So is Single Player campaign open world or not?

Post » Thu Jun 02, 2011 5:31 pm

They've never really made this clear. Have the devs ever mentioned anything about the open worldness of this game if there is any? Or is this going to be another Linear COD Rollercoaster ride?
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Tamara Dost
 
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Post » Thu Jun 02, 2011 6:19 pm

Sandbox maps and long draw distances can't be done on consoles.

I'm pretty sure it will be a corridor shooter.
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W E I R D
 
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Post » Fri Jun 03, 2011 4:11 am

The latter.
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+++CAZZY
 
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Post » Thu Jun 02, 2011 5:27 pm

And u can thank the mighty consoles and microsh1t for that :(
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Anna Krzyzanowska
 
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Post » Thu Jun 02, 2011 2:46 pm

No, it is something in between. They have many open areas but also the need to progress the story in closed areas.
They call it action bubbles, and it is genious. In every area you get to, it opens up, and you can take difrent routes( on rooftops, sewers etc)
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alyssa ALYSSA
 
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Post » Thu Jun 02, 2011 11:46 pm

http://www.youtube.com/watch?v=fSVO5EwLEgM
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Avril Louise
 
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Post » Thu Jun 02, 2011 11:06 pm

No. Its tight corridors and small outside areas. Same as MP maps.
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Lory Da Costa
 
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Post » Thu Jun 02, 2011 4:25 pm

I think is open world.
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Robert Garcia
 
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Post » Thu Jun 02, 2011 3:40 pm

Prototype had virtually all of the map loaded at any one time (or at least visible), that came out a while ago. Don't see why Crysis 2 cant do it with much, much better graphics.
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Amanda Furtado
 
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Post » Fri Jun 03, 2011 12:33 am

A mix of both.

There can be large square shapd areas to move around in and some tight areas to move around in, but with multiple ways to apporach the objective.

I cannot stress this enough: It is not like CoD. It looks like its gonna be a fantastic SP experience.
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Syaza Ramali
 
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Post » Thu Jun 02, 2011 9:40 pm

A mix of both.

There can be large square shapd areas to move around in and some tight areas to move around in, but with multiple ways to apporach the objective.

I cannot stress this enough: It is not like CoD. It looks like its gonna be a fantastic SP experience.

It's also called choreographed sandbox gameplay. Like your playing a linear shooter, with exceptions of playing the game openly and differently.

Mr. Yerli mentioned this quite alot in a few interviews in the past. So far it's looking great.
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Suzie Dalziel
 
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Post » Fri Jun 03, 2011 3:20 am

Prototype had virtually all of the map loaded at any one time (or at least visible), that came out a while ago. Don't see why Crysis 2 cant do it with much, much better graphics.
Because of the much, much better graphics. Prototype probably almost brought the consoles to their knees by sheer size (much like GTA IV), while Crysis 2 does it through its vast amount of details.
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Eoh
 
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Post » Thu Jun 02, 2011 8:13 pm

its just a linear shooter already played thourgh the singleplayer on pc v the leaded demo !! it just a pile of crap really nothing like crysis just a standard scripted shooter with a crap nanosuit !! obviously couldnt do a big open world on the consoles so we get what they could handle a non linear shooter !! BATTLEFIELD 3 hurry up with your 64 player multiplayer and awesome graphics !!!!!not this console port of call of crysis!!!!
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katsomaya Sanchez
 
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Post » Thu Jun 02, 2011 8:38 pm

God damn it you people complain too much. The campaign is not linear. It isn't as open world as Crysis but definitely isn't corridoor like CoD...I've played it first hand. (And don't flame me for downloading the leak I own every Crysis game ever released and pre-ordered Crysis 2...I just wanted to see the graphics)

It is actually very open world once you start playing it. So many different routes to the same place.
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Alexander Horton
 
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Post » Thu Jun 02, 2011 11:52 pm

I watched the 2nd and 3rd mission on youtube and i can say it is pretty linear. Nothing open world about it. There was even a place where he climbed with power jump and attempted to fall on enemies from a very, very high height but couldn't due to the fact that there was an invisible wall....

There were no invinsible walls in Crysis, you could go wherever you wanted.
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ZzZz
 
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Post » Thu Jun 02, 2011 4:55 pm

in short: no, Crysis2 is guiding you by bubbles of gameplay followed by cutscenes. But what they try to do is to give you multiple options how to approach a bubble. Let's see how this works out.

