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Q&A: Crytek's Diemer on the Warhead PC, Piracy, and CryEngine's Future

Warhead producer holds forth on the quasi-sequel's development and the present and future business of his tech-heavy development house.

Last November, Crysis stood out as one of the biggest--and weirdest--game releases of the year. After years of build-up, this amazing-looking shooter with mountains of hype finally hits stores, and it turns out not a lot of people have the hardware to run it--and of those that do, only a minority is willing to actually pay for the game. Bummer.

A year later, developer Crytek has learned some lessons from the original Crysis launch. Producer Bernd Diemer and reps from publisher Electronic Arts recently came through town and let me play a new demo level from Crysis Warhead, the new standalone quasi-sequel that's out next week. After the demo, I sat down with Diemer to pick his brain about whipping out a second Crysis in such a short time period.

Sadly not covered in this interview: the significant addition of both Cryses to Steam, a platform where you'd scarcely have seen any EA-branded product before now. Granted, Crytek is an independent studio and EA is merely its publisher, so don't look for every EA game to hit Steam in the near future, but this is still great news for anyone who wants to grab Warhead in a downloadable format. On with the interview!

You just put out Crysis last year, and less than a year later you've got a new one. Obviously, you needed a second studio to pull that off. Can you talk about where those guys came from, how they joined the Crytek family and what they contributed?

Crytek's Bernd Diemer (photo courtesy of crysis-online.com)
Crytek's Bernd Diemer (photo courtesy of crysis-online.com)
That's kind of a funny story. Back when we were still developing Crysis, when we were in finalling, we thought about what was going to be next. The first option which came from EA Partners, our publisher, was "Hey, how about an expansion pack?" because that's the thing you do, you do a game and then you do an ex-pack. And we said "Yeah, well, why not?" and we started thinking about it. It turned out that we didn't really have time to focus on it, because finishing Crysis was such a big challenge for us that we were focused 100 percent on that. And every time we started talking about the ex-pack it was like, "Yeah, leave me alone, I gotta get this game finished."

Then [Crytek founders] the Yerlis brought in Crytek Budapest as the third studio in our family; we had Crytek Kiev before that. But back in the day it started out with Kiev being more like an asset supplier, they did a lot of graphic assets for the original game. That didn't work out too well, because the team over there is really talented, and their heart wasn't in doing just assets. One of our guys said "hey, do me a jeep," and they did a jeep, but they didn't know what for, exactly, or who the guy was they were talking to. So it very often happened that they did something which they were very proud of, sent it over to us and we were like, "Yeah, it looks great, but it's wrong. Doesn't fit." And so it went back and forth, back and forth, and after that, we decided it fits a lot better with our company strategy if studios work on their own projects. So we started in Kiev to work on a project which we haven't announced yet, and then during the finalling of Crysis, the Yerlis decided to build up the studio in Budapest.

So we flew [the Budapest staff] over to Frankfurt, to our main office, for training, to get them used to the editor and meet the team and everything. At that time, they told me to deal with these guys. So I was there in the middle of finalling a game, a thousand bugs coming in a day, the usual panic, and then suddenly we have 20 dudes with funny names and a funny language sitting there [laughs], and I was supposed to give them something to do. Then we said, "Well, why not this ex-pack thing, because we don't have time to focus on it." What we did was we gave them our box of toys and said, "Guys, this is Crysis, here's the editor, here's what we did. These things work really well, these things don't work so well. Think about improving it, or what you can do with it to make it better." And they went away and did prototypes, mainly engine videos, of what Warhead could be. They did that for two weeks, and then did a demonstration for us, and what they showed us was amazing, and we were very impressed. Then we said, "This is way too much for an ex-pack, just give these guys their own project. Let's say it's Warhead, it's standalone, and let these guys do it."

