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Soundtrack Review

Wednesday 5 March 2008 | Post A Comment

G4TV has done a nice little review of the Crysis Soundtrack, check it out below:

"If you're faced with the conundrum of being blown away by the over the top visual’s of the PC-shooter Crysis, but you lack a gaming rig that will levitate, walk the dog and make toast (let alone play the game the way developer intended), take solace in the fact you can at least listen to its top-notch soundtrack.

We've spec’d out the disc and the good news is that it will play in most standard CD players, whether top, front or vertical loading. No patches, hardware upgrades or minimum requirements are necessary. All you really need to know is that veteran composer Inon Zur has delivered another compelling audio companion for a great game.



The soundtrack is quite a good listen even when stripped from the game’s uber high end visuals. Featuring the musicians of the Northwest Sinfonia, the album’s 22 tracks run the gamut from epic sci-fi themes to moody, percussive bursts evoking intense aliens combat.

While hardcore fans will no doubt want this, soundtrack purists will enjoy the complete lack of anything poppy in the mix. No forced, cross-contamination by a flavor-of-the-week MySpace throwaway band included for the sake of marketing can be found here. If the simple enjoyment of listening to uniquely composed orchestral pieces away from frag-happy gaming sessions is your thing, then you will enjoy this album.

Inon Zur has scored nearly three dozen video games so if you are amongst his fan base, do yourself a favor and hit a legitimate download site and add his latest to your playlist. This little thing called iTunes has it along with Sumthing Digital. If you are really hardcore and want a pretty jewel box to keep a disc in, you can also find it at finer online CD purveyors."

Exodus Mod Update!

Saturday 1 March 2008 | Post A Comment

Our friends over at Exodus Mod have sent us in an update check it out below.

This is the first of our new bi-weekly updates we'll be doing to keep everyone as up to date as possible with the mod's progress! This update includes a variety of new renders trying to show off some pieces of work we haven't in the past such as architecture and vegetation. We've also tried to include some of the not so noticeable custom objects we'll have such as the brown eagle.

First we have the trees. To help create the world of Exodus, we've created new pine trees to populate our forests. The first shot demonstrates our trees before snowfall and these will be used for our Prologue, while the second shot shows the trees during Episode 1.

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Next we have a brown eagle. Many of you may have noticed in Crysis the birds flying up in the sky, this will be one of our replacements. We also have a render of an animal called the Shagrat which is basically, as the name suggests, a large, furry rodent. The Shagrat will be similar in size to the Scrofa featured in one of our previous updates. We would also like to share a concept of our main character. This painting is of the character in Episode One and beyond because in the Prologue he'll be around 18 or 19.

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Lastly we would like to share both conceptual drawings and renders of our village huts. The first two sketches are of a village hut. We have a few variations and this is one of them. We've also included an interior sketch to give an idea as to what the homes will look like inside. The last picture is a render of one of our village huts.

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Along with presenting to you our latest work we'd also like to include a brief Developer Journal to provide with our followers a bit more information about how we go about creating the mod. Each Journal will be written by a different member of the team so you can hear what is happening from all aspects of development. This first Journal was written by myself. Enjoy!

Developer Journal #1-The Prologue This update has included much talk of a "Prologue." The prologue will, of course, be the introduction to the mod. It acts as a proof of concept and a way of getting everyone excited about Episode One. The opening centers around a death in the village which will lead into the player's training. This training will introduce the combat system. After a series of events the prologue will end and will set the scene for Episode One. Most of our focus this past month has been developing the ideas for the prologue: how will it look, what events will occur, what is it's purpose? All of these questions have been answered and the creation of the world has begun.

Future updates will include a bit of this world with a few in-game shots and more. We hope you enjoyed the update and we'd love to hear from you! If you have any questions or comments please feel free and leave us a message in our forums! Of course we are still looking for talent in writing, animation, coding, sound FX, mapping and more so if you are interested please contact us. -VertigoSFX

GDC '08: Crytek revisits Crysis

Tuesday 26 February 2008 | Post A Comment

CEO Cevat Yerli joins lead designer Sten Hubler and producer Bernd Diemer to dissect highly decorated FPS; emphasizes need to stay true to the original vision but retain flexibility.

SAN FRANCISCO--The 2006 Electronic Entertainment Expo offered gamers a number of reasons to be excited about the coming year. However, trumping much of the noise coming out of that show was a solitary tech demo from Far Cry developer Crytek for its upcoming EA-supported shooter, Crysis. The Frankfurt, Germany-based developer had already established itself as a technological powerhouse with Far Cry's stunning CryEngine, but crowds were not prepared for the lush tropical environments and jaw-dropping breakable foliage on display.

