A Far Cry From Far Cry? Crytek CEO Cevat Yerli Takes Us Under the Hood of Crysis

An in-depth interview from Level Up with Crytek's Cevat Yerli about nano-suit, multiplayer, AI and more.

Level Up: With the player having that kind of flexibility, how do you design the levels and the encounters to challenge them?

Cevat Yerli: A player has an advantage inherently. Because of the suit, he can do more than an average soldier. But he's always disadvantaged by the number of people. He's alone, and the enemies are greater. However, while the play is balanced one against one, one against three or four becomes a little bit more difficult. One against the whole camp is even more difficult, as you can imagine. So the player's job is to make sure he from time to time repositions and reassesses the situation and then gets back, changes the configuration and gets in again. So he needs to constantly be tactical in his gameplay decisions, instead of just hiding and shooting and running and shooting. It's more about, "Okay, there's two guys there. Look back, think, and engage my sprint; sprint there, jump on the roof, take him out. Next one. Who's my next two targets?" So if you do this successfully, the chance to survive is then given. So level design with the amount of enemies, positioning of the enemies and the way the we present them is the way we balance the gameplay.

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