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Crysis 2 [pc only]

@nano.tube
Nemoraju glavni junaci biti dži aj džovovi:D ali više volim kad su kompletniji-obučeniji što mi daje veću kreativnost u rasturanju neprijatelja-vanzemaljaca.
Čisto sumnjam da će kriza raditi kako treba na 2 jezgra.Zašto onda svi testovi govore da kriza daleko bolje radi pod 3 jezgra,a da je 4to suvišno tj.daje zanemarljivo bolje preformanse.
 
Ma *****ju,kakva je to optomizacija na 8 jezgara:D
 
Nekoliko skenova iz singleplejera i multiplejera



 
možda iz knjižice koja će doći sa igrom ali screen-ovi iz SP/MP-a sigurno nisu
 
Ako je suditi po ovim slikama, dizajn nivoa je očajan. Mada su i klipovi koje smo videli pokazali tu činjenicu. Kada sam prvi put čuo da će igra odigravati u gradskom okruženju nadao sam se slobodi kretanja a izgleda da ćemo dobiti razrušene ulice i par koridora kojima se može proći do konačnog cilja (kraja nivoa).

Biće ovo Call of Duty: Nanosuit Edition i u singlu i u multiju.
 
Na prvi pogled mi se gejmplej činio dobrim.

Okruženje tj. grad New York je super, ono što nije super jeste New York ograničen veštačkim barikadama i srušenim zgradama. Pretpostavljam da glavni lik neće biti u stanju da te barikade preskoči i zbog toga veliki minus okruženju.

Prvi deo jeste linearna skriptovana pucačina, po svemu sudeći biće i ovaj. Zapravo biće još gori, kao Call of Duty.

Baš je lepo popričati sa tobom sa vremena na vreme a da se ta komunikacija ne odnosi na kaznene poene :)
 
Da, da...sve prsti od kaznenih poena...valjda ce neko napraviti fejs grupu u tvoju zastitu.

Znaci ti si ocekivao grad New York koji nije razrusen, gde mozes da ides kud ti volja, da skoknes do New Jersey-a, pa obidjes Bronx...medjutim, ove slike kazu da ce biti nekih rusevina, a sa njih si video i kompletan dizajn nivoa, koji je linearan, skriptovan, kao call of duty, sto je u osnovi bio i kec...s tim da je bolji New York od ostrva, al mozda i nije.

A gameplay ti se svidjao do trenutka kad si video klip iz multija, do tad je bio fantastik, sa napucavanjem kao unapredjeni FEAR (koji nije uopste linearan i skriptovan btw).

Ja zapravo ni ne znam s kim uopste pricam, ti menjas misljenja kao avatare. Saberi lepo, ne moras odmah da uletis sa pljuvacinom, vidi sta i gde, o cemu se zapravo radi...bez zurbe...:)
 
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Nemoraju glavni junaci biti dži aj džovovi:D ali više volim kad su kompletniji-obučeniji što mi daje veću kreativnost u rasturanju neprijatelja-vanzemaljaca.

Stvar je u tome što scenariji ne moraju da se svode najviše na to. Ima dosta drugih netaknutih tema.

Čisto sumnjam da će kriza raditi kako treba na 2 jezgra.Zašto onda svi testovi govore da kriza daleko bolje radi pod 3 jezgra,a da je 4to suvišno tj.daje zanemarljivo bolje preformanse.

Onda su loše testirali.
http://www.legionhardware.com/articles_pages/gaming_the_core_debate,4.html
http://www.bit-tech.net/hardware/cpus/2010/07/05/how-many-cpu-cores-do-games-need/2
 
@G@W Ti bi hteo platformu pa da se po njoj krećeš,igra mora imati CILJ i zbog toga svaka igra će manje više biti linearna. @nano.tube A šta sam ja pogrešno reko,3 jezgra su sasvim dovoljna,4to je suvišno jer daje zanemarljivo bolje preformanse.
 
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Kako?Pa ti testovi govore suprotno,ne razumem?Kriza je poznata kao jedna od nekoliko igara tačnije onih 10% koja pored GPU koristi i CPU.Mislim igra se koristi za testove CPU,GPU ali i samih računara.,)
 
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@G@W Ti bi hteo platformu pa da se po njoj krećeš,igra mora imati CILJ i zbog toga svaka igra će manje više biti linearna. @nano.tube A šta sam ja pogrešno reko,3 jezgra su sasvim dovoljna,4to je suvišno jer daje zanemarljivo bolje preformanse.

Za sada da, ali konkretno to zavisi od toga kako je napisana igra.
 
