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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.

Crytek attending GDC 2008 (1 viewing) (1) Guest
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TOPIC: Crytek attending GDC 2008
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Crytek attending GDC 2008 4 Years, 1 Month ago Karma: 7  
Its has come to light that Crytek are appareantly attending this year's Game Developers Conference in San Franciscowhich, which will take place from February 18th to the 22nd. As Crytek has stated that they will attend the 5 day event with 5 of their employees from different departments. Below is a list with the speeches and sessions that their developers will be holding.





Cevat Yerli (CEO) - Crysis in the Making

This session will offer a look into key areas of CRYSIS development that markedly depart from Crytek's first project, FAR CRY. Main topics include Nanosuit design and gameplay, creating a rich, destructible/non-linear world, and peopling it with dynamic, believable AI enemies that challenge and entertain the player.


Christopher Evans (Technical Art Lead) - Technical Art Techniques: State of the Industry


As graphics hardware evolves exponentially, so does the general complexity of game assets, programming, and the problems encountered with both. The technical artist is quickly becoming the 'swiss army knife' in the Next-Gen game developer toolbox. Not only aiding in the construction of pipelines, characters, tools, or shaders, but also troubleshooting these when they inevitably break down. In the end, the technical artist is required to wear many hats that not only involve good technical problem solving, but the communication skills required to get many different people working together to solve the problem. Technical artists from Naughty Dog, SCEA, LucasArts, and Crytek, come together to discuss a wide array of topics from facial animation and rigging, to cloth, physics, and deformation. Halfway through the session, the floor will be opened to a free-rolling-yet-moderated audience participation in the discussion, where they can comment on the previous hour, or steer the discussion to new topics.


Hanno Hagedorn (Character Artist) - One Man Army: The Characters of CRYSIS

An in-depth look/post mortem of the CryEngine2 character variation system that was used on the game CRYSIS. Over 350 variations were created from a single character using Next-Gen shader techniques and many interchangeable parts. This session will also function as a character pipeline 'upskirt' of sorts; main topics include facial modeling, boosting the pipeline, topology, memory friendly character variation, and advanced shading.


Tiago Sousa (Effects/Graphics Programmer) - CRYSIS Next-Gen Effects

Graphics hardware has evolved considerably this last decade and has finally reached a point where cinematic-quality effects and shading can be computed in real-time. In this lecture we'll describe some of the techniques used to push the visual quality bar in Crytek's latest game, CRYSIS. The lecture will touch upon several technologies researched and developed specifically for CRYSIS, including a brief description of the CryEngine2 shading pipeline. Two case studies from CRYSIS will also be presented. First, the frozen surfaces: initial approaches, problems, and final implementation. Second, water and underwater rendering: where we explore the processes used to render believable and efficient water. In closing, the CryEngine2 post-processing pipeline Mantra will be shown along with some examples of it's use in CRYSIS: cinematic color grading, motion blur, and screen space sun-shafts.


Tomas Neumann (Senior Audio Programmer) - The CRYSIS of Audio

Developing Next-Gen audio features for a graphical superstar like CRYSIS holds many challenges. Naturally, the audio team strives for the same acknowledgement but must stay true to its task of supporting game experience. New features need to offer real benefit providing dramatic and immersive impact while at the same time being nimble enough to utilize their resource budget.

In the process of adding sound, music and dialog to CRYSIS the speakers often had to struggle to meet the demands of a moving design target, work with evolving tech and yet still remain recognizable. These often conflicting goals are discussed while covering topics like: design focus, open gameplay audio support, cut-scene audio, asset workflow, limited man power, music integration, and more.


So you can expect lots of interesting sessions with our devs.

-Crysis Dev Team
 
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