As impressive as the showing was, it came very close to not happening. That and other tidbits were presented to a bleary-eyed crowd still reeling from Thursday's night's festivities in a postmortem session for the game kicking off the final day of the 2008 Game Developers Conference. Helming the session was none other than Crytek CEO Cevat Yerli, who was joined by Crysis lead designer Sten Hubler and producer Bernd Diemer.

As is how postmortems go, the Crytek trio first laid out what had been learned from their previous efforts, in this case 2004's Far Cry. (Far Cry's subsequent sequels were handled by Ubisoft's Montreal studio.) First and foremost, the team was proud of Far Cry's peerless visuals and the technology powering the game. Yerli felt these features were complemented by the game's sandbox design and responsive human artificial intelligence.

However, despite its glowing critical reception, Far Cry had its problems, with Yerli specifically calling out the game's "B movie story," bad jokes, and lack of a quicksave option. Yerli blamed problems with the story on the fact that it was shoehorned in near the end of the game's development, while the lack of a quicksave feature was purely a design decision, calling the move "egotistical." Yerli also noted that the game's difficulty wasn't balanced properly and that the artificial intelligence for the nonhuman wasn't up to standards, due mostly to the fact that the enemy types changed drastically throughout the course of the game's development, from dinosaurs to aliens and ultimately mutants.

The goal for Crysis, then, became to turn all of the weaknesses from Far Cry to strengths, while at the same time improving upon everything the team did well. For Yerli, this all began with his original vision, which was to take the lush, warm tropical paradise of Far Cry and encase it in ice. "The Vision" also included maximizing players' ability to express themselves through the game by offering a variety of play styles. In so doing, he wanted players to outsmart the game by forcing them to think before they shoot. Lastly, Yerli's vision called for realistic sci-fi, namely an alien invasion that is as believable as possible.

In 2005, the process of actually making Crysis began to coalesce. One of the team's top priorities at the time was to "create the best-looking game ever," and to do so, Crytek signed on Venice, California-based Blur Studios to mock up a prerendered video using assets from the game to set a benchmark to aspire to. "The goal was to get step-by-step closer to these visual benchmarks," Yerli said.

One of the first steps in accomplishing this goal was to take a "business trip" to Tahiti, Yerli noted, with Hubler chiming in with, "We're coming from Germany, so we really don't know what a real tropical environment looks like." Real research was key, the team noted, and it was important to get a handle on how standing in a tropical forest and looking through the trees actually feels. "To make the best-looking game, we had to capture a believable world," Yerli continued.

Then came E3 2006, and with it a proving grounds for the work that had thus far been channeled into the game. Yerli revealed that the most striking scene shown off of the game--when a soldier mows down a clump of trees in the forest using a minigun--only made it into the demo due to a little luck with the timing. It had taken nearly six months to get only one tree to break apart at an acceptable 300 frames per second, and an equal amount of time to be able to reproduce the effect on any object of choice.

Yerli felt breakable vegetation was one key aspect coming out of the show that went on to define the game. However, it presented severe problems with the game's AI, namely the fact that if a player is able to completely obliterate an object in the game, then the enemy looks a bit silly hiding behind the now nonexistent obstacle. Using that as a starting point, the team underwent an extensive AI overhaul, addressing a variety of issues ranging from animation to open-ended gameplay.

The challenge, Yerli noted, was achieving "human" AI and not "perfect" AI. "Perfect AI, anyone can do. Human is a more difficult challenge, because you have to replicate humanity," he said. To illustrate how Crytek overcame this obstacle, he showed a video of North Korean soldiers pouring over a stone fence, with most landing on their feet, but a few tripping and falling.

The other key concept of Crysis, which wasn't even fully realized at the time of the E3 showing, was the game's distinguishing nanosuit. The nanosuit was born out of Yerli's realization that even though the core shooting was fun and the company had hit its visual bar, Crysis "had nothing to bring to the table yet in a meaningful way." Initially, the nanosuit was to gain power over the course of the game, with the fully featured suit playable only available in the last five minutes of the game. That was a problem, of course, and necessitated a reimaging of the feature.

For the nanosuit, Yerli insisted that "customization be king." By that, he meant that the suit should allow players to a wide variety of choices and ways to express themselves, whether that be through run-and-gun, "Rambo-style" gameplay, more tactical stealth, or a combination of the two. Outsmarting enemies also played heavily into the design of the suit, and the team explicitly wanted to avoid the FPS staple of "run in and shoot them before they shoot you" gameplay. They also wanted players to be able to experiment with strategies, make mistakes, retreat, and then try again.

The suit went through a significant iterative process, where the team returned time and time again to play testers, who invariably reacted in "unexpected ways"--which, as the team noted, is the nice way of saying the testers were idiots. The suit's visual interface underwent some of the most significant overhauling, with the few iterations involving catering heavily to the micromanaging crowd.