Oni skenovi koje je nex okacio na prethodnoj stani su nivo nedge na polovini kampanje:

The level in question is called Semper Fi or Die, taking place roughly halfway through the campaign. You awaken in a shallow pond in Madison Square Park amidst colossal piles of rubble and destroyed infrastructure. Dazed and delirious, a fellow soldier hands you a gun--all but assuring you that this nice little dip in the water isn't going to last much longer. There are grumpy aliens about, after all. You and the squad move through the remains of New York that have been violently scattered throughout the park. It's an environment filled with unsettling reminders of New York's former glory, including the disembodied arm of the Statue of Liberty sticking out of the ground like some terrifying beacon leading you forward.

Fortunately, you're given a tremendous number of tools and amount of freedom to approach conflicts with these agile enemies, even with the game moving from the vast jungles of the first game into the dense urban streets of Manhattan. The reason is simple: This isn't the Manhattan that you visited with your family over spring break in 1997. It is, quite simply, Manhattan gone to hell--and that opens up a lot of new ways to move about each level.

Crysis 2 Hands-on

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Opet sam zbunjen. Opet recenzija za ps3 a grafika na screenovima ili je sminkana ili je sa pc verzije. Inace ako je ono kojim slucajem grafika za ps3 onda su pogazili Killzone kilometrima...
 
Ove slike su namenjene za reklamiranje igre, a ne za realni prikaz ingame-a [barem ne na konzolama].
 
http://www.crymod.com/thread.php?postid=758051

I translated the article from the latest issue of Gamereactor. Here's what they had to say about Crysis 2.

"Crytek's head honcho and the creative director behind Far Cry, Crysis and Crysis 2, Cevat Yerli, doesn’t hesitate to explain why Crysis 2 feels so different when compared to the first game. The pacific paradise and the vast freedom Crysis offered is exchanged with traditional levels in a demolished city environment. I miss the pacific almost instinctively. The Nanosuit is trimmed. Only two modes remain while the other two are built into the controller.

The enemies are new. The game world is new. The main character is new. The nanosuit is new and the atmosphere of Crysis 2 is radically different with the one in Crysis. Extremely disappointing. I feel almost sad when Cevat then criticises his own game.

"Crysis was a big technical achievement but in terms of design and gameplay it had a lot of flaws which I refuse to forgive myself for. The ending was rushed and we shouldn’t have revealed the ice twist in beforehand."

I can absolutely agree with the latter. But it feels strange that Crysis had flaws so substantial that they had to abandon the open world sandbox for a linear action experience. Obviously it's a lot about priorities, their will to deliver a heavy and well-written story but also due to the consoles' inability to handle large scale forest environments and beaches such as those seen in Crysis.

I'm thrown into the fourth campaign level of Crysis 2 and a demolished New York is in front of me. For Xbox 360 Crysis 2 doesn't look as good as I expected. It's obvious that the console is getting old at this point. The gameplay feels tight, though. I'm running through a bombed park, jumping up a crashed subway train and suddenly encounter the first enemies.

The enemies from outer space are walking on two legs this time around. They look like "Transformers-rejects" (he probably means they look like a design rejected from Transformers, lol), with chromed deadlocks and they leak oil when you shoot them. I'm not impressed. To shoot angry North Koreans in the first game was a lot more satisfying. The weapons feels good, though, and after a couple of runs on the 360, I change over to PC. It's visually very nice, though the "catastrophic beauty" is not even close to as beautiful as the pacific in the predecessor. I'm playing the same level 6 times. The freedom of choice Crytek speaks of is minimal. The pace is good, though, and the weapons are solid. Overall I'm not impressed at all.

Instead it's the following multiplayer session that impresses me, from level design, game structure, controller and graphics. At this point the multiplayer looks better than the campaign. The people behind Timesplitters have combined Modern Warfare with Halo and the result is a fast, violent and balanced multiplayer component. The nanosuit works perfectly when facing opponents and the levels are cleverly designed to jump and sneak through a demolished New York.

Considering how much I love the first game I mourn the fact that Crytek left the pacific and aimed their level design towards traditional linearity. At the same time, the multiplayer feels incredibly good." Petter Hegevall.
 
Gamereactor je bash bacio hate, ali ign je sasvim fino pohvalio igru. Izgleda da gamereactor guy je bash diehard fan openworld forest gameplaya [no pun intended].
 
IGN oduvek forsira casual, fun, fun, fun igre....
 
