Assassin’s Creed is the story of one man reliving the lives of his ancestors. Altaïr was the middle of a very very long time-line. There are still many places to explore.
Patrice Désilets, Creative Director of Assassin’s Creed says ” Assassin’s Creed has always been planned to be a trilogy, and Desmond is going back in time, using the Animus to eventually become the ultimate Assassin.”
Assassin’s Creed III is an upcoming game being developed by Ubisoft. It will have a new setting and will feature a new protagonist, instead of Altaïr or Ezio.
Assassin’s Creed III will release release on October 30 for PC, PS3 and Xbox360
Read more about Desmond’s story in Assassin’s Creed III
Desmond Miles is the main protagonist of the Assassin’s Creed series. Born on March 13, 1987, which is the 72nd day of the year. He is a descendant of Altaïr ibn-La’Ahad, Ezio Auditore da Firenze, and Connor Kenway.
Ubisoft says Desmond’s story is far from over in Assassin’s Creed, as in the third installment of the series, players are going to “experience more” of Desmond’s story “than [they] ever have before.”
Speaking with CVG at a recent London reveal event, lead writer Turner said the game will be spending more time on “the present” as well with ACIII.
“All I can say about Desmond’s story is you’re going to experience more Desmond than you’ve ever had before,” he said. “We’re spending more time on the present than we have in past games.
“It’s a big part of our story and I don’t really want to give too many details away because I want people to experience what that is. But rest assured, you’re going to see a lot of Desmond. More so than in any past game.”
Turner didn’t reveal much about Desomd, but he goes on to say that it was harder to write the story for Assassin’s Creed III, as the Revolutionary time period has been “very well documented,” so the team had to really “pay attention to it.”
In Assassin’s Creed III, Desmond finally comes out of his coma, and through the help of his father, friends, and his ancestor Connor, he finds his way into the Grand Vault and stops the world from perishing.
Assassin’s Creed III will release on October 30 for PC, PS3, Xbox360 and Wii U.
Pre-Order Assassin’s Creed III
We saw the trailers, leaked screens and read a lot of what will be featured in Assassin’s Creed III, but rarely we hear about what could have been in the game and what had to be chopped.
Assassin’s Creed III development began almost immediately after the release of Assassin’s Creed II (2009) by a senior team of Ubisoft developers and Alex Hutchinson explains the list of things that didn’t make it into Assassin’s Creed III.
Take a look at the list after the break:
1. Full Native American dress
Initially Connor’s Assassin outfit was in keeping with Native American dress, but the team felt he stood out too much from the other characters. It would have caused big problems with the concept of blending.
2. Chain Blade
In early prototypes, Connor had a Chained Wristblade that launched out and could be used to grab enemies. It was too wacky to gel with the historic authenticity bit, so it evolved into the rope dart, based on a Chinese weapon from the era. “We played with it a lot but in the end it starts to feel like Scorpion in Mortal Kombat and it doesn’t really fit the world,” explained Hutchinson. “One of the things about AC is that it’s history, it’s exaggerated history but it’s history.”
3. Scalping
While it will probably feature in some way, scalping is not going to be a major part of the game. Because it’s so brutal and demonstrative, it doesn’t feel like a natural part of routine Assassiny scraps. Having Connor scalp people as standard procedure would deaden the impact of it and possibly trivialise the history.
4. Ben Franklin as the new Da Vinci
In Assassin’s Creed 2, Leonard Da Vinci invented gear for Ezio. Initially Franklin seemed a perfect analogue, but his discoveries were limited to ovens, glass harmoniums and the electrical conductivity of his hapless assistant.
5. First-person Desmond missions
If you found exploring Desmond’s backstory in Revelations via the bastard lovechild of Portal and Tetris off-putting, be not put off by Assassin’s Creed 3. Ubisoft hasn’t revealed much about Desmond‘s activities (“there will be big things happening to Desmond, big playable things“) but Hutchinson has let on that first-person puzzles are out, or at the very most, present in a vastly diminished capacity.