These complex systems--which, according to Diemer, were more likely to result in "death by chicken" than anything else--were eventually streamlined into binary suit powers (that is, strength or speed) that could be accessed quickly and intuitively. As the game had been in development for quite a while by the time the nanosuit began to take shape, it caused a good deal of friction between its proponents and the level designers, who essentially had a good deal of work negated. While painful, Hubler noted that it aided the team in realizing freedom in a sandbox level design.

Concluding the postmortem, Yerli noted the importance of keeping the vision and sticking to the quality bars set in the beginning. Yerli also noted that the vision should only act as a seed for the development team--"a vision is developed by a team; it's seeded by a visionary." Closing, he stressed that visions that are forced will inevitably fail, and that it is necessary for a team to buy into that vision to maintain passion and inspiration.

(Source: Gamespot)

Crysis Mod SDK Released

Friday 22 February 2008 | Post A Comment

Crytek has released the SDK. Which is good news for all the MODs out there. Now they can really dig in and see what the can do with Crysis.

"Dear Crysis Community,

About 3 months ago Crysis shipped worldwide. We started collecting feedback and were confident that we would be able release our first Patch one week after the release. Unfortunately we underestimated the challenges and were forced to move the release of our patches and the full SDK to 2008.

Since the Demo Release and the Crysis Full Release we have seen wonderful creations of art, design, movies from our community and talented teams have formed to create the next generation of Crysis MODs.

We as Crytek are thrilled to see the talent, engagement, passion and creative potential out there
We always planned to release the MOD C++ SDK close to the Crysis ship date.

To be plain honest we simply did a bad job, and I personally want to apologize for it. I know the community is growing on a daily base, whilst other members are getting upset and disappointed. We always strife for the highest quality, and sometimes this becomes our Achilles heel.

Within the last few weeks we have been working extra hard to get the first version of the SDK ready for the community. With the tools, the example assets and the updated documentation we hope that it will kick-start your mod development.

We have big plans in engaging the community, making you an even larger part of the future of Crytek which we will share with you soon.

You are the reason why we do games.

On behalf of everyone at Crytek, I want to say big thanks for your support, feedback and engagement in the community. We do our best to listen to you.


Thank you for taking the time to read this.

Cevat Yerli"


- Download Crysis Mod SDK v1.0 @ CryMod
- Download Crysis Mod SDK v1.0 @ Torrent
- Download Crysis Mod SDK v1.0 @ InCrysis
- Download Crysis Mod SDK v1.0 @ RiseToDelta

- Official CryENGINE2 Documentation
- SDK Forum Section

Full Story...

Crytek’s Coy On Console Crysis

Friday 22 February 2008 | Post A Comment

Next-Generation had a private sit-down with Crytek. They talked about weather Crysis will be coming to consoles or not.

"Crytek’s engine business manager Harald Seeley made the remark to clarify any rumors that Crysis would in fact make its way to Xbox 360 and PS3, despite persistent suspicions that the limited PC market and transition of CryENGINE 2 to console were indicative that such a move would occur.

While Seeley did say that work on CryENGINE 2 for console was proceeding well with quality exceeding the PC engine’s medium-level settings at 720p, and that most assets would transition easily from the PC engine to the console engine, he was adamant that the company had yet to make the decision to actually port the award-winning game.
"


Full Story...

Crysis wins award at GDC

Thursday 21 February 2008 | Post A Comment

Crysis has officially won the "2007 Best Technology" award at the Game Developer Conference.

"2007 Best Technology
Crysis (Crytek/Electronic Arts)
Cevat Yerli, Douglas Binks, Timur Davidenko, Martin Mittring"

Crysis Weekly Update #4

Wednesday 20 February 2008 | Post A Comment

Crytek has released Weekly Update #4 for us. Check it out below.

Greetings Community!

"We welcome you to the “Crysis Weekly Update #4”, which is an official status report from Crytek to the world-wide community in order to get you up-to-date on the progress of various Crysis related topics.

This time we have got an update on the Mod Software Development Kit for you and also a new status report on the long awaited patch 1.2 for Crysis. In addition to that we are going to introduce you to quite a few new bug fixes of the change log and also new features that are included.

Mod SDK – Status Update

As you know from the last weekly update the Mod SDK is coming along quite well. We have been able to fix the remaining issues on the example assets and made them fully functional within the past week. They are also being made compatible to the different exporters the SDK includes.

The respective documentation about the asset creation for CryENGINE2 is finished as well. It will cover the basic questions to get everyone started on this topic and includes install instructions, new tutorials and also some new references for you to read through.

