Crysis was  undoubtedly one of the technological highlights of the games industry in  the last five years, instantly putting the PC back in the spotlight as a  gamer's platform for the hardcore. Now Crytek are continuing the series  with Crysis 2, and the studio is doing things a little differently.
For  a start, the game is hitting consoles as well as the PC. This might  raise some eyebrows with those used to the extremely high fidelity found  in the original 
Crysis, and during my chat with the game's executive producer the graphics difference was one of the first subjects on the table.
You  needn't be worried, however. Nathan Camarillo assures me that while the  Xbox 360 and PlayStation 3 versions look as fantastic as they do  already, it's only going to get better for those with a hefty gaming  rig.
There are other things to consider as well - a brand new  enemy, a new location in New York, and even a brand new nanosuit.  Exactly why the change? And with all the alterations, can we really call  it 
Crysis anymore? All questions addressed in the following interview...
 
SPOnG: One of the things that a lot of people remember about Crysis,  being a PC only game, was how much it actually pushed the technical  boundaries. In fact, a lot of people still joke about having to have a  nuclear-powered computer just to run it.
Nathan Camarillo: That's true (laughs).
SPOnG: Here with Crysis 2  though, you're going for an even higher quality game, but including the  Xbox 360 and PlayStation 3 – which, it can be argued, don't have as  much horsepower as most gaming PCs. How have you managed to build a game  with those limitations in mind?
Nathan Camarillo: We had really inefficient code. No, I'm joking (laughs). The truth is, even we at Crytek said 'there's no way a game like 
Crysis  can ever run on a console.' But, we thought about it really hard and  thought that if we didn't at least try to do it, someone else will. So  we set that challenge for ourselves to get that same level of quality  packed into those machines.
We looked at what we were doing, and  how we were accomplishing it. We also researched into the power of the  consoles and how much we could push them, and our engineers have been  working on them for some time. The CryEngine 3 was also structured  around being able to pull this off, and made it scale everything based  on platform. It gets the most power out of the Xbox 360, out of the  PlayStation 3 and PC.
If you have a PC and it's on a  specification close to a 360 or PS3, you can expect a similar sort of  experience and it'll be good. If you have a PC that cost you $4000 or  more, you'll get all this upgraded stuff that will make this awesome  visual experience too. But nobody should feel like they're missing out,  because the core experience is still the same. Same levels, same  environments, same objects, interactions and enemies.
You don't miss anything, it's just – if you've spent the money on your hardware, your experience should benefit from that.
 
SPOnG:  So did you guys have to overhaul elements from the CryEngine or cut  bits out so that it would run on consoles more efficiently?
Nathan Camarillo:  We overhauled some of it, yeah. We didn't overhaul all of it, but there  were some core things that we looked at and optimised and addressed.  We've made those things more scalable than they were in the past so...  quite a lot of voodoo happened.
SPOnG: One of the biggest complaints in Crysis 1 was surely the anti-gravity bit. Will that return in Crysis 2?
Nathan Camarillo:  I don't know if anyone's really looking forward to the anti-gravity  bit, but we certainly heard about the criticisms about it. We took all  of the community comments very seriously and there were things  internally that we didn't like either.
If it wasn't well-received, you can bet that it won't be in 
Crysis 2, I mean I don't think anyone would not buy 
Crysis 2  if we have anti-gravity in there but you know (laughs). That was  definitely very well-criticised, internally and externally, so...
 
