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Thema: Interview zum Dx10 Trailer auf Ign

  1. #1
    Semi Pro Avatar von Born_Brainless
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    Standard Interview zum Dx10 Trailer auf Ign


  2. #2
    Erfahrener User Avatar von Hisoka
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    IGN: How far until we see Crysis hit gold?

    Cevat Yerli: We are still assessing the definitive date, but you can expect to hear more from us on this subject not too long from now.
    manman ich kanns kaum mehr erwarten nen definitiven release termin zu lesen

  3. #3
    VIP Avatar von foofi
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    Crysis is obviously one of the biggest games on the PC radar this year. It's not hard to see why. From what's been shown of the game so far, and the DX10 video we just put up, the game looks gorgeous. From lush tropical environments to frozen wastes, soldiers in fatigues to outlandish, monolithic monstrosities, the environments and enemy designs in Crysis are strikingly realistic and instantly appealing.

    In addition to its visuals, Crysis seems to be offering gameplay that combines the PC version of Far Cry with the feral powers present in the console-only Far Cry Instincts. In other words, the game looks to combine large outdoor battle arenas with brutal up-close melee abilities. Crysis nano suit gives players the ability to toss around environmental objects like barrels, grab and fling enemies, as well as run at superhuman speeds, or bolster armor. Combining these abilities with a variety of firearms and vehicles is a tantalizing gaming prospect, something we all want to know more about.

    We recently caught up with Crytek's CEO Cevat Yerli to get some insight into the game's development and features.

    IGN: How's the development process going? Are you guys closing in on all of your goals?

    Cevat Yerli:
    The game is really coming together well and has so far exceeded our expectations. We have had some good showings of the game last year starting back in E3 and recently at CES. Most of the feedback has been extremely positive and helps reinforce our beliefs that we are on the right track with this game.

    IGN: One of the cool features that we've seen in the game and only had a little chance to use is the nano suit. Why was it important for you to implement this into the game?

    Cevat Yerli:
    The Nano Suit has always been a key aspect of the core game mechanic from the beginning. The idea was to create an experience that adds another dimension to how you can play the game. In an FPS you obviously need to cover the shooting aspect of the game but when you add the abilities of the suit into the mix you really start to see some creative ways in which you can approach a given in-game situation. It adds a tangible set of choices around the hero.

    IGN: What are the different abilities available to players through the nano suit?

    Cevat Yerli:
    The suit gives the player the ability to enhance their Speed, Strength, Armor and of course Cloak - Any of which can be selected at any time but at a cost of energy that will deplete during their use and recharge when the enhancement is not being utilized.

    IGN: Out of all of those abilities, which tends to be the most useful in most situations? Have you seen testers or some of your team develop affinities for certain play styles?

    Cevat Yerli:
    The goal really is to ensure that all of the suit's functionality is equally useful. Obviously in a heavy fight you might want to dial up the armor but you could perhaps use strength instead and pickup a large fuel drum and throw it into the enemy. Other options could include cloaking and using enhanced speed to quickly flank around and taking out the enemy from behind. Watching people play the game so far has proven that there a ton of creative ways in which to take on the enemy. We have seen some pretty wacky things and approaches that really show that there is never really ONE way to win.

    IGN: What kind of approach will players need to take regarding the nano suit when fighting against the different types of enemies?

    Cevat Yerli:
    Again this will be all down to personal choice. Certain enemies may call for the obvious counter measure but in the end it's all up to the player to experiment how they can use the suit either on its own or with the multiple weapons in the game.

    IGN: How much have the abilities changed over the course of development? Are they basically how you all envisioned them from the start?

    Cevat Yerli:
    The suit use and its abilities are pretty close to how it was originally conceptualized. The only real changes have been down to getting the balance right on each of the suit's functions and still allow the AI to offer a challenge. As we started to playtest the abilities of the suit it was clear that some abilities were far more powerful than others. We really had to take a closer look at what was happening and determine what needed to be done to keep the experience fun and challenging. We want the suit to really encourage different ways to play but the last thing we want to do is make you an invincible superhero. The goal is more Six Million Dollar Man rather than Superman.

    IGN: Was balancing weapons and designing levels trickier in Crysis because of the nano abilities compared to FarCry or more fun and creative?

