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The 7 Wonders of Crysis 3 Episode 4: Typhoon
To succeed in a mission to save mankind, Prophet will need advanced weaponry. Introducing the Typhoon: one of Earth's most lethal weapons that's capable of firing 500 rounds every second. The 7 Wonders of Crysis 3 is a video series directed by Albert Hughes, in collaboration with Crytek and EA. Crysis 3 is out February 19th, 2013 on X360, PlayStation 3, and PC.
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The 7 Wonders of Crysis 3: Episode 3 - 01/10/2013 10:36 AM
Crytek and Electronic Arts have released the third episode of The 7 Wonders of Crysis 3. In this episode, Prophet combines the powerful Nanosuit with lethal weaponry to take down an elite group of CEL...
The 7 Wonders of Crysis 3 - Episode #1 - 12/13/2012 10:05 AM
Electronic Arts has released the first episode of Crysis 3 online video series. Contrary to other web-series, this one is created entirely via CryEngine 3 and showcases real-time in-game graphics. Cry...
Speed Weed
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Posts: 1066
Joined: 2011-12-04
Senior Member
Posts: 1066
Joined: 2011-12-04
#4502893 Posted on: 01/17/2013 12:37 PM
Way to go, Prophet!
Impatiently waiting for Crysis 3's release.
Way to go, Prophet!
Impatiently waiting for Crysis 3's release.

army_cadet
Senior Member
Posts: 108
Joined: 2013-01-17
Senior Member
Posts: 108
Joined: 2013-01-17
#4502896 Posted on: 01/17/2013 12:39 PM
way to go, prophet!
Impatiently waiting for crysis 3's release.
+1

way to go, prophet!
Impatiently waiting for crysis 3's release.

+1

Ven0m
Senior Member
Posts: 1843
Joined: 2005-08-12
Senior Member
Posts: 1843
Joined: 2005-08-12
#4502910 Posted on: 01/17/2013 12:50 PM
+1
Back in 2007 Crysis was discussed because of unbelievable graphics, and "will it run Crysis" computer demans, however it was also innovative in terms of story telling and open gameplay options. They achieved a difficult objective, which is giving a player tons of options, lots of freedom without making the player feel lost and confused. Now they present great graphics, but at the same time many games look good.
I don't think that we need really innovative shooters now, as there are many great designs, however usually the money is burnt on non-gameplay stuff. This reminds me playing non-computer RPGs - different GM's had different styles and one that I had opportunity to play with was capable of designing and following a story in a really open world, where you had an idea what to do next - so no artificial constraints, but at the same time we knew what we should do. It's the storytelling, and I don't mean epic Hollywood-style action, which is linear and expectable as hell, but something really fun and rewarding (or punishing) you for your choices.
In my opinion game studios should look for good GM's to help them with the story - both the initial script and the way it's presented to the player, and use the best practices and features of the successful games, eg. lots of design choices from Half-Life, Crysis, Hitman, Splinter Cell, Thief,etc., as well as look for the features that made some less-known games awesome, eg. Chronicles of Riddick. Several years ago, when the game couldn't look good, they were all about fun, and it seems that now it's often like 10% fun, 90% rest. I do hope that game engines will evolve in a way that makes them easier rand more flexible to use, so the companies can just buy one, adapt (or even buy a customized version), and just focus on what make the game cool.
I really wonder when we get to see some new gameplay mechanics.
+1
Back in 2007 Crysis was discussed because of unbelievable graphics, and "will it run Crysis" computer demans, however it was also innovative in terms of story telling and open gameplay options. They achieved a difficult objective, which is giving a player tons of options, lots of freedom without making the player feel lost and confused. Now they present great graphics, but at the same time many games look good.
I don't think that we need really innovative shooters now, as there are many great designs, however usually the money is burnt on non-gameplay stuff. This reminds me playing non-computer RPGs - different GM's had different styles and one that I had opportunity to play with was capable of designing and following a story in a really open world, where you had an idea what to do next - so no artificial constraints, but at the same time we knew what we should do. It's the storytelling, and I don't mean epic Hollywood-style action, which is linear and expectable as hell, but something really fun and rewarding (or punishing) you for your choices.
In my opinion game studios should look for good GM's to help them with the story - both the initial script and the way it's presented to the player, and use the best practices and features of the successful games, eg. lots of design choices from Half-Life, Crysis, Hitman, Splinter Cell, Thief,etc., as well as look for the features that made some less-known games awesome, eg. Chronicles of Riddick. Several years ago, when the game couldn't look good, they were all about fun, and it seems that now it's often like 10% fun, 90% rest. I do hope that game engines will evolve in a way that makes them easier rand more flexible to use, so the companies can just buy one, adapt (or even buy a customized version), and just focus on what make the game cool.
H83
Senior Member
Posts: 4822
Joined: 2009-09-08
Senior Member
Posts: 4822
Joined: 2009-09-08
#4502918 Posted on: 01/17/2013 01:01 PM
Cool video, the Typhoon seems amazing and a lot of fun!
Also, the game play seems more action packed, something that looks for the better.
As for the game play and story telling, i don“t expect significant changes.
Cool video, the Typhoon seems amazing and a lot of fun!
Also, the game play seems more action packed, something that looks for the better.
As for the game play and story telling, i don“t expect significant changes.
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I really wonder when we get to see some new gameplay mechanics.