the flow and snapped players out of the style. It was the first thing Crytek sought to change in Crysis 2, minimising the number of separate abilities and combining them into modes for dedicated play styles.

    In anticipation of the reaction to that news, Camarillo was quick to stress that these changes have been borne out of feedback from the PC version of the game, and not just because console controllers have fewer buttons than a keyboard and mouse.

    Whatever the inspiration or motivation, there’s no getting away from the fact that the game seems to have been improved by the changes. Stuffing together the speed and invisibility options of the Nanosuit into a new Maximum Stealth mode definitely enables more player autonomy than it destroys and, at the very least, means there’s less fiddling to be done with the various modes.

    Crysis 2 Impressions

    Crysis’ iconic nanosuit has undergone a bunch of other changes too, not just a streamlining of its powers and abilities. Three years have passed in the space between Crysis and Crysis 2, during which a new, modular Nanosuit has been created – one which can be customised in the same way as weapons could be in the first game. New functions and improvements can be collected throughout, then added on to your armour as you progress.

    Unfortunately, we didn’t get a chance to see the new suit add-ons in action, but Camarillo made mention of a few different possibilities – stealth enhancements to reduce footstep noise, x-ray eyes and improvements to walking speed were all dropped into the conversation at one point or another.

    The most immediately obvious change to Crysis 2 isn’t the tweaks to the nanosuit or attached powers though, it’s the change in setting. You’d be hard pushed not to notice that Crysis 2 abandons the swaying palm trees and pristine beaches of the original in favour of New York’s grey vistas and grotty skyline.

    Again, while it’s easy to presume that the change in setting was bought about by the limitations of modern consoles (grey blocky skyscrapers are much easier to model than tropical jungle), Camarillo was quick to counter that thought. In fact, he turned confessional once more and revealed that the alteration was borne out of a weakness with the first Crysis.

    “Nobody cared about those islands,” he claimed, outlining how Crytek wanted the Crysis series to be visually striking, cinematic and profound – something that’s easier to achieve with known landmarks. Watching palm trees be uprooted doesn’t have the same impact as seeing a hole blasted through the Empire State Building, reckons Camarillo.

    Crytek has sought to make the most of new locale too and hasn’t stuck to just office blocks and smoke-filled streets. Verticality is a major feature in Crysis 2’s combats, with the nanosuit allowing you to hop between rooftops on occasion and survive a plummet to ground level if you’ve got a hankering for floor-based fisticuffs. Personally, we prefer the idea of rooftop sniping, but to each their own. Camarillo’s demonstration had him mixing and matching styles to suit; taking out snipers by hand, weaving across balconies with an assault rifle and finally sniping the infantry who marched far below. Nice.

    The move to New York is easily one of the things we most like about Crysis 2, with the environments proving suitably desolate and decimated by the alien invasion, weaving an apocalyptic bleakness into the mix, which contrasts wonderfully with the bright background of the original game. Watching street battles being fought back and forth amongst well-known landmarks may not have left us feeling the sense of breathless awe that Camarillo claims Crytek is aiming for, but it was striking. Specifically, it reminded us of the closing battles in Children of Men, or Half-Life 2’s later chapters.

    It has to be said though that, while Crysis 2 certainly looks to be a competent and good-looking shooter, we still have our concerns. For starters, those who are graphically obsessed would do well to know that, while Crysis 2 looks good on consoles, it’s also not the best title we’ve seen on that front. Maybe there’s more unveiling to come, and maybe there are some tricks we haven’t seen – but we didn’t look at Crysis 2 and think that it would blow the likes of God of War out of the water.

    Our bigger worry is whether Crytek can really learn and demonstrate the finesse that has notably lacked from previous titles. Say what you will, but it’s somewhat proven that Crytek makes great graphics engines, but mediocre games. We’re definitely excited about Crysis 2, but we’ve yet to see anything that shows Crytek is going to exceed expectations.


    Jeuxvideo Videointerview mit Nathan Camarillo (ähnlich dem oben verlinkten, nicht so ausführlich)
    http://www.jeuxvideo.com/reportages-...marillo-hd.htm

    Thanks to crysuki for the links.

  5. #205
    Professional Avatar von Willy
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    www.twitter.com/crysis

    Listen to this http://crys.is/R and watch GameTrailers TV on Spike TV Friday at 12:20 AM ET/PST for the reveal!
    Nur zur Ergänzung. Mal wieder so ein Viral-Marketing-Sound-Teaser-Krempel, über den man sich den Kopf zerbrechen kann, was er bedeutet. Man kann's aber auch lassen und bis morgen warten.

    __________________________________________________ _

    Edit:

    Und das nächste Interview:

    http://www.atomicgamer.com/articles/...is-2-interview

    Spoiler Text:
    AtomicGamer: Crysis was notorious for its demanding system requirements. How did this affect the design philosophy for creating the sequel, especially given that it's multi-platform?

