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Far Cry
Developer: Crytek Publisher: Ubisoft Entertainment Category: ShooterRelease date: 23 March 2004Official site  
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Far Cry - english interview

Pixelrage: Your name?

Cevat Yerli.

Pixelrage: Your role in the development team?

Cevat Yerli: Technical and Creative Director 

Pixelrage: The Crytek engine seems truly marvelous. Can you tell us how long it was in development?

Cevat Yerli: CryEngine is in development since 3.5 years.

Pixelrage: Since it's obvious that your engine needs quite a powerful machine to run on with everything maximized, tell us about the system requirements, and what you did to make the game run on the low end computers. We'll have something like fog distance?

Cevat Yerli: Low-End is P3-1000MHz, 256MB RAM, Geforce 2 64MB. High-End of course is the better the spec the better the game. We did not use fog-distance really to increase performance, purely atmospheric.

Pixelrage: Is the game optimized towards a specific platform? If yes, please tell us what are the reasons behind this decision and if it's ATi or nVidia.

Cevat Yerli: Nope itís not.

Pixelrage: How much further do you think you can optimise the game?

We saw a massive performance boost with the preview material you sent us, and we would be curious to know if there is room for more.

Cevat Yerli: The last version of the game improved performance on some shaders, approx 30% on Geforce FX Series and 10-15% on Radeon. But we are pretty much on our limits.

Pixelrage: We have seen some controversy over the subject of dynamic lighting used in the game. Can you tell us more on this subject? How "dynamic" is the lighting used?

Cevat Yerli: It depends on how dynamic such scene shall be, e.g. how dramatic, how interactive etc..some scenes donít need that, hence static lighting is used with per-pixel lighting still.
Itís a choice of experience and intended behaviour.

Pixelrage: We were impressed about the vehicles we saw in the game, but we saw just a few of them. Please tell us what other kinds of vehicles we'll get in the final version of the game

Cevat Yerli: There is the Humvee, a buggy, a rubber-raft, a cannon-boat, a paraglider, a truck and a forklift.

Pixelrage: The in-game models, although very nice and detailed, look somehow made of plastic. Can you tell us why, and if this will be also in the final version?

Cevat Yerli: I am not sure what you refer as plastic though. If you say specularity is plastic, then all Next-Gen games will look plastic.

Pixelrage: We were very excited by the possibilities of the Crytek engine, especially by deforming models. Do you think we could dig our trenches or blow up not only vehicles, but trees, buildings and other things like that?

Cevat Yerli: Not yet.

Pixelrage: Out of the variety of new features included in this game, which do you think will really make the difference? Which are you most excited about? Which will be discussed the most?

Cevat Yerli: AI, our rag-doll (which is more advanced than any other solution), view-distances with detailed geometric representation.

Pixelrage: The AI implemented in this game is truly awesome. It is one that in our mind is best so far suited to oppose a human player. Because of that, we have seen that "quake style shooting" does not really get you where you want to go. Can you elaborate on that a bit? Is there an intention to make things more difficult and tactical for the player, rather than point and shoot?

Cevat Yerli: Yes absolutely. Its time that any player starts to think about it as a systemic puzzle. Any enemy reacts on their sensors, hence smart players can outsmart them, if this word exists.

Pixelrage: Tell us about the multiplayer: Which are the modes FarCry will feature? Personally, I think CTF mode it's a must.

Cevat Yerli: DM, TDM and Assault. Sorry there is no CTF, even if we have started on it. But I am sure one will create CTF as a MOD instantly afterwards.

Pixelrage: Which one you think is more 1337? A sysadmin or a programmer?

Cevat Yerli: Both as long as they are leet.

Pixelrage: The CryTek engine is one of the most powerful gaming platforms we have seen yet. Do you plan to develop other titles using this engine? If so, any examples? Do you plan to sell this technology to other developers?

Cevat Yerli: We licensed the technology to other companies. Announcements will follow on their discretion.

Pixelrage: Thank for your patience with us. Do you have some final words for your fans?

Cevat Yerli: Sure! Thanks a lot for your time! And for the fans, big huge thanks as well, itís very rewarding to see such overwhelming response!

Posted by PixelRage [Sunday, 14 March 2004 - 18:56]

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