Imam utisak da mi se Crysis 2 neće dopasti, a prvi deo stvarno volim i prešao sam ga više puta.
 
ni meni nece,garantujem,mrzim NY i aaliene na steroidima itd.. a i volim outdoor.

a ni crysis i warhead nisam bio previse fasciniran,samo grafikom.
 
Gamereactor je bash bacio hate, ali ign je sasvim fino pohvalio igru. Izgleda da gamereactor guy je bash diehard fan openworld forest gameplaya [no pun intended].

Ne radi se o tome. IGN je pohvalio igru zato što je u pitanju klon Call of Duty (pročitajte tekst koji je starac ostavio, sve upućuje na to). Linearni, skriptovani, akcijom nabijeni singleplayer uz CoD multiplayer (jasno se vidi sa video klipa). Da sam na Cevatovom mestu i da sam poput njega (pohlepan) i ja napravio sličan potez, svesno išao na kopiranje najpopularnije gaming franšize uz neizostavno ubacivanje vanzemaljaca, što je detalj koji su Ameri gutali i uvek će gutati ma koliko buđav krajnji rezulutat bio.

Cevat igra na tri karte:

- Crysis fama: igra koju konzolaši nisu mogli igrati a bogami ni većina tadašnjim PC igrača zbog prevelike zahtevnosti. Sada će i jedno i drugo biti omogućeno.
- vanzemljaci okupiraju NY i sav patriotic bullshit koji ide uz to
- svesno kopiranje CoD koncepta

Cevat baš ima loše mišljenje o Amerima, bukvalno ih smatra ******ima i sigurno je ubeđen da će mu ova tri fazona pomoći da igru proda u više od 10 miliona primeraka.

Sada će nex999 opet da vadi moje postove iz naftalina ali to neće promeniti činjenicu da sam u pravu :D
 
E vidiš... Crysis-u fali slow motion :p
 
Ma ovo je uzas sta rade sa gaming industrijom, nekad su se pravile igre da budu drugacije, bolje, a sad da kopiraju CoD ? WTF ? Kako mrzim taj Activision i njihovo muzenje CoD. ALi procice i oni kao jos neke firme cija je era trajala jako kratko.
I ovog Cevata bi uvatio za usi i naterao da radi bre nesto a la Farcry, igra sa kojom je izuo sve ozbiljne FPS igrace, Crysis je bio dobar, ali nije imao takav efekat na igrace kao FC1.
 
Crysis 2 Be The Weapon trejler

Jos dva preview-a

http://au.pc.ign.com/articles/114/1140767p1.html
http://kotaku.com/5713750/crysis-2-is-for-future+soldiers-who-want-to-think


Zatim citat iz 360gamer casopisa

'Holy ****' isn't a phrase you have much use for when you spend your days writing
about a five-year-old console. Once a console hits that grand old age, developers
typically know the hardware inside out, publishers know what the big franchises are
(and hence, where to invest their money), which all means that big leaps forward
simply don't happen.

Except nobody seems to have told Crytek this - because if you'd been in the room
with us when the German developer showed off the latest level of Crysis 2, Madison
Square, you'd have been witness to one of 360 gaming's true jaw-on-the-floor, holy
**** moments.

Yes, graphics should take a backseat to gameplay. But although there's
unquestionably a fine game behind those slick visuals, Crysis 2 represents such a
huge step up graphically from anything else you're likely to have played on the 360
to date, it automatically becomes your focal point when you first see it in action.

And all this from a studio that many of you may well never have heard of before, let
alone had much experience of its previous work. Hitherto now, Crytek, based in the
pleasant German city of Frankfurt, has focused exclusively on the PC, using the
platform's continually evolving hardware to craft ever more visually elaborate
first-person shooters.

This started with it's first poduct, Far Cry, and it's reputation for amazing
visuals was duly consilodated a few years ago witht the original Crysis. But
although Far Cry was subsequently ported to both the Xbox and 360 some years ago by
Ubisoft (with varying degrees of success), this is very much the first time Crytek
has attempted to make a console game itself.

Nevertheless, this relative inexperience with console gaming hasn't prevented it
from crafting one of the most impressive new shooters we've seen in a long time. The
passage of play we first witnessed, then played, certainly wasn't long - and being
the 360 version it wasn't running at the insane framerate and resoluton Crysis 2's
PC-exclusive predecessor was capable of shifting at - but it was enough to convince
us that, visually, this is a game that's another level up from the Call of Dutys,
Halos, and any other first person shooter you could care to mention.

The action kicked off on the edge of a crater. Rather than just being a generic
semi-spherical hole cut out of the ground and surrounded by buildings, it was clear
that Crytek has gone to incredible lengths to ensure everything looked and felt like
you were fighting in the remnants of a devestated city.