SPOnG: Crysis  is largely considered a PC game, but for the sequel today you showcased  it on an Xbox 360. Was that your decision, to show exactly how well you  can perform on consoles?
Nathan Camarillo:  Well, that was EA's decision to go with a 360 showcase. That was their  choice, and the message we want to give out is that feeling of how good  it looks on a console. People are really amazed at what we're doing on  the consoles here.
If you consider that it looks that good on the  360, and the development is scaled upwards across the platforms... then  you know that the PC version's going to look fine. If we were showing  PC as an example, people would go 'yeah, that's nice, but does it run  well on consoles? What is it going to look like?' So it's easier to wow  everyone from the bottom and then continue to wow them as you show them  better and better stuff.
SPOnG: You mentioned in the presentation that  you kinda renewed the nanosuit, instead of latching new abilities to  it. You've retooled it so that each element fits together more  logically. Was there a danger of getting an imbalance there? What were  the dangers of changing the suit up to such a degree?
Nathan Camarillo:  Some of the challenges are just in fundamentally changing the way that  we thought about the suit. The last iteration of the suit only came  about a month or so ago (April) because we were internally exploring  with having different suit modes and other stuff.
There were some  previews that we gave in early January where we had a totally different  control scheme, and we thought for sure that that was what we were  going to do – turns out something about it wasn't sitting right with us  internally. So we totally changed it.
We're always looking at our  projects, trying to make them better and we thought 'what if... we did  this?' It was a total departure to what we were already doing, but we  realised that it would just make for a much easier experience for the  player. We kind of sold ourselves on the concept of the control changes,  and then spent the time implementing it and exploring it and realised  that it worked so much better.
 
SPOnG:  Has that affected the design of your levels at all? Did you make any  changes to the controls or other mechanics mean you had to do away with  other elements planned in the levels?
Nathan Camarillo:  No, not really – we always had these concepts of mobility, stealth,  armour and gathering information, so level design doesn't really change.  It's more about how quickly you can get to the gameplay, how we can  combine these elements together and what that means for the gamer  experience.
It's hard to say that we're always trying to improve  our products, but hopefully you can get an idea after hearing about the  number of times we've changed up 
Crysis 2  so far! We're always trying to revamp this and make it better. Now that  we're 100 per cent sure of where we're going, we're feeling awesome.
 
SPOnG: Crysis 2  seems like an entirely different game – it's on consoles, there's a  different setting, new suit, new alien menace... How much of the game is  built on its past success, and how much is it about taking the game  into a completely different direction?
Nathan Camarillo: Well, the core nanosuit gameplay is the same as in 
Crysis 1,  on top of the AI, really strong combat mechanics and the whole humans  and bipedals thing. We did all of those things really well in 
Crysis - we had really good weapons in 
Crysis, but they weren't necessarily appreciated by the player.
A lot of what we're doing in 
Crysis 2  is simply highlighting those original elements a little more. We want  to expand the range of the arsenal a little bit – some are very  conventional, others are science tech, close to what the nanosuit itself  is. We wanted to broaden that a little bit, along with the audio – that  was good in 
Crysis 1. We wanted to continue to keep doing it and make sure players notice and benefit from it all.
The  things that we really wanted to address required some drastic changes  though, which is probably why that's all being highlighted. We couldn't  just do 
Crysis 2 in a jungle with two new  suit powers, that would make for a rather watered down sequel and if it  was running on a console it would impress nobody.
We had to take  some really bold steps because we're building a franchise, and if we can  prove that we're able to do this and wow the audience still then we can  take the franchise anywhere we want to. So we could even say that the  third one could stay in an urban environment - or we could mix things up  a bit because we've proved that this is a personal game can exist  anywhere. Then it's up to us what kind of story we want to tell beyond 
Crysis 2.
 