6. Full world streaming
Much of Assassin’s Creed III can be navigated without “loading” transitions, but there will be breaks in the action when you enter cities. That’s not because Ubisoft’s new engine can’t handle the numbers, says Hutchinson, but because blending towns of this scale into the Frontier environment is hard to do convincingly. “We talked a while ago about going seamless and we decided not to, not from a technological standpoint but because we didn’t want it to feel like Disneyland.”
7. Mystic animal relationships
Yes, the Assassins love eagles, and yes, the mythologies of many Native American tribes centre on animals. But that doesn’t mean tribesmen spent their days chatting up raccoons or doing outreach work in the beaver community, and as a consequence, neither will Connor. “We didn’t want to get into [animal interaction] with Native Americans because after a while you feel like you’re being racist, and it’s not very true.”
Earlier this month, Ubisoft announced ACIII Collector’s Editions.
Previously, Alex Hutchinson said: ”fans most requested settings for the series are the worst.” and Ubisoft Aims To Deliver “Connor’s Character With More Depth”
You can check out everything about Assassin’s Creed here.
Assassin’s Creed III will release on October 30 for PC, PS3, Xbox360 and Wii U.
Pre-Order Assassin’s Creed III
This will be in addition to the competitive multiplayer for up to eight players – the same as in the last two Assassin’s Creed titles, Brotherhood and Revelations.
Ubisoft hasn’t yet mentioned anything about multiplayer itself, however it finally released the first trailer for Assassin’s Creed III yesterday and revealed that it will star a half-Native American lead named Ratohnaké:ton (or Connor) along with some details on the engine powering it.
Assassin’s Creed III will release release on October 30 for PC, PS3, Xbox360 and Wii U. Click here for ACIII covers
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4th of July (Independence Day) is the perfect time to release a gameplay trailer, which fits with Assassin’s Creed III’s setting.
Set against the backdrop of the American Revolution in the late 18th century, Assassin’s Creed III introduces a new hero, Ratohnhaké:ton, of Native American and English heritage. Adopting the name Connor, he becomes the new voice for justice in the ancient war between the Assassins and Templars.
Fight for your freedom with some new weapons at your side, which include tomahawks, rope darts, firearms.
Stay tuned on VisionEliteEmins and be the first to watch the trailer. Assassin’s Creed III will release on October 30 for PS3, and Xbox360 The Wii U and PC version has no date as yet.
Ubisoft will release a new trailer for Assassin's Creed 3 on 4th of July
All new trailer will uploaded to our channel as well and also an analysis will also be there!!
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We bring u the all new gameplay of Assassin's Creed III in a city Boston!! This Gameplay will feature lots of new things and till now we had only seen the frontier gameplay but take a look at the all new City Gameplay Video!
Assassin's Creed 3 for PC will allegedly launch in November, according to a Eurogamer publishing informant. Eurogamer reports it was tipped about the delay by a source, who provided a promotional image for the Czech Republic featuring the November date. Ubisoft told Eurogamer in follow-up, "The Windows PC release date is still to be announced."
Awkward. Okay, we asked Ubisoft to clarify the PC release date and the publisher told us: "Ubisoft does not comment on rumors or speculation." So ... it's a rumor that the PC version was expected to launch October 30 with the console version?
When it comes to Ubisoft, not having a staggered release between console and PC would be a huge surprise at this point.
Assassin's Creed 3 protagonist Connor introduces more than just unpronounceable names to the AC series. Ubisoft creative lead Alex Hutchinson cheerfully elucidates those additions in the latest gameplay walkthrough, above.
