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Crysis will have four amazing multiplayer modes. Each will require different tactics and play styles. Let me go over a few of the major features which Crysis will have...

Classes: Crysis will support a new class system which will be more customisable and which will allow players freedom of choice. You'll be able to mix and match weapons and abilities so you can play how you want. For example, some may want to be a medic and sniper while others would like to be an engineer while using a rocket launcher.

Componant Damage: Tanks and Jets will no longer rule the battlefield thanks to Crysis and it's componant damage system. In past games, vehicles would simply have 'health' style meters which when empty, would cause the vehicle to explode.

Crysis avoids this by taking a more complex but realistic approach. Let's take a helicoptor for example, shooting it's back rotor will send it into a violent spin and will most likely cause it to crash into the ground. However, like in real-life, helicopters don't always explode when they crash, it depends on how it crashes and where it crashes.

This all new componant damage system will make it more realistic and a lot more fun. It also gives vehicle users a second chance as they won't automatically die when they crash.

Vehicles: All multiplayer modes will have vehicles, but only the 'Power Strugle' mode will support all of them. Vehicles won't be as ruling unlike in many other games where vehicles dominate infantry.

The reason for this is a combination of things, componant damage being one and 'choice' being the other. Infantry can be much more useful and fun than many vehicles (thanks to great weapons and the nano-suit). So jumping in a vehicle will no longer be an automated habit.

Below are descriptions of the four multiplayer game modes...


Tactical Deathmatch
This multiplayer mode is to please those who just enjoy jumping into a server and going crazy. In this mode there are no teams or any main objectives. However there may be player based objectives, but not much is known. The reason this mode and most of the others have the word "Tactical" infront of them, is simply because of all the environmental dynamics as well as the players ability to customize their tools, weapons and suit.

Tactical Team Deathmatch
This is just like the deathmatch but with teams. There may be control points and other objectives but that is unknown at this time.

Power Struggle
This is it, the multiplayer mixup we've been waiting for. This mode takes the best from a hand full of genres and creates something totally unique yet spectacular. Let me explain...

All players start the game on one of two teams with nothing more than a pistol and a basic nano-suit. The two possible teams are the US Delta Force, or the North Korean Army. After you have joined a team with your pistol and basic nano-suit, you have to fight to earn points.

These points do more than just make your name look pretty on the scoreboard. You will use these points to purchase weapons, vehicles and even whole manufacturing plants.

How you earn points is quite interesting as it will depend on what type/rank of player you killed. For example, if you're a noob and you just killed a general, then you will get more points than if he killed you. This helps with balancing so the guy who gets the vehicle first doesn't just own the whole map.

Each game in "Power Struggle" mode can last over 10 hours (5 Crysis days). If buying standard vehicles isn't enough, you can even crossbreed them with alien technology. So you can have an invisible tank or a jeep that has a mounted freeze gun rather than a 50.cal. The combinations are amazing.



You can buy weapons from where you spawn, but you can buy better weapons and vehicles at certain control points of the maps. You can buy items using your prestige points which you can earn doing all sorts of things but mainly by killing enemies. However, when you die you will lose your gun and any of your vehicles, presuming your vehicle exploded when you died.

Five Things That Cevat Yerli Looks For in a FPS (1 viewing) (1) Guest
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TOPIC: Five Things That Cevat Yerli Looks For in a FPS
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Five Things That Cevat Yerli Looks For in a FPS 4 Years, 4 Months ago Karma: 7  


An interview was held by Newsweek, whom asked Crytek's CEO Cevat Yerli in one of their 'Make or Break' episodes to list five things a FPS ought to have and to whom did it right. I think this is an excitingly absorbing exploration into the mind of one of the greastest videogame developers, and it is a vital piece of info for those seeking to become a videogame director/developer; I know I want to

1. Make me feel smart

Why it matters: I like to feel smart, and I like to win. Games should account for this by balancing challenge and reward, skill and intellect, in the right mixture. The core gameplay should be easy to learn. One of the few games I actually finished and was sad to see end was Portal, although the song made up for it.