On a general note. Just accept that you are getting a different game. Developers don't need to stick to one formula all the time. I personally was also pissed off that Crysis was nothing like Far Cry, but I accepted and respected their choice of experimenting with new ideas. Ok, with Crysis2 it is obvious that they need to step down some bit but it is not necessarily a bad thing. It is only horrific for Crysis1-enthusiasts.
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hannaH
 
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Post » Fri Jun 03, 2011 4:25 am

It will be combining both, open places and linear locations as well.
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Kat Lehmann
 
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Post » Fri Jun 03, 2011 4:42 am

Open world is like GTA. Crysis 1 isn't open world.

Ignore the trolls. Crysis 2 has more playspace than Crysis 1.
In Crysis 1 you had a huge area with 10% detail, with smallish bubbles of action like villages, with 60% detail.

In Crysis 2 each level starts and ends with (disguised) corridor bits where the game collapses skyscraqers and tells a story. In between these "corridors" is a huge bubble of action with 30% detail, and each bubble has small sub-bubbles with 90% detail.

Here's an example for one level in Crysis 2.
You start off in a skyscraqer which is breaking apart and shakey, with lots of explosions going on outside. You walk around corners and down hallways for about a second, listening to dialogue and seeing the pretty graphics.
Suddenly an alien ship smashes through part of the skyscraqer, metres from you. You fall to the ground and it's cool.
There's more story, and then you battle your way through a fairly linear carpark complex. But you have lots of toys to play with and styles to play. So stealth, loud, kicking cars, etc. You climb to the rooftoop of the complex.
-ACTUAL LEVEL BEGINS-
So there's a very big collapsed multi-storey carpark between you and your objective, diagonally. Each intersection is chock full of enemies and cars to drive. You have several distinct paths to choose from:
1. Sewers
2. Left side - Rooftops
3. Left side - Ground level
4. Right side - Ground level
5. Through the collapsed carpark complex. Yep. Through it. It isn't empty and inaccessible.

You can play each path stealthily, rambo-y, etc with toys to play with like mounted guns, cars to kick, cars to drive and ledges to jump on.

After taking one of the above routes you'll find yourself at 5 possible but very different angles to attack the objective-area from. You can play with stealth, rambo, etc. This particular area has several levels. Floor 2, floor 1, ground floor, crater. You can jump, climb and run your way between them.

So after shooting the bad guys you unveil a terrible secret and then fight your first alien. Good fun. There's a lot of jumping around. Then the level winds down to the story-based corridor finish again. You make your way up the street and see humans desperately battling with aliens. I forgot the rest :P



An observation: Crysis 2 will have open combat no matter what. If you took the nanosuit 2, dumped it in CoD, made the AI competent, and made the surroundings interactive and physicalised you'd have a freeform game.
The nanosuit 2 feeds off your creativity.
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Niisha
 
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Post » Fri Jun 03, 2011 5:43 am

^^Wow...sounds good to me. How many difficulty levels are there?
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josh evans
 
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Post » Thu Jun 02, 2011 6:28 pm

it uses the same model halo introduced in '07. Move from open area to open area (which allow for open approach to the obstacles) through non-open passages ....only Crysis 2's areas (or spaces as they are called by the devs) seem much more open
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Jason Rice
 
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Post » Thu Jun 02, 2011 11:36 pm

The point is that they have several high detal routes through the levels, not a open area but only the same grassy plains. they are all unique. They even make several models of trashcans etc based on where in Ny it is located, not even using the same assests throughout the game(they do use the same trashcans several times, but not everywhere like other games). All the locations is unique to spesific areas. Ofcourse a sewer will be similar to other sewers..
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elliot mudd
 
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Post » Thu Jun 02, 2011 3:24 pm

No not like inFAMOUS or GTA4 but I believe the map editor feature you can make MP maps of all sizes.
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Annika Marziniak
 
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Post » Thu Jun 02, 2011 10:33 pm

Aegis has done the best job describing it so far. Basically, it's a linear path, but with areas that are big with multiple ways to progress through them. There are stealth routes, routes that take you through the heart of the action, routes that lead you to a cash of explosives on higher ground, routes that lead you to a mounted turret, etc.

In short, it's a combination of both. And personally, I think it's better. Too much time was spent in Crysis 1 trying to get from point A to point B running through trees or wide open fields with no action and nothing but grass. I can only entertain myself by watching my assault rifle cut down a swath of trees that I can't do anything with for so long before I get bored. This "choreographed sandbox" keep the pace of the action up. It is basically a refined version of what was in Crysis 1. Yeah, there was more space in Crysis 1, but when it came to actually completing game objectives, like getting into that helicopter base, it worked exactly like how Crysis 2 is. You can go across the rope bridge guns blazing, you can take the dirt path that goes all the way around and has you run into a convoy, or you can hike the trail that goes right up the side of the hill.

And to everyone talking about Prototype, yeah, the whole map was loaded, but the draw distance was god-awful. I don't call that an achievement.
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Len swann
 
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