The American Colonies, 1775. A brave young warrior fights to save his homeland. But what begins as a struggle over territory turns into an extraordinary journey that will transform him into a Master Assassin—and will forever change the destiny of a nation. You are Connor, warrior son of a Native American mother and British father. As the colonies draw closer to revolution, you will dedicate your life to the freedom of your clan –becoming the spark that ignites the revolution into full blaze. Your crusade will take you through blood-soaked battlefields to crowded city streets, to perilous wilderness and beyond. You will not only witness history—you will make it. Set against the backdrop of one of the bloodiest Revolutions in world history, prepare to be drawn back into the centuries old battle between the Assassin’s Order and their sworn enemy, the Templars. Unleash lethal new skills and experience a stunningly realistic world created by Anvil Next, a new engine that redefines gaming. Welcome to an entirely new chapter in the Assassin’s Creed saga.
Mission Director Philippe Bergeron rules out tower defense in his commentary on Assassin's Creed 3, which shakes off some of the systems accumulated over the span of several games. Bergeron also addresses the difference between the game's "free-flow" missions, and those that are "more about explosions."
Call of Duty: Black Ops 2 takes place in the year 2025, players must undertake a series of secret operations to reclaim a series of robotic weaponry from the enemy.
The Call of Duty franchise won't get its own dedicated expo in 2012, Activision confirmed to Joystiq. Last year's Call of Duty XP event was used to celebrate the franchise's huge fan base, while also setting the stage for Activision to reveal the Call of Duty Elite service.
Rather than hold the event, an Activision representative said that the company's plan is to put more of an emphasis on Cologne, Germany's Gamescom event this August. Activision didn't rule out the possibility of Call of Duty XP returning in the future.
Last year's event was the public, hands-on debut of Modern Warfare 3 from Infinity Ward and Sledgehammer Games. Proceeds from tickets sold to the event went to Activision's Call of Duty Endowment charity.
Sure, we expected as much since Microsoft has Call of Duty DLC locked until 2012, but Microsoft still saw the need to announce a continued partnership with Activision for Call of Duty DLC anyway, those rebels. During the Microsoft E3 press conference, Don Mattrick revealed that Call of Duty: Black Ops 2 would continue the trend of offering DLC first on Xbox 360
At this point, a portion of the current conversation surrounding Black Ops 2 is in regards to the engine powering it, version 3.0 of the Infinity Ward (IW) engine – IW 3.0 powered Call of Duty 4: Modern Warfare, Call of Duty: World at War and the original Black Ops. If you're worried the visuals in Black Ops 2 won't be up to snuff, Treyarch head Mark Lamia assures us all the engine has seen numerous tweaks, downplaying its age in a recent audio interview summed up over on One of Swords.
Lamia said "a pretty significant amount of work" in Black Ops 2 is going into the graphics and the lighting. "I think what people are asking for is for us to push. They want us to make a better-looking game; they want things. I don't think those are things people can't ask for. We asked ourselves that very same question - we wanted to advance the graphics. I think the questions are valid. The answer may not need to be an entirely new engine, but you might need to do an entire overhaul of your entire lighting system. The trick is, we're not willing to do that if we can't keep it running at 60 frames per second - but we did that this time."
Lamia gave an analogy akin to remodeling a home – not with a rocket launcher, but rather he talked about sectioning off parts of the metaphorical house for more local improvements. "There's a lot of good still in that foundation that you wouldn't get rid of, and we don't. We look to advance in the areas that support our game design. Engines, each time they get touched, they change. The creators alter them; they don't modify what they don't need to, and then they alter what they need to. You can't make a competitive product if you're not upgrading that engine along the way."
You're reading Reaction Time, a weekly column that claims to examine recent events, games and trends in the industry, but is really just looking for an excuse to use the word "zeitgeist." It debuts on Fridays in Engadget's digital magazine, Distro.
The world of popular culture was left awestruck last week after colliding with The Avengers, an extravagant, unavoidable glitter ball of an asteroid. The simultaneous sequel to five popular movies, The Avengers accrues a crew of incredible superheroes, including one that already claimed "incredible" as a capitalized adjective in his name.
