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Hi-def verison of Official “Coming Soon Trailer”
Posted by: Stewie  @  02-08-07 18:15:48 [Source]

Crytek released the hi-def version of the Coming Soon Trailer for Crysis. This .mov file is 170 MB in size and can be downloaded from our gigabit servers: 

Download: Hi-def verison of Official “Coming Soon Trailer” (168.97 MB)

746 Comment(s)
Crysis: 2 new screenshots
Posted by: Stewie  @  02-08-07 18:11:27 [Source]

Crytek released two new screenshots:

The first one shows a hot Multiplayer battle in its best action. The second one is about Singleplayer and a heavy tank battle you will experience during the campaign.

 

Hi res versions: http://forum.i3d.net/main-crysis/15168-new-screenshots-crysis.html#post213562

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Crysis PRESS ANNOUNCEMENT
Posted by: Stewie  @  02-08-07 18:05:18 [Source]

EA AND CRYTEK ANNOUNCE NOVEMBER 16TH RELEASE DATE FOR CRYSIS

Redwood City, Calif. – August 2, 2007 – Electronic Arts Inc. (NASDAQ: ERTS) and Crytek, award-winning developers of Far Cry, today announced that CrysisTM, will be hitting retail stores in North America and Europe on November 16, 2007 exclusively for the PC.  A technical achievement featuring stunning DirectX 10 and DirectX 9 visuals, cunning gameplay, and an epic story, Crysis is recognized as one of the most anticipated PC games and first person shooters of 2007, recently winning Best PC game from the Game Critics Awards: Best of E3 2007.

“Crytek is constantly striving to push the boundaries of both game design and technology, while maintaining quality at the highest bar,” said Cevat Yerli, CEO and President of Crytek.  “We’re thankful to our fans for their support and patience, and we’re excited to bring them Crysis this year. It’s going to be worth the wait.”

Offering true, open-ended gameplay, Crysis gives gamers an unparalleled amount of freedom that fosters completely unique gaming experiences.  Players are outfitted with a revolutionary Nanosuit and an arsenal of fully customizable weapons, giving them a wide array of options not only in approaching the entire game, but every single objective or individual encounter.  And they will need every advantage they can get going head to head against a menacing and highly intelligent alien threat amid dynamic, hostile battlefields that range from lush, tropical jungles, flash-frozen landscapes and a horrifying zero gravity environment.

Crysis also breaks new ground in multiplayer with the introduction of PowerStruggle – a unique team-based strategic mode for up to 32 players, where opposing sides battle for control of advanced weaponry and vehicles to overcome their enemies.  For those who prefer the pulse-pounding action of deathmatch, Crysis will also feature an Instant Action mode, with the highly adaptive Nanosuit serving as the ultimate tool to outwit your opponents.

Crysis has not yet been rated by the ESRB or PEGI.  Visit www.esrb.org or www.pegionline.eu for updated rating information.  For more information about the game, log onto http://info.ea.com or the game’s official website at www.nanosuit.com.

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Crysis system specs and releasedate
Posted by: Stewie  @  30-07-07 11:49:59 [Source]

A lot of rumors go around the internet regarding the release date and system requirements. The system requirements rumors are usally a copy of a 2006 Crysis community website and are false.

The release date is published on various EA websites like EA Netherlands and ranges from September 13th to September 15th 2007. Various webshops have altered this date to the 15th of November 2007.

We asked Crytek to comment on both issues:

Crysis.eu: What are the Crysis system requirements:
Crytek: The system requirements are still not final yet. We are working on them and will announce them as soon as we have set them.


Crysis.eu: Is the release date already set? EA Netherlands says the game will be released September 13th:
Crytek: As for the release date - we will announce the official release date pretty pretty soon! ;)

742 Comment(s)
New video and interview
Posted by: GeneralDeath  @  27-07-07 23:30:38 [Source]
Submitted by: FDCP_General Death

Cevat Yerli gave GameSpot an update about the status of crysis and released a new exlusive movie, the first official trailer. You can find the Q&A below here and the movie in the download section

GameSpot: Far Cry was Crytek's first game and must have been a learning experience in many ways. What are some of the key lessons that you took from Far Cry and are applying to Crysis?

Cevat Yerli: In terms of gameplay, [the important lessons were] the accessibility and difficulty. That was exposed in Far Cry through the difficulty of the artificial intelligence, but also the lack of quick-save functionality. Production wise, it was all about learning to focus, albeit still going wide and ensuring the story is core to the development effort. We also wanted to make sure that community development began earlier, and multiplayer had to receive a more-substantial focus.