Warhead ships with 100% more one-liners.
Warhead ships with 100% more one-liners.
I started working with them very closely, I flew over there every week for the last year and a half, and this is what they've put out. It's very close to the original vision we had, because it has the Crysis freedom, the sandbox feeling that you can play however you want, but at the same time it's a lot more intense and action-driven. To the Crysis vision we added the main character, Sykes, who was a supporting character in the original game. But the thing is, since we didn't have a very remarkable main character in Crysis, this Nomad guy--we concepted him to be very, let's say, open to interpretation--so that was our thing to get players drawn into the game, that you have a main hero who isn't a very strong personality, means you can imagine yourself to be the hero. So we had Sykes in the [first] game, and he was the guy who said the cool stuff, who got to do the cool things, because we wanted him to lead the player into doing cool things. Sykes became really popular because he's one of the most visible characters in the original game, so we thought "Why not have him as the player character [in Warhead]?"

That drove a lot of design decisions because we focused on the stuff he likes to do. He's the British bloke who likes to blow stuff up. We looked at the game and said "How can we pack in more explosions, more exciting things happening?" and focus on a main path where stuff gets damaged around Sykes--either he's doing the damage or there's a lot of stuff blowing up. In the one level where we have the squad support, even if you yourself aren't doing that much, it's kind of like carrying around your own action bubble, there's always something going on. The guys are saying things, Sykes is a lot more vocal than our old main character. That basically drove our whole design, the additions to the original Crysis vision: if you have to sum them up, it's Sykes and blowing stuff up. [laughs]

The only thing that stopped me from playing the first Crysis was not being able to run it well. On my machine the demo ran...okay on medium settings. You guys have addressed that in Warhead. What exactly have you done?

We started off optimizing it after we finalled Crysis. We made a tech drop to the Budapest guys, and said "Here, this is it, take a look at what can be improved." The main areas we asked them to look at were general engine performance, AI, stuff that moves particle effects, explosions, objects, things like that. They looked at that and managed to improve it. On the other hand, you know how designers are: you give them more performance, they put in more stuff. So it became a kind of feedback loop, where we continuously improved it but at the same time we had more stuff going on at the same performance.

In our editor we have budgets, we have a red bar that blinks if you've exceeded, for example, your polygon budget--but nobody really cares [laughs]. So the way we dealt with this was, we put together a PC which back then cost about $700 and put it in the middle of the studio and said "Guys, this is where we're going to have all our milestone presentations, where we're going to show off the game to the Yerlis, to EA Partners, so on this machine it has to look really good, it has to play well, and it has to support this hardware generation." So we called it the Warhead PC, and the R&D guys had to put a lot of effort into reining in the design team, saying "No, wait, you have to do it that way." Then we had this sort of boundary you couldn't cross, because the PC was like the oracle. If somebody came up with something fancy and new, we'd say "Let's put it on the PC, see how it does." That helped us a lot in the development.

Crytek would prefer that you pay for their game.
Crytek would prefer that you pay for their game.
The interesting thing is that after a while, we realized this also helped a lot with the public perception, because if you brought in people and showed off Warhead, almost everybody said "You know, I always thought you need a $5,000 PC to run Crysis." Then we realized we had to fight against public perception, so we worked together with EAP, Nvidia, and [Ultra PC] a system builder here in the States to actually build this PC so you can buy it, and the one you've been playing on is a real production model.

Piracy was a big issue with the sales of the first Crysis. Are you doing anything new to combat that with this release?

We do have plans, but we're not talking about them because it's a very, very, let's say, sensitive topic. There's a lot of emotions on both sides--well, on three sides. You have the developer, us, who put a lot of effort into a game and who want it to be appreciated. And for developers, because we want to get paid, being appreciated means people actually buy the game. [laughs] We have a publisher, who is also in the business to make money.

And on the other hand, what you shouldn't forget is that you also have your customer. It's a very delicate balance between punishing legitimate owners who bought the game--if it doesn't run for some reason or if the copy protection is too aggressive--and on the other hand, ensuring that it doesn't get pirated too much. So that's something we're very careful with, and we're looking at what's on the market, what we can do, what EA can do to support us, and hopefully come up with the best solution for everybody.

Obviously it's a very emotional topic, as you've seen from what Cevat [Yerli, CEO] or whoever from Crytek or EA says on the web, or even other developers. It's very hard to deal with this issue and there isn't one simple solution which can solve that.

