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Crytek seems to be focused on producing a very tactical and dynamic gameplay method unlike any other. A game which provides the tools and story to allow the player to play how they see fit.

 One of the things that makes the gameplay so great are the dynamics. You have the ability to re-model the environment as well as customise your abilities and weaponry in real-time as you fight it out against koreans and aliens.

Every game claims to have "tactics", but compared to Crysis, they just don't. Below are descriptions of all the major gameplay elements in Crysis.


Gameplay Elements of Crysis

  • Natural Events & Disasters: Crytek is pushing hard to make the Crysis world more believable and exciting than any other game. The world will act and react like the real world with things like dynamic weather, physical wind, varying temperatures and disasters. What does "disasters" mean you may ask, well things like earthquakes, tornadoes and maybe tsunamis. This should make things very interesting in combination with the destructible environments.

  • Dynamic Day & Night: In all games up until now, the game would always wait for you before it progressed in time. In Crysis, the game continues on regardless of how long you are taking.
  • So, if aliens are attacking and you're not helping anyone, the situation is going to get worse and worse. But the great thing is, the game won't force you to do anything, you can do it all at your own pace or even skip certain missions. But you may suffer the consequences.

     

  • Mission Dynamics: Not all missions in Crysis are compulsary. But if you complete an optional mission, you will usually get rewarded. As well as the ability to skip some missions, the outcomes of certain missions will vary, and so the lead up to the next mission will be different both ways. You will play with squad mates during certain missions, however if one dies, you won't ever see him again and so future missions may become more difficult.
  • Interactive and Destructible Environments: This probably has the biggest effect on gameplay. It's certainly the most unique feature to Crysis. Your actions and how you fight will directly effect the environment in either a positive or negative way. If you're playing online for example, and you find a good camping spot behind a tree.
  • The next time you join a server, someone may have blown that tree up so now you will instantly have to change your tactics to adapt to the dynamic and ever changing environment.

    The AI also needs to be smart enough to adapt to this very dynamic and ever changing environment. The natural disasters mentioned above will be as destructible as you'd expect, but there's also non-natural distasters in Crysis such as nuclear bombs which can literally flaten the surrounding environment on a scale never before seen in a video game.

  • Weapon Modifications: You will have the ability to add and remove attachments such as scopes, lasers and flashlights while also having the ability to adjust what method of attack you wish to use. You may change your ammunition to a tranquilizer for a softer approach, or use explosive bullets for that little extra warmth. The combinations are almost endless and every weapon has some kind of customizable componant.

  • Vehicle Modifications: In the power struggle multiplayer mode, you'll be able to capture alien technologies and use them on your own human vehicles. You can mix and match just about anything. For example, you could replace the .50 cal machine gun on your jeep with an alien freeze ray. This will create some interesting and possibly 'odd' gameplay.

  • Nano-Muscular Suit: The year is 2020, of course there has to be some hi-tech suit. Your suit can perform many things, as long as it has the power to do so. In different situations you will require different enhanced attributes.
  • If you want to take the fast and agile approach, you would set your suit to speed as an example, but as a consequence, you will not only lose power from your suit, but you will decrease your other attributes. So it's extremely important to adjust your suit perfectly to match your tactics and the situation. The different suit functions are speed, strength, armor and cloak. I think you can work out for yourself what each function does.

  • Dynamic Story: The plot is set, but the rest is up to you. While some missions will be forced, others will be optional. Optional missions usually end with some kind of reward and they have the potential to alter the rest of the story.
  • Crysis has what the CEO of Crytek likes to call a multi-threaded storyline. This means every major character has a storyline of their own, this includes your squad mates. If you let a squad mate die for example (mentioned above), it may make your future missions a little tougher, or you may have to find an alternative to a certain task.

    Another thing about the story is this. There are no cut scenes, nor is there anyone telling you what to do (not directly or constantly anyway).

    The story will unfold around you, its your job to find out what's going on. You need to keep your eyes open and ears tuned. A squad mate may mention to another squad mate that there is a weak spot to destroying one of the alien crafts. If you don't hear what that is, your going to have to kill it the hard way. That's just one, there will be things like that the whole way through Crysis.



    Conclusion
    In conclusion, Crysis will be a huge leap ahead in terms of gameplay. It will keep the proven-to-be-fun fps formula and add a whole new level to it.

     It will be the most unique gaming experience you will have had in a long time - if not of all time. This will set the standard for pc and console games in the years to come.

    Crysis Weekly Update #3 - Patch 1.2 Status Report (1 viewing) (1) Guest
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    TOPIC: Crysis Weekly Update #3 - Patch 1.2 Status Report
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    Crysis Weekly Update #3 - Patch 1.2 Status Report 4 Years, 3 Months ago Karma: 7  



    In this week's update, Crytek talks about the Mod Software Development Kit for Crysis that is to be shipped with Patch 1.2. Additionally, the patch will accompany several new bug fixes, along with a couple of new features. They've also have the completion status of patch 1.2 which appears to be at its final stages.


    QUOTE:


    Mod SDK – Development Status

    The long awaited Mod Software Development Kit for Crysis is in development for quite some time already. Within the past weeks we have made great progress on it to get everything ready when patch 1.2 ships. The installer for the SDK is already completed and has been verified.

    Next to the installer the important tools such as the resource compiler, FMOD designer for sound, polybump plugin/application and of course the exporters for 3DS Max 8, 9 and 2008 are finished and included as well. This should allow every modder to export their creations to the Sandbox2 Editor based on the documentation we provide for this.

