CryENGINE 3 Updated, Crysis 3 Announced
zacharye writes "The next-generation Xbox and PlayStation consoles currently being developed by Microsoft and Sony will make the disparity between console and mobile gaming even more vast, adding more fluid animation support and a number of additional enhancements that will make video games more realistic than ever. But even when confined to the capabilities present in today's home consoles, new video game engines show us just how amazing gaming will be moving forward. Ctytek, the lab behind the popular Crysis franchise, recently released the CryENGINE 3 SDK 3.4.0 DX11 update for developers, along with a quick reel to highlight some of the engine's capabilities."
Crysis 3 has also been officially confirmed. They're aiming for a Spring 2013 release date, and the game will be set within a dome in New York City that contains an 'urban rainforest.'
Hey, maybe now they can actually make a game, instead of a glorified tech demo (Crysis) or an interactive movie (Crysis 2)...
Yeah. The story went something like this:
1. Alcatraz survives destroyed sub ...
2. Alcatraz gets nanosuit
3.
4. Prophet!
Who ordered that?
I was finally able to build a machine that could run the original at full graphics...it'll be nice to have a game that can't possibly be played with current hardware again.
For your security, this post has been encrypted with ROT-13, twice.
Yes. And this time...it's personal!
You are welcome on my lawn.
Loads of games have done bits of it. Just Cause 2 has a huge set of islands and total free-roaming anywhere within the map. Fuel has some insane amount of terrain (just wiki'd - 5,560 square miles!) because it does it with procedural generation. Red Faction has had destroyable terrain since the first game. Hydrophobia Prophecy modelled water physics correctly, because so much of the game involves using it to solve problems. Crysis did beautiful-looking foliage. Soldier of Fortune did hit location.
But so many games still can't be arsed to do it right, so things in the environment aren't things, they're lumps of terrain with a picture skin. Cars on which you can't shoot out the tyres. Or the windscreen. NPCs your gun won't shoot at, or won't hurt if you do. Glass that doesn't break, wood that doesn't burn, and magic invisible walls at the edge of the world. Or in the case of the Battlefield games, a magic invisible line with artillery insta-death just 5 seconds away if you dare to cross it.
Ramping up the triangle count just doesn't cut it any more. Yes, the face in the video is very clever - what happens when I shoot it? The water's lovely - does it make ripples when I walk through it, or splash when I jump up and down? The AI might well react to my presence - how will it react to a 9mm to the kneecap? Or a fire? Or a rocket going off 10 feet away? Are NPC soldiers all inhuman combat robots, totally unafraid of death, and 100% combat effective until their last hit point is gone?
Because, you know, I've played Doom. A super-shiny version of the exact same gameplay no longer appeals. I know there were restrictions on game design caused by having less memory for the game than my current CPU has cache. All the right things have been done at least once. Now could someone just please do them all together?