Who did it right: Portal introduces a simple core mechanic and evolves it over the game at just the right pace to keep me hooked. Another past all-time favourite is Super Mario Sunshine which has a basic mechanic that is so easy to learn and very rewarding to master.

2. Draw me in

Why it matters: When you’re a developer yourself, it can be hard to truly play a game and stop analyzing every detail. I like games that manage to make me forget I am playing and immerse me into a game world. Every gamer has had these moments--you start playing and when you are back in the real world you wonder where all the hours went. One sure way that works for me is to make me the hero inside my favourite movie--drop me right into the action and keep up the pace. Another way is to intrigue me with a story and a cast of characters full of suspense and plot twists that keep me guessing right up to the end.



Who did it right: Call of Duty 4 puts me on an adrenaline-filled roller coaster ride and makes me feel like the hero. For story and characters, I would go with the Metal Gear Solid series--it delivers a multi-layered and intricate storyline that serves as a major motivation for me.

3. Let me do cool stuff

Why it matters: I'm guessing this is one of the biggest reasons people play games--you get to do so many super-human things. But there are some things that can break that experience: Falling to my untimely death because I pressed the wrong button is not cool; doing a jump puzzle for the 10th time because I missed the last jump by a centimeter isn’t either. I want to do cool things and avoid doing steps over and over again because they are conventions.

I applaud Assassin's Creed for making a bold design decision to make the controls easier. Climbing and free running across the rooftops does not force me to mash buttons, and if I tell Altair to jump he does so as spectacular as possible. Tomb Raider relied on me to learn prolonged jump sequences by trial and error- and don’t get me wrong, back then I loved it. I think the Chinese wall section will be imprinted into my muscle memory forever, but times have changed.

Introducing new mechanics that go against established standards and conventions is always difficult. On that note, five years ago nobody would have thought that health packs would slowly and steadily be replaced by recharging health mechanisms. The good thing is that it makes games more accessible and presents players with an easier learning curve.



Who did it right: Assassin's Creed’s contextual climbing avoids button-mashing and makes repetitive jump puzzles look cool. Halo was one of the first major games that used recharging health and broke with the mantra of back-and-forth health pack trekking.

4. Show me a new world

Why it matters: Let me experience a world that uses the visuals as a means to set the right mood for the featured gameplay. High production value should be given even to the seemingly small things in the environment. Players do notice these small things, and this was executed to perfection in BioShock. The whole world tells me about Rapture, the Plasmid abilities and gameplay actions are in sync with the visual representation and logical structure of the game world. Team Fortress 2 is another great example of an art style that enhances the gameplay--every character has a distinctive silhouette that is identifiable at a glance during a frantic fire fight.



Who did it right: BioShock and Team Fortress 2 stand out with their attention to art style and level of detail that enhances the gameplay experience. I would also note the Metal Gear Solid series that made me care about a cast of characters spanning multiple titles--the duel against Sniper Wolf is just one example. Ico and Shadow of the Colossus left a great impression because of their unique and atmospheric art style that spoke volumes and inspired exploration.

5. Let the game react to me.

Why it matters: I love it when a game reacts to me, instead of forcing me to behave in a certain way. I am the player, so whatever I want to do should be okay, right? If a game world and specifically the AI reacts even to my blunders and repetitive actions in a meaningful way it keeps me in the world. AI is looking smart by interacting with the environment using animations- taking cover, using objects and reacting dynamically to my actions.



Who did it right: Assassin's Creed makes the AI look smart by reacting to the player actions in relation to the environment and even manages to make it look good when I bump into an NPC for the 50th time.


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Five Things That Cevat Yerli Looks For in a FPS
XxR3zD3ViLxX 2008/01/07 18:33
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Vairo 2008/01/08 03:08
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