    Cevat Yerli:
    The answer is both. The more abilities you give a player the more combinations you will have that must work correctly and don't serve to exploit or break the play experience. In the end however it's about creativity and that means a lot of time needs to be spent banging on the weapons and suit use to uncover any problems. This does make it trickier but it's also a lot of fun to see what happens in the testing.

    IGN: Will players have access to all of these abilities in multiplayer? If so are some of the abilities particularly useful for different types of multiplayer games?

    Cevat Yerli:
    All the suit abilities will be available in Multiplayer. This is where the experience really gets interesting because now you are dealing with a human that has the same abilities and it really makes for some fun situations. You can see someone else speeding around to flank you or just before you get to an enemy they dial up strength and jump up onto a roof and escape. The creativity really shines in this forum.

    IGN: Considering the release of Vista is right around the corner, Crysis is one of the titles leading the way into the new OS and DirectX10 system. How do you think Vista is going to change gaming? Is it for the good?

    Cevat Yerli:
    Vista does put gaming at the center, with initiatives such as Games Explorer, Parental Control, Rich Game Saves and more. Particularly DX10, since it's an API that is Vista exclusive, we will see graphics that are as rich and crisp as we have known them from CGI Productions.

    IGN: How much of a difference is there really going to be between the DX9 and DX10 versions of Crysis?

    Cevat Yerli:
    The difference is in the density of simulation, the quality of lighting & shading. Some of the visual features are DX10 only. Performance is improved and finally we are evaluating features that would do DX10 real justice in multiplayer gaming, with the goal to finally make a massive leap there.

    IGN: Is there any concern about early mishaps with Vista that might put people off DX10 for a while?

    Cevat Yerli:
    We are not concerned at this stage.

    IGN: How far until we see Crysis hit gold?

    Cevat Yerli:
    We are still assessing the definitive date, but you can expect to hear more from us on this subject not too long from now.

    IGN Sounds good, thanks for your time.

  4. #4
    Erfahrener User Avatar von ev1lbert
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    Also ich persönlich habe mir das dx10 Video leider wegen meiner low-Leitung nicht anschauen können da ich erst morgen mein dsl bekomme wenns glatt läuft, aber Crytek lies ja verlauten eines Gamestar Videos über Crysis , dass das bisher gezeigte Material ja alles x9 wäre un wir sollten warten bis wir dx10 sehen das würde usn umhaue.

    Ich sehe aber von den Bildern her kaum einen Unterschied jetzt zu dem vorher gezeigten Sachen also dem Dx9 Material.. hat jemand vergleichsbilder?

  5. #5
    Erfahrener User Avatar von Bullet-time
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    Ne würd ich auf Anhieb auch nichts sehen...
    Kann mal jemand schreiben welche Effekte bei Dx10 eigentlich dazu kommen?

    Ehmm... und... äh... was ist eigentlich dieses mysteriöse "Dx10 Video" überhaupt?!

  6. #6
    Professional Avatar von noxon
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    Es gibt so etwas wie DX10 Effekte nicht.

    Es lässt sich im Falle Crysis auch schwer festmachen, wo die Unterschiede im speziellen liegen. Man würde es aber deutlich merken, wenn man es sieht.

    Das Lightning wäre viel besser, die Schatten sind sanfter, die Partikeldichte höher und vor allen Dingen ist die Performance besser. Man kann also höhere Einstellungen einstellen als mit einer DX9 Karte, die die gleiche Leistung bietet.


    Das Gesamterlebnis wäre ein ganz anderes. Es würde nicht mehr so künstlich aussehen, sondern eher so, als ob es mit einer Kamera abgefilmt wurde.

    So wurde es jedenfalls von den Leuten von 1Up.com empfunden, die beide Versionen einmal gespielt hatten.

    Lest euch bitte unsere FAQs für grundsätzliche Fragen zu Crysis durch und beachtet bitte unsere Forenregeln.

  7. #7
    Erfahrener User Avatar von Hisoka
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    ja genau so wurde es auch mal von cevat oder jack mamais beschrieben, der genaue unterschied ist schwierig auszumachen aber wenn man die directx10 version spielt sei das gesamterlebnis einfach besser und wuerde sich echter anfuehlen/aussehen....

    http://crysis.4thdimension.info/modu..._CES2007_-_MPG

    zb in diesem video redet cevat ueber die vorteile von dx10

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