Crysis 2 hands-on with pics.
http://www.gamespot.com/pc/action/c...6285425&mode=previews&tag=topslot;thumb;3
http://www.gamespot.com/pc/action/c...6285425&mode=previews&tag=topslot;thumb;3
I'm going to say something that may irk some of you, but I mean it in the best way possible: Crysis 2 seems to have taken some pages from the Halo series' design manual. The idea of strung together combat sandboxes is all over the place, though the sandboxes in question are enormous, and the organic feeling AI evoke Bungie's influential series. Clearly, Crytek has a number of tricks of their own in store for the game, but the comparison isn't hard to make.
I was also aided by significantly improved game-pad support in Crysis 2. I was playing the PC version of the game with a wired 360 controller, and aside from the raw visual splendor on the screen - and seriously, I'm not one to to fellate the original Crysis's graphics, since I found them a little boring, but DAMN is Crysis 2 looking amazing on PC - it played very smoothly. Crytek has thrown in some snap-to targeting on the left trigger and a bit of aim assist to boot, and configurations are customizable, a major change from the last game. Switching between powers might actually be easier on the 360 pad than on the PC; pulling off manuevers like taking aim, quickly uncloaking and firing, then cloaking again are pulled off quickly using the bumper to phase in and out.
Unfortunately, while my recent time with the game has reassured me that Crysis 2 will translate perfectly well to console controls, I'm left with more questions than answers as to how the game will fair technically speaking. To be blunt, I'm not quite sure how Crytek will be able to pull off the enormous combat environments on the Xbox 360 and PS3. We haven't seen the console versions of Crysis 2 for months; in fact, we've never seen the PS3 version at all. With just a few short months of development time left, I'm growing more and more curious about how Crytek's first foray outside of the PC space will end up.
I'm still worried about the PS3 version of this game as i know my dog-slow PC won't get anywhere with this game and so PS3 is my only option.
So far all we've seen of the PS3 version is... well... nothing... :-S
We've seen engine vids on PS3 and such but nothing of Crysis 2 on the platform. After all their talk of how easy PS3 programming was for Crytek, and how the game is gonna be the best looking game on any console, i really hope that Crytek (for their own sakes) doesn't fail to deliver. They should have shut up and just put their heads down and worked to get the game done, rather than mouthing off and raising everyone's expectations.
If the game is meant to be 4 months from release and we (the public) have STILL yet to see the PS3 version (a little birdy told me they saw an early build at GDC which was pretty janky), then i'm just gonna have to expect Bayonetta levels of shite and hope to be pleasantly surprised.
Honestly speaking that water part at the end looked bad, doesn't matters if its suing fluid dynamics at a large scale at that.
I have one question regarding the 360 version...Is it possible that the 360 version is getting some extra benefits in optimisation due to Crytek developing Codename: Kingdoms exclusively for it?
I wonder if the fluid it's actually calculated realtime or it's just an animated blob. Probably the latter :/Also at the ending there is OMG fluid dynamic water mass with physics pulling objects on the road when water mass moves ahead. Somebody resurrect that lunatic that was all over simple/shitty water effects in lastgen and this gen games. /sarcasm
Nice, probably scripted sequence there.
I wonder if the fluid it's actually calculated realtime or it's just an animated blob. Probably the latter :/
All in all, this looks like a poor man's Crysis.
-Small environments with very limited interaction (almost no props, and very limited destructability, compared to the hundreds of trees you could take down in C1)
-Worse graphics. Sure, it has limited GI and some nice flares, but textures suck bad, horrible filtering too.
Not only destruction, but props. Remember the houses in the village filled with dozens and dozens of physicalized propsThey sure look smaller but there where some areas that looked to give a decent playarea and then we need to see how much vertical gameplay are will be available. Though havent seen much of the procedural destructions they showcased but lets wait for PC version.