In some instances, you'll be moving along the old surface, now broken into slabs of
grass and tarmac that lay at jaunty angle to one another, or thrust into the air on
giant platforms or columns or earth and bedrock. At such points, it was possible to
see the stratified ground that was formally below the surface, with concrete steel
strengthening rods and foundations visible, along with rocks and earth and topped
with tarmac or grass. Other times, you'd find yourself picking your way past busted
up cars and over rubble, and there was even a collapsed segment of railway to
negotiate.

Look at the buildings either side and you'd notice that not only were they heavily
damaged, but you'd also see but you'd also see fires burning in the windows or very
convincing waterfalls cascading down their sides, presumably, from burst water
mains. A river of sorts was also flowing down one side of the area and puddles were
everywhere. Broken gas pipes protruded out of the now exposed ground, the gas they
once pumped into buildings burning as it exited their twisted, exposed ends. There
was even the crumpled remains of a destroyed elevated train track - included an
equally battered train on it.

Even the air and wind captured the sense of destruction perfectly. Walk past a clump
of long grass and you'd see and sway gently in the breeze, while embers and leaves
swirled in the air above and - in the case of leaves - could be subsequently found
floating in pools of water. Best of all, though, look into the distance and not only
would you see damaged skyscrapers with raging fires in them, you'd also notice a
convincingly brown haze from the smoke and dust such mass destruction would
inevitably have thrown up.

Perhaps most impressively of all, though, this barely covered a short portion of
the level - indeed, it's probably taken you longer to read about that segment than
it took us to finish it.

Amazingly, Crytek's CEO, Cevat Yerli, later revealed he was actually a little
disappointed by the demonstration his studio had laid on, claiming there were some
small graphical faults evident in the 360 build. Suffice to say, he must have had
sharper eyesight than us - because between the visual overload we were experiencing,
not to mention our attempts to focus on the gameplay, we didn't notice any of these
flaws.


Squaring the Single-Player
But Crysis 2 is more than just a pretty face, as there's some pretty impressive
gameplay lurking behind that oh-so-pretty visual facade. And once you start playing
the game, you'll promptly realise that it most certainly has the gameplay to match
those stunning graphics.

Given that you're pitched in the role of a super soldier, comparisons with the Halo
series are inevitable, and, to a certain extent, justified. The manner in which you
move about has the same weighty feel that a SPARTAN does. And likewise, you have the
usual ability to carry one primary and one secondary weapon at a time, as well as
using mounted turrets (which can be ripped off their mountings, Halo-style) and
drive vehicles.

But it doesn't take long to dawn on you that Crysis 2 is far more tactically
involving than Reach or any of its illustrious predecessors. The key to this is the
Nanosuit, whose influence on the game shouldn't be underestimated.

Basically, this gives you super soldier-like powers, executable via the left and
right bumpers. In the section we played, one beefed up our armour, meaning we could
absorb significantly more damage than we'd normally be able to endure, while the
other enabled a cloaking device that made us invisible to the naked eye - and both
were tied to a rechargeable power meter.

And obviously, both had a very noticable effect on the gameplay. Stealth is perhaps
the most exiting of the two, enabling you to sneak past enemies to obtain a better
tactical position, while the armour comes in handy when you're tired of sneaking
about and feel the need to really get stuck into battle.

Crytek's aim with the nanosuit is the make it such an integral part of the game, to
the point where the suit assumes the same importance as you'd expect a key character
to. Indeed, if it all goes to plan, the German studio is optimistic that you'll
actually end up missing it when you do eventually tire of Crysis 2 and try to play
another shooter - and certainly, from what we played it looks to be on course to do
just that.

Nor did we find our character short of any tradition athletic prowess, being able to
not only jump and run, but also clamber up onto ledges - and with the levels
themselves designed to work vertically as well as horizontally, that can come in
handy in a world where stairs and ramps have usually been reduced to rubble.

The other intriguing aspect is the 'choreographed sandbox' concept Crytek is
applying to the single-player events. If all goes according to plan, this will give
you both the freedom to explore tactical possibilities offered by a relatively wide
area, while offering the intensity and direction of a single-track, set-piece-led
shooter. And backed up by some tough AI that forces you to use your Nanosuit's
properties effectively, it didn't take long before we could see the culmination of
this - and the results were incredible.

And a brief skirmish at the start of the level, we were then thrust into a wider
zone with more enemies. Not only did this area look different to the one preceding
it (looking more like the ravaged ruins of a busy city square than the remains of a
small inner city park), the openness of its area offered various tactical
possibilities.