    Currently the team is working on getting the example assets functional in the Sandbox2 Editor and making them compatible to all the different exporter versions. These are being used as reference how different objects (characters, vehicles and more) are set up correctly. Also some minor adjustments and bug fixing are left to be done.

    The game source code for the SDK is currently being prepared based on the final patch 1.2 source. Once this has been finished the whole SDK is getting put together and will get checked for stability and usability.

    Right after everything has been approved the SDK will be made available to the whole modding community.


    Patch 1.2 – Status Update

    Additionally we also got some interesting news about the upcoming patch 1.2 for you. In the first weekly update we mentioned that the content is locked and will not change unless another issue is found.

    This means we have set up the final installer for patch 1.2 and sent it to both EA and Crytek QA departments. They will now do a last final test on it and verify its functionality. Once this is done we can schedule a release date and let the community know about it.

    However, even though the patch 1.2 is nearing completion there is still a bit of work ahead of us. We hope to get everything done in time in order to release the multiplayer focused patch for Crysis in the upcoming weeks.


    Patch 1.2 – Bug Fixes & Features Introduction
    In every Crysis Weekly Update we are going to feature a few of the upcoming bug fixes and/or features from the change log and talk about them in more detail. The introductions for this update are:

    Multiplayer – HUD Readability

    Tweaking the information displayed on each player’s HUD in a PowerStruggle match was an important topic for us to address in the upcoming patch 1.2 in order to improve readability for new as well as more experienced players.

    The first new addition to the HUD is about a new icon that is visible when you purchased a vehicle. This allows you to directly see where the vehicle is located.






    Additionally the red near-death HUD effect has been improved together with the visual feedback for a player being hit, to ensure enough readability is provided while being in combat and not having enough time to check the health status in the right lower corner.






    For a quicker reference during a PowerStruggle match new numbers have been added to the top HUD screen information. These numbers display the percentage of how far the alien energy of the respective team is. The numbers are visible for both teams all the time.






    The last part of the readability update is about the TAC icon for enemy players that will now disappear when the player who is carrying a TAC launcher cloaks. This adds more dramatic to the endgame scenario and also re-implements the cloak mode as useful tactic to get closer to the enemy HQ. Still cloaking consumes the most energy and thus needs to be used very carefully since on uncloaking the energy is low and the player is very vulnerable to bullets.






    Multiplayer – Air Combat Balancing Part 2

    Last week we introduced you to the first part of the air combat balancing topic. It included adjustments to the air and anti-air vehicles. Based on the analyzed data and feedback from the community a list of balancing changes have been created which are being applied in patch 1.2.

    Today we release the second part of this balancing topic which is about bug fixes and upcoming tweaks to air and non-air vehicles.

    All Air Vehicles:

    - Added new shell ejection effect for air vehicles.
    Explanation: This increases the visibility of an air vehicle shooting at a target.

    VTOL:

    - Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs.
    Explanation: Sometimes the enemy aircraft would get the red cross of friendly fire showing up which is fixed.


    - VTOL cannon now has correct spin up or spin down sounds.
    Explanation: Increases readability when a VTOL is starting/stopping to fire with the mounted machine guns.


    - Fixed issue with VTOL weapons not overheating correctly.
    Explanation: Adding more balancing to the air combats since mounted machine guns in VTOLs now cannot be used constantly due to the appearing overheating.

    Anti-Air Vehicle:

    - Greatly increased AAA damage vs. VTOL and Helicopter.
    Explanation: Anti-Air Vehicle now can be seen as offensive weaponry against the air superiority of the VTOLand Helicopter.

    Rocket Launcher:

    - Adjusted damage of rockets vs. AAA
    Explanation: To complete the scissor, paper, stone principal the Rocket Launcher damage against the Anti-Air Vehicle has been adjusted accordingly. Even though this vehicle might be very powerful against air vehicles it is still vulnerable against ground units, especially tanks and Rocket Launchers.




    Change Log Abstract

    As usual we are going to inform you about additional bug fixes/tweaks included in the patch. With the upcoming weeks we try to inform you as good as possible about the change log, but no promise that we can finish the whole list until the patch is released – it is quite huge!

    1. Optimizations and Stability

    - Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.

    2. General Fixes/tweaks

    - Allows loading of custom “objectives.xml” files inside the respective levels folder.

    - Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.

    3. Weapons

    - Players are no longer revealed to enemy on enemy mini map when using silencers on weapons unless they are within 5 meters of another player.

    - Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.

    - Fixed an issue with some weapon effects that would cause explosions not to be rendered.

    4. Vehicles (already introduced further above)

    - Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs.

    - Added new shell ejection effect for air vehicles.

    - VTOL cannon now has correct spin up or spin down sounds.

    - Fixed issue with VTOL weapons not overheating correctly.

    - Greatly increased AAA damage vs. VTOL and Helicopter.

    - Adjusted damage of rockets vs. AAA.

    5. Singleplayer

    - Player will now be prone if loading a level that was saved while they were prone.

    - Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.

    6. Multiplayer

    - The vehicle you purchased is now visible with a blue icon. (already introduced further above)

    - The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.

    - When using PDA, if any player captures a location it will no longer revert to the first page of the PDA.

    - TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks. (already introduced further above)

    7. New Features (already introduced further above)

    - Added numbers to energy bar in PowerStruggle for quicker reference.

    - Improved red near-death HUD effect and visual feedback for player being hit.

    So that’s it for the third Crysis Weekly Update! We hope you enjoy the information and thanks for your irresistible support. Do not miss the next update on Wednesday! :)


    Related links:

    - Crysis Weekly Update #2
    - Crysis Weekly Update #1

    -Crysis Dev Team

    To find more information and support visit Crytek’s official portal www.crymod.com


     
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