Speaking of Cevat, he's made recent comments about the next generation of the CryEngine hitting in 2012 with the new consoles, that this time period will be marked by "a renaissance of graphics programming," and that the new engine will offer three to five times the image fidelity of what we have now. Crysis is still nearly the best-looking thing on the market, so where do you go from here to make this thing better?

You like blowing stuff up, right?
You like blowing stuff up, right?
A very important distinction is that so far the holy grail has been photorealism for everybody. We for example at Crytek have been working very hard to get as close as possible to photorealism. I think that in some situations where you take a screenshot of a scene, especially a tropical scene, in CryEngine 2, and put it against a real photo, it becomes difficult to see the difference in the still, rendered shot.

The next big challenge is for all the other systems to catch up. Animation, AI, particles, physics, because if you look at games the way they are now, as long as the scene is not moving, it looks perfect. But the moment people start moving, you see that something is off. It's not enough to have a guy who looks photo-real; if he moves like a zombie, the illusion is broken. If the physics are off--which nowadays they still are because you have to simplify physics a lot--where polygons are concerned, or textures, you can do pretty much whatever you want nowadays, with the hardware and software you have. But physics and AI are still too simplified. AI, you only notice if it's bad. Currently, the systems and the engines we have don't support believable AI unless you simplify it too much. The next big challenge is getting all these systems up to where the graphics already are.

Where photorealism is concerned, it will be a lot more about art direction. If you compare it to movies, which are photo-real, because you just film what is out there, there are certain ways directors achieve a very unique visual style, which makes things real although they are not real. One example from the past is Jurassic Park, with the dinosaurs. I caught myself in the cinema saying "Wow, these dinosaurs look completely real." How the hell do I know? I've never seen a real dinosaur. The trick is, with art direction and creative minds, you make things believable and behave [realistically] although they don't exist in the real world. This is where engines need more on the tool side, on the creative control you can exert over this amount of technology, which is amazing. But to make this thing work and behave in a believable way, where people will say "Wow, these aliens look real" and make this switch in their own minds that they accept the world as it is, although it's not a real world. For that, you need a new engine and new tools and a new hardware generation.

I believe this will take some more time to achieve that, but it's a very nice challenge. If you look at games and how close they are to movies, a lot of people are talking about that. For example, what Pixar does, they can take a glass and give it a personality. And people will look at it, like the small robot in Wall-E, which is a movie almost entirely without dialogue. This is something we still lack in games, where you have the tools and the systems to create a believable artificial world which people will accept and not get thrown out of the world but stay in their suspension of disbelief, that you as the user accept it, because it looks real and it feels real. It doesn't mean it has to be photo-real, but it has to be believable.

Thanks Bernd!
Brad Shoemaker on Google+

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Brad

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Edited By Brad

Last November, Crysis stood out as one of the biggest--and weirdest--game releases of the year. After years of build-up, this amazing-looking shooter with mountains of hype finally hits stores, and it turns out not a lot of people have the hardware to run it--and of those that do, only a minority is willing to actually pay for the game. Bummer.

A year later, developer Crytek has learned some lessons from the original Crysis launch. Producer Bernd Diemer and reps from publisher Electronic Arts recently came through town and let me play a new demo level from Crysis Warhead, the new standalone quasi-sequel that's out next week. After the demo, I sat down with Diemer to pick his brain about whipping out a second Crysis in such a short time period.

Sadly not covered in this interview: the significant addition of both Cryses to Steam, a platform where you'd scarcely have seen any EA-branded product before now. Granted, Crytek is an independent studio and EA is merely its publisher, so don't look for every EA game to hit Steam in the near future, but this is still great news for anyone who wants to grab Warhead in a downloadable format. On with the interview!

You just put out Crysis last year, and less than a year later you've got a new one. Obviously, you needed a second studio to pull that off. Can you talk about where those guys came from, how they joined the Crytek family and what they contributed?