The most obvious was direct attack, using the mounds of rubble and a handily placed
military truck for cover, with the latter doubling up as an ammo dump - which was
handy, given that the enemies would eventually see you.

The other option was to stick to the high ground by going either left or right,
flanking your foes. Go left, and you'd eventually find a couple enemies in need of
dispatching before you could then rain down death on the enemies in the middle of
the crater below; while taking the route on the right would either lead you up into
the lower floors of a skyscraper, where you'd find a sniper rifle, or to a nearby
army ammo dump with a mounted heavy machine gun - perfect for butchering your alien
foes.

Not that any of the three routes was particularly easy, of course. A stealth approach
might have enabled us to get to where we wanted to go relatively safely, but once
we were there and the enemy had clocked this, they'd intelligently use cover to
protect themselves.

A couple of battles later and Madison Square showed us yet another side of Crysis 2:
its slower paces, incredibly tense stealthy side. Essentially, this required us to
pick through the ruins of the ground floor of a towering building, then beneath the
dusty remains of a collapsed motorway bridge.

To begin with, we were presented with the opportunity to sneak up behind an enemy
and dispatch them with a silent kill, before bumping off his mate in turn in a hail
of bullets. However, after progressing onward underneath the bridge, it became clear
that it might not be wise to engage every enemy you encounter - particularly when you
find yourself in a thick dust cloud and are unable to see more than ten inches in
front of your own face.

Fortunately, the thermal imaging mode helped greatly here, enabling us to see where
our foes were from their heat signatures - although picking our way out of there was
certainly a haphazard pursuit.

The final segment of play Madison Square had to offer came in the form of a driving
section, played out against another predictably stunning backdrop. Jumping in the
Crysis equivalent of a Humvee, our task was to drive along a crumbling section of a
highway precariously hanging over the edge of a stunning scene of destruction,
weaving between the protruding segments of road and the smoldering husks of
burnt-out vehicles.

With enemies aplenty to run over and a clear path through (and even a replacement
vehicle positioned roughly halfway through), comparisons with Halo were, again,
inevitable. But unlike comparable sections in Bungie's series, Crytek had the
forethought to use standard driving game control maps and a very grippy handling
style, resulting in a much more controlled, intuitive driving experience.

It certainly wasn't the longest level we'd ever played, but the sheer amount of
variation Crytek has been able to pack into that relatively brief passage of play
was nevertheless highly impressive and it bodes extremely well for the full game.

Neke od stavki vezanih za pricu / gameplay

- The main character isn't Nomad, but instead 'Alcatraz', a new character from the Marine Special Forces who has the Nanosuit 2.

- The console version will have far worse graphics than the PC version.

- Just like in Crysis Warhead, you can customise and change the weapon loadouts in real-time.

- Almost every object in the level can be picked up (this hasn't really been seen in any videos)

- The game will be a huge corridored sandbox, as in, it's not open world as such, but the size of the levels will still be huge.

- Various vehicles can be driven (cars, trucks, tanks, jeeps, army trucks, helicopters, etc)

- The mission played was called 'Semper Fi or Die': your objective was to follow a squad of marines through the ruins of Manhattan/

- You start the mission with a SCAR, an ACOG scope, and grenade launcher (attachment...?)

- New York is in ruins; you can see the Statue of Liberty fallen and destroyed, plus a river running underneath a collapsed railway.

- One of the tasks in-game is to improve the Nanosuit.

- Many of the enemies are of the 'Stalker' variety, but the number of enemies and the state of the city will change unpredictably.

- One of the missions (probably close to the end of the game), is at the Alien Hive.

- There are 6 different game modes in multiplayer, with 8 variants; including 'Crash Site', where you must defend an alien drop pod.

- There will be interchangeable ammunition, along with suit modules such as night vision, ultraviolet, and thermal (infrared).

- During the game buildings will collapse, and natural disasters such as earthquakes, fires, landslides, and tsunamis will occur.

"The game has 21 modules, 3 advantages to customize the suit, 50 ranges, 142 and 256 individual missions collectibles identification tags.

- There is no co-op, not much character customization (as seen in games like in Halo Reach), and there are no vehicles in multiplayer.

- A comic series will be released before the game comes out that will explain the history of the game, ie, what happened between Crysis and Crysis 2, plus the origins of Alcatraz and the aliens.

- The catastrophes occuring in-game are based around real events like Hurricane Katrina, and the reactions of the US military to those events.
 
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