Crysis GDC 2007 Trailer
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This game is going to be incredible and should hopefully set new standards in visuals, sound and with any luck gameplay too.
Downloading now.......go 44 kbps! (for me anyway)-
I see visuals and sound, but I have serious doubts about gameplay. I don't quite understand why anyone assumes these visual-heavy shooters will revolutionize anything......for years fancier and fancier looking games have come out and they rarely do shit.
Especially not from Crytek. I just see another Far Cry in sexier clothing.-
Well from what I've seen this engine can do pretty much anything and with any luck we'll see all it's features represented in many games to come. I can't go through what I've seen but if you check out the physics, shading, motion blur type videos I can imagine other games using it in interesting ways :)
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I didn't enjoy the many problems Far Cry had, and it really killed any possible enjoyment I could get from it. I stopped playing sometime after seeing the monsters.
I don't see why I should suddenly care that these guys are making a new game (also set in a jungle). If they've learned then maybe it would kick ass, but I don't see this as being much more than a pretty (a VERY pretty) looking standard shooter.-
I agree with your original synopsis, Crysis looks great but I'm sceptical about the gameplay. But I'm curious, what problems are you talking about specifically?
Unlike two friends who totally loved the whole thing and unlike some fans who thought this was on par or even better than HL2, I wasn't very happy with the game, besides the admittedly pretty graphics FarCry was an experience in frustration for me. I recently tried to replay the game but didn't get very far despite of the patches released in the meantime, despite of having the option to manually save now.
The story was stereotypical and became stupid at a certain point, nothing worth mentioning, and there were no special gameplay mechanics which made the game stand out for me. Sure, the semi-open landscape was nice but hardly necessary and rarely useful as most of the time, all paths were guarded by some grunts somehow, so I never felt like taking another path would let me resolve matters differently, or even: more easily. The puzzles were rare and nothing worth talking about either, and the mutants... Lemme say I hate mutants in such games, especially when they're cheap "mutants of death" in case you can't kill them before they get to you...
The AI was praised by many people, all I remember was how obviously it was cheating. While I couldn't see shit, those mercenaries could easily spot and shoot me through layers of dense grass, trees and shrubbery. I was shot at with pinpoint accuracy by guys with automatic weapons from half a mile away. To add to this, although I had high enough framerates, any resolution beyond 800x600 produced inexplicable mouse lag which made aimining unnecessarily difficult. The moment you made a sound or showed yourself, everyone in the vicinity was alerted, the first point where this almost made me uninstall the game is where you put your head out of a hatch on that aircraft carrier wreck, just to have several guys with guns, a helicopter and a guy with a stationary minigun shooting at you.
So, it was mainly the totally unbalanced difficulty which ruined the game for me, a game which didn't have much to stand out from the crowd except for the graphics in the first place. I really hope Crysis won't be the same thing, there's really a lot of room for improvements. All IMO.-
FarCry's AI and tougher enemies I thought made for a more interesting game.
In most FPS games you always have a huge advantage:
a) 1 or 2 shots to kill a typical enemy, when they require significantly more firepower to kill you.
b) Stupid AI that is easily picked off from afar.
But in FarCry, the enemies can detect you from far away, just like you can see them. I think we're so used to enemy AI that is dumb. FarCry's AI was by no means perfect (hello sometimes being able to walk right up behind them without a shot fired), but I appreciated the extra challenge.
Why can't an enemy have the same aim and be able to see like we can?
One thing people don't realize is how much noise they make before coming into a scene/part of the map. And then they wonder why the enemies in the next adjacent part of the map already know they're coming.
As players we can hear big explosions and battles going on in the distance, why not the enemy AI?
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You can hear them moving and they can hear you moving just the same.
Some of the time it felt like the classic tripwire, where you run through a certain spot in the map and that triggers the enemies to react no matter what. But for the most part I found it very challenging and the enemy AI very good opponents.
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