The third and final instalment was an altogether beefier animal. Procedural damage, dynamic day-night lighting, upgraded AI with advanced cover and attack tactics, and most importantly new facial animation tech meant we would be getting something a lot more polished and incredibly nice to experience throughout. This was the game I wanted the original to be, and this was my clear favourite when I finally got it for my PS3 on release and got to witness the power of the CryEngine 3 SDK. Crysis 2 massively outdid the original which was effectively a sandbox demonstration of what the series could be capable of, but then again it had taken CryTek 4 years to make. It focussed on a rather familiar, yet incredibly upgraded, jungle and beach style environment similar to Far Cry from the same developer, though it definitely deviated further and further into a sci-fi extravaganza as it hurtled through hives and decimated post-apocalyptic landscapes.ΔΆ011's sequel was a far more refined jaunt that felt akin to how Half-Life 2 propelled the original out the window and became THE version to play. It would have more expansive and destructible environments, more cinematics and more effects all at once than you could shake a stick at thanks to its propriety CryEngine 2. Back in 2007, Crysis promised to be revolutionary.
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