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秒杀PS3游戏!传闻中泄露的PC版Crysis 新画面

http://pc.gamespy.com/pc/ea-crytek-title-untitled-project/788932p1.html
假新闻是不是要xhw?




Crysis (PC)
We get the scoop on what to expect in Crysis multiplayer from its director.
By Thierry 'Scooter' Nguyen | May 16, 2007



Sure, Crysis is a damn pretty game, but as much as we love to check out destructible vegetation and demonstrations of "vehicle headshots" in single-player and tech demos, the boys at Crytek have been eerily quiet about multiplayer. Thankfully, we were able to steal some time from Crysis director Eric Lagel, who graciously took a moment to answer our questions and give us a basic overview of Crysis' multiplayer options. Of course, we're not satisfied with just hearing about multiplayer, so expect a hands-on report in the weeks to come...

GameSpy: What lessons did you learn from Far Cry that are now being carried over to Crysis?

Eric Lagel: The main lesson we learned was to make sure there will be community support from the beginning. It's essential in order to meet gamers' expectations in online multiplayer.
GameSpy: For the record, what are the announced multiplayer modes?

Lagel: The announced multiplayer modes are Instant Action, Team Action and Power Struggle.


GameSpy: The first two modes are a bit obvious, so can you elaborate on the Power Struggle mode?

Lagel: In its core, the Power Struggle mode is an open-ended team game where each team's goal is to destroy the fortified enemy base. In order to achieve this, players will have to earn access to extremely powerful weapons (i.e. the XM102 rocket launcher or the EM70 EMP rifle). That is enabled by the capture of specialized factories, where players can buy weapons, equipment and vehicles to support their team effort.
GameSpy: One of Crysis' big features is the nano-suit and its variety of powers. First off, how will nano-suits work in multiplayer, since they are persistent in single-player?

Lagel: The nano-suit will work in multiplayer the same way it works in single-player: it grants players instant and decisive means to overcome opponents. There are various ways of using the suit in multiplayer, and once you've tried it, you won't want to go back to standard modes.

Vehicles full of super soldiers equals multiplayer hotness


GameSpy: Related, can you discuss how you balance out the nano-suits, since they essentially turn each player into a super-soldier?

Lagel: Actually the nano-suit balances itself very well, since every user has the same capabilities. It can match every player's play-style. In team play, it really translates into some interesting possibilities, for example some players activate speed mode and draw attention away from cloaked teammates who can then unleash a surprise attack. Honestly, there are so many possibilities that we haven't even seen them all and we're sure gamers are going to come up with some creative strategies once the game is out.
GameSpy: Will there be vehicles, and if so, do you imagine them to be very fast and loose vehicles with off-the-wall uses like in the Battlefield series, or will they be taken a bit more seriously, like in Halo matches?

Lagel: There are definitely vehicles, and they are serious investments for players who choose to utilize them. They are not meant to be disposable, but part of your achievement in the game.




GameSpy: Will alien technology (such as their variety of ice- and cold-creating weapons) be useable in multiplayer?

Lagel: That will definitely be the case; we are working on some really cool things that we'll be able to tell you more about at a later date.
GameSpy: Are the maps in multiplayer their own unique set of maps, or are they areas from the single-player campaign that have been converted to MP form?

Lagel: The vast majority of the maps are multiplayer-only, with only a handful having been converted from single-player areas.
GameSpy: For the single-to-multiplayer maps, what kinds of changes did you have to make to adapt them for multiplayer use? Additionally, what basic criteria do you have for map design (i.e. do you prefer maps that make players move around, or maps where players tend to cluster around common landmarks)?

Lagel: To get a portion of a map from the single-player game to multiplayer, there are a few selected changes that include the suppression of Instant Action, and then the addition of the multiplayer rule set. The choice of these maps is based on an extremely simple assessment: "That would be a very nice environment for multiplayer."
GameSpy: Do new features of CryEngine 2 change the way you approach maps (i.e. does "destructible vegetation" make for harder, or easier to design, jungle levels)?

Lagel: Indeed, the power of the CryEngine 2 allows us to create some really interesting level designs, with the destructible vegetation being the most obvious one. You'll definitely be able to take advantage of these, either to help you hide, or to help you clear a path to your opponent.

Two bad dudes about to take on a jeep full of other bad dudes


GameSpy: Can you talk about mod support, as in how much support will Crysis have for mods (will it just have a map editor, or a full-fledged SDK where users can conceivably make a whole new multiplayer mode)?

Lagel: There already is a pre-SDK that is available for selected mod teams. Due to their feedback on its content it assures that we can provide all the things the mod community needs to build outstanding mods. The final SDK will be available at the release of Crysis and together with the fully functional Sandbox2 Editor, we have very powerful tools for the modders out there.
GameSpy: With Crysis being a semi-realistic blend of near-future sci-fi and modern military, will there be persistent stats and ranks like in Battlefield, or will each match essentially be stand-alone? Can you talk about why you made the decision on whether to have persistence or not?

Lagel: Each match will be stand-alone. The decision as to why we don't have persistent statistics is simple: many, if not all, of the open PC statistics can be cheated in one way or the other. We are very aware of how cheating happens in PC online games, and do not want to provide a feature until we can figure how it can be deemed reliable and trusted.


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没翻译,XHW


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引用:
原帖由 jump 于 2007-6-1 14:54 发表
没翻译,XHW
附议!!!

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证据也需要翻译么

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一会儿工夫秒杀了两次...

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儿童节联动贴?

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LZ标题加个问号吧.:D

造假新闻,让人一眼就瞧出破绽,这水平也太臭了点儿...

还是没文化所致啊.

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给神机一次机会吧

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引用:
原帖由 干蒸鸡 于 2007-6-1 15:25 发表
给神机一次机会吧
你要跟微软和老任说

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看不懂xhw

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这画面要什么显卡来跑?最新的功耗390瓦的那种?

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神机就是用来被秒的

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引用:
原帖由 mame 于 2007-6-1 18:17 发表
这画面要什么显卡来跑?最新的功耗390瓦的那种?
我猜12801024最高画质开4aa4af,88u sli 不够

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我怎么记得第一看到的时候是说pc游戏阿?要秒杀所有家用机

余は生まれながらの索飯である.
人不反索,我不犯人.
人若反索,我必犯人.

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