    Nathan Camarillo:
    The original Crysis had this stigma of players needing a monster machine to play it...and that it'd probably catch on fire. That wasn't entirely true though; you could play it and enjoy it, but maybe you couldn't turn it all the way up to 11. But that was still the stigma that sort of followed Crytek, and that's something we're definitely trying to shake. I wouldn't say that console development is difficult, but it has forced us to reexamine how we do things; we now have to solve problems with more finesse than force. And we're finding ways to push the consoles in more ways than other developers have. After Crysis, Cevat's (Cevat Yerli, CEO and President of Crytek) goal was to get Crytek's games out to more people, a bigger audience, and get CryENGINE technology on consoles. That's what we've been able to do with CryENGINE 3...find a way to not only make the technology scalable, but also accessible. From a design point of view, it also forces us to focus on what's important to the core of Crysis; we want it to be more accessible, but we don't want to nerf anything either. If anything, we have even more features than the original game, but they're smarter in the way that they're implemented. The way the user interfaces with these features is also much cleaner. We're thinking in much broader terms, and everything's under a microscope.

    AG: Can Xbox 360 and PS3 owners expect the same Crysis 2 experience than owners of tweaked PC rigs?

    NC:
    There might be some minor differentiation in console versus PC, but our goal is to deliver the best experience possible on each respective platform. If you're playing PC, you'll get the best PC gaming experience you can; if you're playing console, you're going to get the best possible experience for that platform. There may be differences, but no one should feel robbed or cheated. We'll deliver the best experience to all players, and certainly the core game will be the same.

    AG: For many gamers this will be their first exposure to the Crysis series. Taking that into account, is the sequel serving as sort of a fresh start for the franchise?

    NC:
    We are looking at Crysis 2 as a reboot of the franchise. Not so much in the story, as there will be some narrative continuity between the first and second game, but it'll definitely serve as a jumping in point for new players. The story is a continuation to some extent, but you won't need to know what happened in Crysis in order to get into it. We're not completely changing things in, say, the way the Grand Theft Auto titles change from game to game, but aside from core ideas, like the Nanosuit, you're getting a fresh start. If you like a shooter that offers these awesomee powers, systemic gameplay, and a path that's not heavily scripted, you'll enjoy Crysis 2. And if you have not played the first game, we think the sequel may inspire you to go back and check it out.

    AG: The New York City environment seems to hold much more potential for vertical gameplay than Crysis' flatter landscapes. Will the game be taking advantage of this?

    NC:
    Yes, Crysis was mostly valleys and rocks. In the sequel, you won't be able to go into every single office building...that's just not that interesting. But you will see opportunities where, with the suit powers, you'll wonder if you can get to certain areas, and you'll probably be able to. As we did with Crysis, we use this “I came, I saw, I conquered” gameplay, so it's about reaching areas, assessing the situation, then engaging and trying to survive. You'll see that by scaling this new landscape, you can discover new tactical advantages. Our new alien A.I., which is really smart, will require you to utilize this type of strategy; they'll be using the vertical environment as well in very interesting ways.

    AG: How accurate will Crysis 2's New York City be?

    NC:
    Well, without spoiling the story, we do want it to be identifiable, so you can imagine we'll be including some of the hot spots and landmarks. It's authentic to an extent, but we've also taken some liberties. The player should feel like it's New York, but we also want to do what's best for gameplay, so we do fudge some of the spaces. Generally it is authentic though, and we want the spacing of objects to be accurate and the architecture to be identical, or at least very close. It'll definitely feel like New York, but we also lend our own take and visual style to set us apart.


    Thanks to Mocib for the link.
    Geändert von Willy (03.06.2010 um 23:58 Uhr)

  6. #206
    VIP Avatar von xeonsys
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    Summer 2010


  7. #207
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    Paar Infos zum Video

    http://forums.gametrailers.com/threa...oks-ep/1076491

    Soll alles Konsole sein...











    Geändert von Tig3r0023 (05.06.2010 um 08:19 Uhr)

  8. #208

  9. #209
    Prophet
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    Noch ein paar Infos aus dem Szene :

    -Man wird einen anderen Charakter spielen, wurde von Cervat bestätigt!
    -Es werden nur einige Gebäude begehbar sein, weil es laut Crytek recht langweilig wird bei einem 50 Stockwerken hohen Haus in jedes Stockwerk zu können. Dafür kann man aber schon 2 Stockwerke hoch springen.
    -Der Nanosuit ist modifiziertbar , wie die Waffen, auch in jeder Spielsituation.
    -Das Alienvieh, welches man im E3 Teaser sehen kann ist einer der Endbosse ( sorry randfee)

  10. #210
    Co-Administrator Avatar von Kolga
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    Standard Die Waffen aus GT TV/Weapons from GT TV

    So hier mal alle Waffen aus GT TV in einem Post. Sry Screens sind nen bischen komisch. Aber immerhin etwas.

    Die neue SCAR/The new SCAR:
    (picture 1)




    Die neue SCAR/The new SCAR:
    (picture 2)



    Handgranate/Handgranade:



    Schrotflinte/Shotgun:



    Eine Art Minigun/a Minigun?:



    Granatenwerfer/Granadelauncher:



    Scharfschützengewehr/Sniper:

    greetings Kolga
    --> Lest bitte unsere FORENREGELN/FORUMRULES
    -> Ihr seid neu im Forum? Stellt euch doch der Community HIER vor!


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