This morning Crytek and EA cunningly bowled us flat with a simply stunning trailer from Crysis. We say cunningly because a) we're rather partial to the word and b) the interview below was all prepped for publication on the site today. Pure coincidence? Yep, but perfect timing.
Crysis is without a shadow of a doubt one this year's most hotly anticipated PC games. It's also part of the first wave of PC games employing Microsoft's new DirectX 10. Crytek previously impressed the hell out of everyone with its debut FPS Far Cry, and Crysis proves the firm's no one-hit wonder.
When you sat down and started to sketch Crysis out, what kind of experience did you want to offer the player and would you say that you have realised that goal?
Yerli: The goal was to deliver new audio-visual-gameplay experiences and that the sum of it should be unique. Whilst being unique, we wanted to increase the amount of 'choices = freedom' the player has to interact and outsmart the enemies and the environment he is in.
What part of the game are you currently working on and how much is completed?
Yerli: We're moving towards alpha at this stage, finalising levels and content, all features for the game and its technology. We're putting in a first quality pass on the entire balancing of the game.
How are you finding working with DirectX10 and what does it mean to you as a developer?
Yerli: With DirectX 10 we get performance increase and feature sets that allow the experience to be ultimately more cinematic, video-realistic and dense.
Part of Far Cry's development involved you coming up with programming and technology-challenging ideas that hadn't been seen in an FPS and turning these into reality. Have you done similar with Crysis?
Yerli Yes, it's part of our culture. This trend eventually resulted in all breaking technology, including our breaking vegetations, which we introduced the first time in gaming. It's more than just being able to break through, it's about interpretation of action and presence ultimately.
You must have numerous standout moments from time spent playing Crysis - what are your favourites?
Yerli: Too many really. My last one was when I grabbed a North Korean and wanted to throw him to his colleagues - they ran away from me, realising how badass I was. The nanosuit (or suitplay as we call it) often offers new and surprising emergent gameplay moments.
How is multiplayer progressing? What problems have you ironed out?
Yerli: Multiplayer is progressing great. We have some surprises here and there for our beloved fans. We will soon also announce our Beta Program plans to experience [it for] yourself.
We've obviously all seen Crysis' stunning environments. How far do you think developers should push realism in videogame environments? Would you eventually like to see environments that are 100-percent mirrors of the real world?
Yerli: For my taste it's about interactivity, simulation and visual fidelity, pushing all three boundaries. I guess in the next 3-5 years we will see further major progress there, but I am not sure about yet achieving absolute realism in this timeframe.
Is it a concern that there are PC gamers out there who won't be able to experience Crysis in its full glory because they can't afford to upgrade their machines to the top spec?