Crytek's Bernd Diemer (photo courtesy of crysis-online.com)
Crytek's Bernd Diemer (photo courtesy of crysis-online.com)
That's kind of a funny story. Back when we were still developing Crysis, when we were in finalling, we thought about what was going to be next. The first option which came from EA Partners, our publisher, was "Hey, how about an expansion pack?" because that's the thing you do, you do a game and then you do an ex-pack. And we said "Yeah, well, why not?" and we started thinking about it. It turned out that we didn't really have time to focus on it, because finishing Crysis was such a big challenge for us that we were focused 100 percent on that. And every time we started talking about the ex-pack it was like, "Yeah, leave me alone, I gotta get this game finished."

Then [Crytek founders] the Yerlis brought in Crytek Budapest as the third studio in our family; we had Crytek Kiev before that. But back in the day it started out with Kiev being more like an asset supplier, they did a lot of graphic assets for the original game. That didn't work out too well, because the team over there is really talented, and their heart wasn't in doing just assets. One of our guys said "hey, do me a jeep," and they did a jeep, but they didn't know what for, exactly, or who the guy was they were talking to. So it very often happened that they did something which they were very proud of, sent it over to us and we were like, "Yeah, it looks great, but it's wrong. Doesn't fit." And so it went back and forth, back and forth, and after that, we decided it fits a lot better with our company strategy if studios work on their own projects. So we started in Kiev to work on a project which we haven't announced yet, and then during the finalling of Crysis, the Yerlis decided to build up the studio in Budapest.

So we flew [the Budapest staff] over to Frankfurt, to our main office, for training, to get them used to the editor and meet the team and everything. At that time, they told me to deal with these guys. So I was there in the middle of finalling a game, a thousand bugs coming in a day, the usual panic, and then suddenly we have 20 dudes with funny names and a funny language sitting there [laughs], and I was supposed to give them something to do. Then we said, "Well, why not this ex-pack thing, because we don't have time to focus on it." What we did was we gave them our box of toys and said, "Guys, this is Crysis, here's the editor, here's what we did. These things work really well, these things don't work so well. Think about improving it, or what you can do with it to make it better." And they went away and did prototypes, mainly engine videos, of what Warhead could be. They did that for two weeks, and then did a demonstration for us, and what they showed us was amazing, and we were very impressed. Then we said, "This is way too much for an ex-pack, just give these guys their own project. Let's say it's Warhead, it's standalone, and let these guys do it."

Warhead ships with 100% more one-liners.
Warhead ships with 100% more one-liners.
I started working with them very closely, I flew over there every week for the last year and a half, and this is what they've put out. It's very close to the original vision we had, because it has the Crysis freedom, the sandbox feeling that you can play however you want, but at the same time it's a lot more intense and action-driven. To the Crysis vision we added the main character, Sykes, who was a supporting character in the original game. But the thing is, since we didn't have a very remarkable main character in Crysis, this Nomad guy--we concepted him to be very, let's say, open to interpretation--so that was our thing to get players drawn into the game, that you have a main hero who isn't a very strong personality, means you can imagine yourself to be the hero. So we had Sykes in the [first] game, and he was the guy who said the cool stuff, who got to do the cool things, because we wanted him to lead the player into doing cool things. Sykes became really popular because he's one of the most visible characters in the original game, so we thought "Why not have him as the player character [in Warhead]?"

That drove a lot of design decisions because we focused on the stuff he likes to do. He's the British bloke who likes to blow stuff up. We looked at the game and said "How can we pack in more explosions, more exciting things happening?" and focus on a main path where stuff gets damaged around Sykes--either he's doing the damage or there's a lot of stuff blowing up. In the one level where we have the squad support, even if you yourself aren't doing that much, it's kind of like carrying around your own action bubble, there's always something going on. The guys are saying things, Sykes is a lot more vocal than our old main character. That basically drove our whole design, the additions to the original Crysis vision: if you have to sum them up, it's Sykes and blowing stuff up. [laughs]

The only thing that stopped me from playing the first Crysis was not being able to run it well. On my machine the demo ran...okay on medium settings. You guys have addressed that in Warhead. What exactly have you done?

We started off optimizing it after we finalled Crysis. We made a tech drop to the Budapest guys, and said "Here, this is it, take a look at what can be improved." The main areas we asked them to look at were general engine performance, AI, stuff that moves particle effects, explosions, objects, things like that. They looked at that and managed to improve it. On the other hand, you know how designers are: you give them more performance, they put in more stuff. So it became a kind of feedback loop, where we continuously improved it but at the same time we had more stuff going on at the same performance.

