An Encounter with Crytek Studios
One of the most graphically intensive shooters on the block, Crysis is guaranteed to make your PC spazz and die, but the game is so much more than just eye-popping visuals – or so we were told when we caught up with Cevat Yerli, co-founder and president of Crytek studios, for a quick chat.
For starters, could you tell us how Crysis was born?
Crysis was born in November 2003, with a piece of Concept Artwork. I asked Magnus Labrant, Art Director on Crysis, to create a great vista screenshot from Far Cry and overpaint it into a frozen paradise. I like working with contrasts; they create interest in the user. The goal was to provide an imagery that would naturally imply a new experience. Upon that we defined the other shooter elements... the hero, weapons, enemies, world and set the plan out to maximize the non-linearity and interactivity.
How different is Crysis from Far Cry, besides visuals of course?
Crysis is all-new; it features a new story, new characters and enemies, new gameplay, and all-new technology. The key differentiation is that Crysis is more serious and realistic, and its interactivity is higher.
Speaking of Far Cry, what do you guys think of Far Cry 2?
We think it sounds and looks very promising. We are looking forward to play it.
Haven’t you had enough of the tropics yet? Any plans of moving to a different locale? What’s next on the cards for Crytek?
In Crysis the island is a character, a life framework that changes with the fiction unfolding, effectively telling the story though the ambience. It’s what we call ambient story telling. So there is much more to explore and variety is granted, no worries. As for future plans I cannot elaborate at this stage... sorry.
Have developers shown an interest in leasing the CryENGINE2?
Yes, more than we want to license. We're being selective now, because we want to make sure the business does not become inflationary, and support is given at the right level of commitment. Quality, not quantity.
How did the partnership with EA come about?
We released the Far Cry Demo and then EA contacted us. That contact led to healthy arguments and personal discussions. After some time we ended up agreeing to work together on all-new IP.
Crysis is being released at a time when games like Call of Duty 4, Assassins Creed and Mass Effect have hit the stores. Any apprehensions about your game doing well amidst all these heavy hitters? I think we have a clear fan base and target group. Our first person shooter caters to people who love freedom in shooters; who love interactivity, non-linearity and photo-realism paired with a great story. That’s what we deliver.
Crytek has stated in the past that Dx10 effects will make a big difference in multiplayer. Could you shed some light on this?
When playing under "Very High" configuration (only available for DX10 high-end users), the game will feature elements such as Battledust, day/night cycles, physics, destructable environments, and improved visuals. These are all synchronized, including special effects. Generally, it's the intensity and quality we see in very high single player experience; the difference is that the visual gains do make substantial gameplay differences in Multiplayer.
As you’ve noticed we’ve kept the interview relatively simple till now but our resident hardware junkie,
Jayesh Mansukhani AKA the J-Man nearly had a seizure when he saw there were no "technical" questions asked. In a fit of blind rage, he kept my PC hostage while shooting the following questions:
In the time Crysis was being developed, processing power has accelerated beyond recognition. How much more optimized can we expect the game to be (realistically speaking) on a multi-core CPU?
Crysis does support multi-core CPUs, from 2 to 4 cores. You will get speed gains, but also more smooth frame rates in general.
Windows Vista takes up 1.2 GB RAM as its own, so will 2 GB really cut it for optimized game play? Or will anyone looking for a real taste of the game need to go in for more RAM?
It does work well, since we played it as such. Of course, generally with high-end PC games, the rule is: the more RAM the better.
How much more optimization will the 64-bit version of Crysis offer for 64-bit Operating Systems?
In some cases you may see speedups of up to 10%, but in general it's about more memory access, allowing you to load faster in the long run. Also, through higher memory configuration you get smoother framerates.
How challenging was it to create a more realistic looking environment in DX10 as compared to DX9? Also, was the motion blur purely done in coding and hardware rendering or was it separately worked artwork?
DX9 vs DX10 was a natural evolution, so it wasn't really more difficult. It was actually pretty quick to create the "Very High" profile that is essentially high-end DX10. Motion Blur was achieved purely through shaders.
Finally, I know you’re probably not going to answer this but is there any chance of us seeing a Crysis on the PS3 or Xbox 360? Even a small hint would do!
Let's wait and see how the ratings and sales fare. If they are high enough and in substance stronger than Far Cry, we may. But as I’ve said before, if we were to do it, it would be almost a completely new development project.
Judging by the way Crysis is doing I don’t think a console port or a complete makeover is too far behind now.
SOURCE TECH2