SPOnG:  I guess it's the new alien menace that gives that feeling of freshness,  because not a lot of information is out there about them and after  seeing them today they just seem entirely different. How deliberate was  that - did you just want to create a totally different bipedal warrior  with different tactics?
Nathan Camarillo: Partially. Some of it was based on criticisms from 
Crysis 1  as well, because the flying aliens weren't necessarily well-received.  You spent half the game learning concepts of hiding and cover, gaining  vertical advantages and things like that.
What happened was that  you'd play through the game environment in this way, and then all of a  sudden we'd introduce flying aliens which would just invalidate all of  your cover and you can't really take cover from them – and then we threw  you into this Zero-G environment with no cover at all.
So we  wanted to leverage some of those systems a little better and introduce a  new bipedal enemy that can take cover and challenge the player. But  there are also other aliens that we haven't revealed yet – some of those  are much more mobile, just like you are and can come into the  environment in ways you wouldn't expect. They will jump up on things and  challenge you for vertical supremacy, so if you're on the ground  they're going to try and get higher and get the advantage on you.
And  it is an advantage because it invalidates your cover. On the other  hand, if you fight for vertical supremacy you lose whatever cover  advantage you would have if you stayed on the ground.
SPOnG: How much stock do you put into Crysis  as a product, in your personal view? When the game was announced  Crytek's story writer went on to make some bold claims about the quality  of Crysis 2's story over Modern Warfare 2's and other games.
Nathan Camarillo: Ask him (laughs).
SPOnG: What's your personal thoughts on that though? Do you feel the same way, that Crysis 2 is the very pinnacle of first-person shooters?
Nathan Camarillo:  Well, my goal is simply to make the best possible product that we're  capable of making. So yes, my lofty goal is to make the best  first-person shooter ever, but how we go about that and how we  accomplish that is subject to what we're able to do and how we approach  it.
Is it all about having the best story? Yeah, that would be  awesome. Is it about having the best weapons? Absolutely. Is it about  having the best tech and visuals? Certainly. It's also about having the  best aliens and AI. We strive for all of these things, and hopefully we  hit all of those targets. Maybe it is all about those elements. Maybe  it's not, and that still might make our product the greatest.
I'm  not the kind of guy that's going to talk trash about other games – I'm a  huge fan of games in general, and I love playing and making games. A  lot of my friends work on some of our biggest competitors and we've  worked together at previous companies, so badmouthing their games is  badmouthing them and I don't do that.
 
SPOnG: On the other hand, Richard Morgan had some good things to say about a few games, like Uncharted 2 and Batman Arkham Asylum. Going on that, are there any titles that you would say have been a big influence to you and Crysis?
Nathan Camarillo:  We're all inspired by other people's games. We don't make design  decisions by looking at whatever is the flavour of the moment in games  right now, or mimic other people's work, but we definitely get inspired.
The team here are great fans of team deathmatch and multiplayers games, and we've all put loads of hours into games like 
Modern Warfare 2, 
Battlefield: Bad Company... I even went back to playing 
Counter Strike  again a few weeks ago. So on that level, we're definitely enjoying  improvements and features that others take the time to implement in  their games.
On another level, I really appreciate story-led games like 
BioShock...  even platform games can give me some inspiration to create. It doesn't  have to be a related genre either - I've learnt just as much from racing  games as I have from FPS games.
Project Gotham Racing totally shook up the racing genre and made driving round in a circle fun. There's nothing inspired by 
Gotham in 
Crysis 2,  but I'm very intrigued by the Kudos system for example, and where they  got the idea to implement that into the game. And subconsciously it  makes you think about other games, and how you can work trick systems  and whatnot into other genres.
 
SPOnG: Finally, one of the best experiences found in playing the original Crysis  has to be chucking chickens into the air, waiting for them to fall and  avoiding them before they hit you and killed you. Is there anything like  that in Crysis 2?
Nathan Camarillo:  In the demo I showed, where you have to evade capture in New York city,  you can take a guy and throw him out of the window. You can, if you  like, switch to the strength power and chuck him really high into the  air. I like to shotgun him before he hits the ground.
That's just  one of many ideas. Another, in that demo, is on the rooftops there's a  few lampposts that you can grab if they fall over. It's fun to pick one  up and smack some guys around with it. It's better to throw the pole  into the air, catch it on the way down, and melee a falling enemy before  he hits the ground. It's stuff you don't have to do, but it's just  really fun to experiment.
We wanted to keep having stuff like  that in the game, because we love keeping an eye on what people come up  with in the community. There's one particular mod that I love, where the  story in the game has been changed and instead focuses on a chicken.  It's so funny. We laugh at stuff like that and love the things our fans  do.
They're probably not aware of this, but we sometimes have  meeting of about 20 of us, and have a big projector running all kinds of  community mods and tricks that we think are really cool. We just hope  the community keeps doing stuff like this because we get really  entertained by it.
SPOnG: Thank you for your time.
Nathan Camarillo: Thanks a lot!