In our editor we have budgets, we have a red bar that blinks if you've exceeded, for example, your polygon budget--but nobody really cares [laughs]. So the way we dealt with this was, we put together a PC which back then cost about $700 and put it in the middle of the studio and said "Guys, this is where we're going to have all our milestone presentations, where we're going to show off the game to the Yerlis, to EA Partners, so on this machine it has to look really good, it has to play well, and it has to support this hardware generation." So we called it the Warhead PC, and the R&D guys had to put a lot of effort into reining in the design team, saying "No, wait, you have to do it that way." Then we had this sort of boundary you couldn't cross, because the PC was like the oracle. If somebody came up with something fancy and new, we'd say "Let's put it on the PC, see how it does." That helped us a lot in the development.

Crytek would prefer that you pay for their game.
Crytek would prefer that you pay for their game.
The interesting thing is that after a while, we realized this also helped a lot with the public perception, because if you brought in people and showed off Warhead, almost everybody said "You know, I always thought you need a $5,000 PC to run Crysis." Then we realized we had to fight against public perception, so we worked together with EAP, Nvidia, and [Ultra PC] a system builder here in the States to actually build this PC so you can buy it, and the one you've been playing on is a real production model.

Piracy was a big issue with the sales of the first Crysis. Are you doing anything new to combat that with this release?

We do have plans, but we're not talking about them because it's a very, very, let's say, sensitive topic. There's a lot of emotions on both sides--well, on three sides. You have the developer, us, who put a lot of effort into a game and who want it to be appreciated. And for developers, because we want to get paid, being appreciated means people actually buy the game. [laughs] We have a publisher, who is also in the business to make money.

And on the other hand, what you shouldn't forget is that you also have your customer. It's a very delicate balance between punishing legitimate owners who bought the game--if it doesn't run for some reason or if the copy protection is too aggressive--and on the other hand, ensuring that it doesn't get pirated too much. So that's something we're very careful with, and we're looking at what's on the market, what we can do, what EA can do to support us, and hopefully come up with the best solution for everybody.

Obviously it's a very emotional topic, as you've seen from what Cevat [Yerli, CEO] or whoever from Crytek or EA says on the web, or even other developers. It's very hard to deal with this issue and there isn't one simple solution which can solve that.

Speaking of Cevat, he's made recent comments about the next generation of the CryEngine hitting in 2012 with the new consoles, that this time period will be marked by "a renaissance of graphics programming," and that the new engine will offer three to five times the image fidelity of what we have now. Crysis is still nearly the best-looking thing on the market, so where do you go from here to make this thing better?

You like blowing stuff up, right?
You like blowing stuff up, right?
A very important distinction is that so far the holy grail has been photorealism for everybody. We for example at Crytek have been working very hard to get as close as possible to photorealism. I think that in some situations where you take a screenshot of a scene, especially a tropical scene, in CryEngine 2, and put it against a real photo, it becomes difficult to see the difference in the still, rendered shot.

The next big challenge is for all the other systems to catch up. Animation, AI, particles, physics, because if you look at games the way they are now, as long as the scene is not moving, it looks perfect. But the moment people start moving, you see that something is off. It's not enough to have a guy who looks photo-real; if he moves like a zombie, the illusion is broken. If the physics are off--which nowadays they still are because you have to simplify physics a lot--where polygons are concerned, or textures, you can do pretty much whatever you want nowadays, with the hardware and software you have. But physics and AI are still too simplified. AI, you only notice if it's bad. Currently, the systems and the engines we have don't support believable AI unless you simplify it too much. The next big challenge is getting all these systems up to where the graphics already are.