GS: It's been said that you guys didn't like how the introduction of the Trigen mutants changed the pace of that game. It went from its open-ended gameplay to a typical shooter. How do you avoid that situation with Crysis and its aliens?

CY: In Far Cry, the mutants received too little development time; something we were able to focus more on this time around. Their AI code was not on par with the human AI. Their "counter" reactions were not as smart--they just rushed toward you--and that turned Far Cry into a reactive shooter once they entered the game. Prior to the mutants, Far Cry was all about outsmarting your enemy, and it was essential to really think before taking action. That design principle, which we dubbed "veni-vidi-vici," is core in our encounter design. Assess before you engage. Read [the enemies'] weakness. In Crysis, utilizing the nanosuit in any combat situation will be the player's first choice in making a nonlinear experience versus intelligent alien enemies with advanced AI.

GS: There are players out there who don't like, or perhaps don't "get," open-ended gameplay experiences. They felt sort of lost in the previous game. Has this factored into the design process of Crysis in any way? How will the new game better cater to people who prefer a more-linear experience?

CY: We do, in fact, have more ways we lead, more reminders, more tools to funnel the experience, but at the same time, we increased the options the player has to express his own intelligent tactics. This is done through the nanosuit, through a customizable weapons system that has meaningful tactical differences, through a more-open level design, and enemies that react more intelligently. Put the unparalleled depth of interactivity into the mix and you always get a new experience while essentially not getting lost. We firmly believe that a game [that is] fun through your own smart choices is always better than a game that [holds your hand].

GS: What are some of the lessons that you've learned while developing Crysis? This is such an ambitious game that there are obviously new things that you've discovered.

CY: Any way you look at it, Crysis is gigantic, starting from its wide array of new "firsts" in the industry to innovation, production values, ambitious goals. A [principle] that is inherent in Crytek's philosophy and culture [is] to push the boundaries in any area important to a genre. That is what we learned: that our philosophy and culture makes our production efficiency difficult. Let's see what happens next!

GS: How much of the original design of Crysis has survived at this point? Have you had to drop features? Have you added new ones that you didn't expect?


CY: In fact, overall, it evened out. We had to some scenes and features here and there, but we revised, reviewed, and added quite a few new elements. Of course, [these were not] not core to the gameplay but good additions. We refined a lot of interface work to streamline the game.

GS: Let's get to the E3 demo, which had the first level of the game on display. You have to get from one side of a bay to the other. Could you discuss the different ways to approach this and the type of strategy that you can employ?

CY: There are a hundred ways you could play that section. You could take an action route, going over the left side down to the jamming device, roof jumping, and shooting down your enemies. Or you could take a more stealthy approach, sneak in without killing anyone, deactivate the GPS, and bypass your enemies completely unseen. You can hang back at the top of the approach with a silencer and surgically pick off the few guards in the area. You can even see if a jeep comes and drive it into the jammer itself. We have never seen any two people approach this small section the same way.

GS: We've heard that if you throw an enemy soldier into the deep water of the bay, the sharks will get him. That's pretty impressive. Is this just a sample of the emergent gameplay in Crysis? Are there things that happen in the game that you didn't expect or foresee?

CY: There are quite a few emergent gameplay examples we have been surprised with, but the most important thing is that you as a gamer have a lot of opportunities to explore. And as long you smile [and enjoy the fact] that your tactic worked out, we will be happy. A fun example that happened to me was when I shot a guy in his legs and he fell over, [which was] the typical response. I thought he was dead. I was walking away then all of a sudden, the guy stood up and shot at me. As he shot me, when I turned, I was so shocked that I aimed a bit higher, hitting a barrel on the roof, which then collapsed on him and took him out. I did not mean to shoot the barrel at all--it was pure coincidence--but it got me the same result.

GS: What sort of hardware was the E3 demo running on? How's the battle to optimize the game going? Are you still sticking with the general rule that Crysis will run on two-year old hardware, albeit at lower visual settings?

CY: At E3, we were running on a [GeForce] 8800 video card and a dual-core Intel [CPU]with 4 gigabytes of RAM at very high settings. Not the highest, though! Most of the time, it was running smoothly.

Yes, we [are] progressing very well on optimization, and we will achieve our goal. Two-to-three-year-old rigs will run Crysis well, with lower visual settings still competing with the best games of two-to-three years ago.

GS: Where's the game at currently in development? Will Crysis ship this year? Can you get any more specific than that?


CY: Yes, we will ship this year. In fact, we will announce the ship date very, very soon.

GS: Finally, is there anything that you'd like to add about Crysis? The lessons learned from Far Cry or E3?

CY: Nothing--just really that we want to send out a big "thank you" for the support and patience to our fans and also a big "sorry!" for taking so long. The wait will be worth it, we promise!

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