We do not want to tell too much, but you should check out Crytek’s Modding Portal within the next few days, since we got a more or less “small” surprise for the whole modding community which should get everyone working on new levels, assets and more.

The game source code for the SDK is still in preparation to get it working properly with the upcoming patch 1.2. We are confident to deliver the complete Mod SDK to you around the time we ship the new patch. In conjunction we also want to update the official CryENGINE2 documentation on http://doc.crymod.com with quite a few new tutorials and references.

Patch 1.2 – Status Report

We also got news from the development status of patch 1.2 for you. The final installer has been sent to the EA and Crytek QA departments for content verification. The feedback from them until now is positive, so no major errors could have been found so far.

What we are currently working on is the localization for the patch readme file. It needs to be translated into the various languages the game supports. After this is done the files will be verified if they have been translated properly and then get implemented into the installer.

When this step is completed the patch is ready for distribution and allows us to name you a release date for it.

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 a bit more detailed. The introductions for this update are:

Singleplayer/Multiplayer – Audio Hit Feedback

To improve the overall readability in-game for Singleplayer and each Multiplayer game mode Crysis has to offer we decided to implement additional audio hit feedback functionality. This applies to bullet impacts to the enemy player model you are shooting at.

By hitting the torso, arms and legs you will clearly hear the audio feedback and thus recognize much easier that you hit someone. By giving a headshot the sound will be different and can be clearly identified as such. This feedback also can be enabled and disabled by the specific console variable “g_useHitSoundFeedback”.

Multiplayer – Connection Error Warning Messages

With patch 1.2 we introduce even more readability, not only to the in-game part as well but also to the general user interface. Currently it is not that easy to locate the error with your Crysis installation and set up if you got disconnected from an online server with the message “Server Authentication Failed” or “Disconnected from server”.

This will change with the upcoming patch since we implemented quite a few new error messages that give you more details on the reason why you have not been able to either join a server at all or stay connected to one server.

* If a player is missing the map the server is running:
“Could not find mapname”

* If the player has the map but it differs from the servers version:
“Map version differs from server”

* If the player was kicked from the server:
“Kicked from server”

* If the player was banned from the server (if they attempt to reconnect):
“You have been banned from the server”

* If the player has a different version of the game to the server:
“Unable to connect, game version differs from server”

* Client error while connecting to devmode enabled server without the client running devmode:

“You must be in devmode to connect to this server”"

The Crysis of Audio

Wednesday 20 February 2008 | Post A Comment

Gamasutra posted a nice article about Crysis from the GDC, check out a piece of it below.

"Although mostly famed for its near-photorealistic graphics, Tomas Neumann and Christian Schilling of Crytek, along with composer Inon Zur opened GDC 2008’s Audio track with a discussion of the decision to deliver the highest quality of audio to match the graphics of their recent release Crysis.

“We had to develop next-gen audio when most of our focus was on the graphics: that was a real challenge,” Neumann admitted, with Shilling joking that calling the session “the Crysis of Audio” was “just too easy.

They introduced the challenges that face audio designers -- not only competing within the game with the dominant requirements of the graphics, but also with the needs of simulating freedom in a real world, where players can easily break the intended sound design.

Using normal sound tools such as SoundForge initially, Crytek move on to a data-driven sound specification using a FMOD designer (“we can add and layer any behaviours to sounds that we wish,” said Neumann) and a central mixer, before the sound is integrated into their sandbox emulator for the game engine."


Be sure and read the rest of the article, by clicking here!

Softimage Announces CryENGINE2 Support for XSI

Tuesday 19 February 2008 | Post A Comment

Softimage has announced they will support Crysis on their SOFTIMAGE|XSI software.

"Softimage Co., a subsidiary of Avid Technology, Inc. (Nasdaq: AVID), today announced content pipeline support for CryENGINE 2, Crytek’s new flagship game engine developed in conjunction with the popular first person shooter PC game title, Crysis. The technology in CryENGINE 2 is designed for the latest computer hardware and supports visual, audio and interactive features that are currently unrivalled in the gaming world. SOFTIMAGE®|XSI® software developers worked together with Crytek to customize an export process specifically for the CryENGINE2"



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Read the press release >>


Download the CryENGINE2 plugin for XSI >>

Crytek Update

Wednesday 13 February 2008 | Post A Comment

Weekly Update #3, check it out below!

" We welcome you to the “Crysis Weekly Update #3”, which is an official status report from Crytek to the world-wide community in order to get you up-to-date on the progress of various Crysis related topics.

In this update we want to talk about the Mod Software Development Kit for Crysis that is scheduled to ship around patch 1.2. In addition to that we are going to introduce you to quite a few new bug fixes of the change log and also new features that are included. We also got news on the status of patch 1.2 for you which is nearing completion.

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."
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