Where photorealism is concerned, it will be a lot more about art direction. If you compare it to movies, which are photo-real, because you just film what is out there, there are certain ways directors achieve a very unique visual style, which makes things real although they are not real. One example from the past is Jurassic Park, with the dinosaurs. I caught myself in the cinema saying "Wow, these dinosaurs look completely real." How the hell do I know? I've never seen a real dinosaur. The trick is, with art direction and creative minds, you make things believable and behave [realistically] although they don't exist in the real world. This is where engines need more on the tool side, on the creative control you can exert over this amount of technology, which is amazing. But to make this thing work and behave in a believable way, where people will say "Wow, these aliens look real" and make this switch in their own minds that they accept the world as it is, although it's not a real world. For that, you need a new engine and new tools and a new hardware generation.

I believe this will take some more time to achieve that, but it's a very nice challenge. If you look at games and how close they are to movies, a lot of people are talking about that. For example, what Pixar does, they can take a glass and give it a personality. And people will look at it, like the small robot in Wall-E, which is a movie almost entirely without dialogue. This is something we still lack in games, where you have the tools and the systems to create a believable artificial world which people will accept and not get thrown out of the world but stay in their suspension of disbelief, that you as the user accept it, because it looks real and it feels real. It doesn't mean it has to be photo-real, but it has to be believable.

Thanks Bernd!
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Edited By The_A_Drain

Nice interview, although im so glad he mentioned the customer in the piracy section, he is right though there is no right/wrong answer in the fight against piracy and it is a very touchy subject on the old internets.

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Edited By TracedVelocity

Great read.

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Edited By Lazar

NIce! Good read.

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SentientMoustache

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good interview!
and about those pirates, how about we put them in to camps so they could learn how to make an honest livivng.

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Edited By zig

You can't stop pirates from cracking your game, so this "balance" of not inconveniencing customers while still protecting against pirates... it doesn't exist.  Make a serial key required for connecting to multiplayer servers, other than that you just have to deal with the fact that some people are going to find a way to steal your game.

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Edited By Kohe321

That was a great article.

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Edited By mrfluke

good read mr shoemaker

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Edited By Judge_Zetsumei

very interesting read. And I'm so happy that crysis and warhead are coming to steam. If a game is on steam I usually go for the steam version unless its much cheaper in the shop.

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Edited By asdfghasdf

Nice interview--a really interesting read.

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Edited By Hamst3r

Awesome. :D

I've pre-ordered Warhead in Steam cause it's coming out on Wednesday, w0o!

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Edited By irishjohn

Really, really interesting interview.  

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Edited By jakob187

I have to say that I greatly appreciated reading someone who said that A.I. needs to be improved in video games, as well as all the physics going into most of the titles.

Personally, I would love to make a game where the main character never says a single damn word, but give him personality through the way he looks, the way people interact with him, and the way he behaves/kills/solves things/etc.  If I don't make it, I'm sure someone else could do it.

I'll put it this way:  the best moment in gaming history in the last 5 years easily has to be 'Shock & Awe' from Call of Duty 4.
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Edited By Joseppie

Very good read, great interview Brad. I'm thinking I'm going to be in that lump of people that will be getting Warhead because the first game was simply too damn pretty to run.

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Edited By Driadon

@jakob187:

I believe Valve has already made a character fitting that description, he's known as Gordon Freeman.

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Edited By AndrewB

@jakob187 You obviously haven't played the right games then. Although I will admit that the "shock and awe" part of COD4 was one of the highs.

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Edited By zoozilla

I still think Jurassic Park has some of the most realistic special effects in a movie, ever.
In my opinion, it looks better than a lot of movies made in the past few years.

And that movie was made in freaking 1993.

So, what made those effects so damn amazing?  Attention to detail.  Technology isn't everything; you also need to have the dedication to add all those little touches that makes something look amazing.

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duxup

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Edited By duxup

I liked Far Cry, but even then there was always something cold and antiseptic about it.  I skipped Crysis due to the system requirements.  I exceeded the basic requirements but doing that hasn't meant squat in PC gaming for ages.  I might give Warhead a spin since it is on Steam.

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PureRok

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Even though I don't think their games are that great I have lots of respect for these guys at Crytek. They push what graphics can do while still thinking about the other things. They sound like really intelligent people and I can't wait to see what the future holds.

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Momar

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Edited By Momar

Great read, nice interview Brad :]

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jaak170

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Edited By jaak170

I like it how Crytek employees always talk so openly about their problems etc.

