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“Back then there was so much to explore visually that it was too exciting for our young team.
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You don’t see a company saying ‘hey, let’s make this new super killer thing that is going to melt your hardware’”, Deerberg revealed.
#Crytek dinosaur island ps3
Released shortly after the PS3 and Xbox 360, it was one of the last ‘made for PC’ shooters, designed to push the pinnacle of gaming hardware as well as its own engine without having to worry about compromising to run on consoles.ĭeerberg and Schaika admit that the strenuous hardware demands for Crysis were a slight case of naivety and over-excitement from the young team.
#Crytek dinosaur island Pc
"With Far Cry, we built a jungle out of our imagination, which looked cartoony.But in Crysis we really tried to mimic nature as much as possible." Marcel SchaikaĬrysis marked the end of an era for PC gaming. We even flew people over into the jungle”. “But in Crysis we really tried to understand why there's a gradient in the sky and what kind of colors the leaves have and be super analytical and mimic nature as much as possible. “With Far Cry, we built a jungle out of our imagination, which looked cartoony - the water is blue, the sun is yellow and the leaves are green,” says Schaika. CryEngine was right on the frontline in making these advances happen. Looking at the difference in how the jungle appears in Far Cry and Crysis reveals just how fast PC graphics were advancing during these technically intoxicating years. The way you moved through the environment was a power trip, anticipating the mechanics seen in much later games like Dishonored and Doom.īoth Deerberg and Schaika heap praise on the CryEngine engineers for Crysis’ technical accomplishments, and took advantage of the tech to deliver an unprecedented level of graphical fidelity. Outside of Quake III and Unreal Tournament, shooters rarely exhibited the kind of mobility and verticality seen in Crysis. “Some level designer just made a little playground and said, ‘hey, it's so much fun to play that character that you were supposed to have at the very end of the game’”, Schaika explains. It was originally going to have fairly traditional progression with the player earning nanosuit upgrades throughout the game, but it quickly became clear that it was simply more fun to have high jumps, hyperspeed, invisibility and super-strength from the outset. Tom Deerberg and Marcel Schaika arrived at Crytek in 20 respectively - a couple of fresh-faced young developers who were more than happy for Crytek’s tropical island IP to have a bit of a reset.Ĭrysis, the team's next game, broke with many of the trappings that governed first-person shooters at that time. The game’s success led to the company growing, and Crytek moved from Coburg in the Bavarian countryside to the more internationally accessible city-hub of Frankfurt. After the game’s success, a well-documented IP split saw Ubisoft keep the franchise name while Crytek kept the premise and engine. “When you’re sitting in the bushes, one polygon can obscure your entire vision as a player, but if you’re thinking from the PoV of the AI which is shooting a ray through a couple of bushes, it may feel a little bit unfair because you can’t see them but they can see you”.įar Cry put Crytek on the map. “I’d say that what we went for is something that in the world of AI challenge is called ‘sensory honesty’”, says Kotevski. Players would complain of its difficulty, but much of this was down to players not being used to AI that was actually intelligent. " started as a dinosaur game, Nothing about mercenaries, nothing about mutants - just an unnamed guy going to a dinosaur island." Petar Kotevski Its wide-open areas offered plenty of freedom of approach, and its AI was ruthless, capable of communicating with each other to flank the player and tag their last known position, or shooting the player through tent walls. It established CryEngine as a trailblazer, beating Source and id Tech 4 to the market.
![crytek dinosaur island crytek dinosaur island](https://img.sector.sk/files/category/2015/4/0/6/full/33489/1.jpg)
Famous though the name is today, Kotevski admits that the team weren’t keen on it at the time.įar Cry was an innovative game. “It started as a dinosaur game, Nothing about mercenaries, nothing about mutants - just an unnamed guy going to a dinosaur island”.ĭevelopment eventually shifted towards a more realistic shooter, with Ubisoft suggesting the name ‘Far Cry’. “It was going to be called Trespass or something”, Kotevski tells us.
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The dinosaur concept quickly began forming into a fully fledged game, with Ubisoft picking up the publishing rights not long after E3.