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roofy

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Edited By roofy

great interview.

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Qwert

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Edited By Qwert

Great interview.

A minor comment though, maybe it's my monitor (or I'm getting old) but it was hard to differentiate between questions (even though they are bold faced) and the response. A different color maybe? Or something like GB: Question CRY: Answer?

Just a suggestion.

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dEM0N

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Edited By dEM0N

I love Crytek and their games! :)

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m3thod

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Edited By m3thod

Regarding the piracy . . . I always support some form of protection to the developers and publishers for their IP.  And there are ways to correctly implement a DRM.  For me I don't mind a CD check . . . having to insert the CD in order to play the game is a non-issue.  Or doing a check online is fine for that matter.  But it's when you start limiting the number of installs and excessive online checks that really crosses the line for people who actually purchased the game.  When dealing with PC games, you should know by default the game is going to be re-installed a number of times.  Its best practice when you are done playing a game what's the point of it taking up space, so you uninstall it.

The thing that I hate about what the developers and publishers are doing . . . is they always talk about this delicate line between developer, publisher, and customer and trying to make everyone happy, but each time it's the customer - THE PAYING CUSTOMER - that gets screwed.  Every PC title EA ships is a big middle finger in the face of actual buyers.  Online activation, restricted installs, the installation of a known malware, SecuROM!

It doesn't seem the game industry is seeing the mistakes the music/movie industries made with fighting piracy, and now they are starting to move away from DRM - finally!

But developers and publishers keep talking and talking about piracy and how much it's hurting them, but they never talk about what they are doing to learn WHY people are stealing their product.  They just complain and put into place extremely hurtful DRM, that kills the experience of enjoying the game.

The music industry is just starting to learn why people are stealing their music . . . some of the reasons are the quality of music, but mainly the customers revolted of having to pay close to 20 dollars for a CD you might only enjoy one or two songs.  Apple learned this and opened the iTunes Music Store and sold legal music for .99 cents a song, 9.99 for album.  They took the greed out of the labels and found a fair price people are willing to spend.

I'm not seeing the game industry focusing on the reason why its happening.  So until then I'm not going to feel sorry for these developers that cry and complain, because I'm not seeing them really doing something about it in a constructive way.

End rant.

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SlimDogg

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Edited By SlimDogg

Good interview.  Wish i had a pc that could even come close to playing that . Might be time to upgrade.

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TheAdmin

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Edited By TheAdmin

Piracy is not going to stop. Period. No amount of copy-protection is going to stop the hackers from getting a protection-hack and putting it up on torrent sites. In order to help stop piracy, you have to make the product seem more valuable then the pirated copy. Make the retail copy the same as the pirated copy (IE no DRM, etc..) and then add in some bonuses. Include updated content only to registered users, a making-of DVD, etc.

Bottom line is make the retail copy more desirable then the pirated version. You won't stop piracy, but you'll lessen it.

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noble_art

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Edited By noble_art

I sincerely hope Crysis Warhead does not have the same DRM as Spore.  People will not tolirate that.  I purchased a legit copy of Crysis as I don't pirate games.  I was also going to purchase a copy of Warhead, however, if it supports the same 3 install DRM that Spore has you can bet alot of people, including myself, will not be purchasing it.  It rediculous to think you are essenially renting a game you paid $30 or $50 for.

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Jimbo

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Edited By Jimbo

Dear Crytek,

Stop fucking about with monsters, aliens and releasing the same game over and over again already.  Take your amazing game engine, stick a squad-based MACV-SOG game over the top, make it 2/4 player co-op, don't have the VC magic into aliens half-way through.  Include napalm, spectres, claymores and trees exploding to bits. Enjoy financial success.

Thanks for your time.

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ArronaxXx

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Edited By ArronaxXx

Jimbo, I don't think we need another Halo 3.

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RenegadeSaint

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Edited By RenegadeSaint

Awesome interview.  It's nice to get some really in-depth answers to complex questions.

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Grim_Fandango

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Edited By Grim_Fandango

Good interview Brad, People should pay for great games like this, not steal games like this...