You've got the irradiated scientist who grows out of his pants and into a green behemoth, a demigod who wields mythical hammers and perfect strands of L'Oréal hair with equal aplomb, a pouting assassin, a smart-ass billionaire encased in weaponized toasters, a guy with a bow, and Captain America, the patriotic straight arrow who might as well sit in the quiver of that other guy. The best part of the film is seeing how they all get along.
They do eventually, of course, because it's an entertaining arc and because together they have to navigate a spectacular gauntlet of alien invasion, non-depletable cosmic power sources and lots of other things that cost a fortune to render and/or blow up. There's an inescapable wave of critical condescension toward the audience whenever they sign up for unrealistic, "dumb" thrills en masse, but the reality is that certain movies – just like games – can't exist unless they spend their money in the right places. The Avengers, which essentially sneaks in a witty geek comedy when nobody's looking, has dollars whizzing by on the screen every second. Also, every dollar is on fire.
You can level the same observation – not complaint, necessarily – at the Call of Duty franchise, which is wedged in a rut of its own expensive creation. Each annual shooter has a burgeoning budget fueled by what came before. It must pack in more content, more exhilarating scripted sequences, more explosions and more demonstrable justification that it's better than the last one. It's not really clear if that upward curve exists because the publisher can afford it, or because it can ill afford to abandon it. Ironically, it's a boom that's holding back Call of Duty's fundamental advancement.
Much like The Avengers, which wouldn't be feasible or sustainable had other movies not created a pattern of familiarity and bigger-and-better growth among fans, the next Call of Duty (Black Ops 2) will almost certainly be praised and damned for its adherence to the formula. We'll bask in the glow of its glorious pyrotechnics and mastery of spectacle, and then wonder why it's so clearly made for the – condescension alert! – lowest common denominator.
But perhaps that's not giving full credit to the sophistication at play, even if we suspect it's not in play. Yes, these games (and movies) serve a clear purpose, one that's as easy to identify as it is to dismiss. There's still thought, artistry and hard work to it, and I think it's silly to assume that your enjoyment of a well-constructed spectacle, presented in a visual medium, automatically robs you of the ability to discern between good and bad.
The crucial bit, however, is to notice exactly how these games are really becoming like movies. It's not that they're huge investments – it's that money is being spent on a critical path. The only way you miss the most expensive shots in The Avengers is by nodding off or having a poorly timed bathroom break.
And just like that, Call of Duty (and even Half-Life) forges a linear adventure and commandeers your viewpoint – sometimes in a subtle way – to make sure its huge expenditure of resources finds reward in a set of eyeballs. It's a matter of practicality with these ginormous games, and it makes me question whether the most powerful elements of the medium, such as the tension and doubt created by traversing one route over another, can survive in the face of more elaborate presentation and frugal accounting. Will glossy, branching games like Mass Effect be considered too impractical five years from now? Who can afford to spend money on scenes that might not play to every audience?
Well, maybe Call of Duty can. The monolithic franchise is in a position to experiment too, and this year's game, Black Ops 2, is toying with alternate missions and character paths resulting from player interaction. I don't expect the divergence to be very deep, but it's a risky move in a franchise that can subsist in safety for years. I'd like to be proven wrong here, and come back in 2015 to tell you how different Call of Duty 12 is – especially in comparison with The Avengers 2.
Black Ops 2 brings back Treyarch's personal twist on Call of Duty, namely Zombies. The official Twitter account issued this image, teasing a shotgun-toting female. It's not the first time a woman had to get her hands dirty, though we think this one took the phrase a bit too literally.
Amazon's pre-order numbers indicate Activsion's Call of Duty gravy train is still going full steam. Earlier today, Amazon UK told MCV that Call of Duty: Black Ops 2 pre-orders were three times higher than its predecessor, Black Ops, two years ago. We wanted to know if that anticipation crossed the pond.
"Pre-orders from day one of Black Ops 2 were more than ten times the amount of pre-orders for the first Black Ops on its first day of availability," Amazon US told Joystiq this afternoon, but that's not all the buzz.
"Black Ops 2 even out pre-ordered the first day of availability for Call of Duty: Modern Warfare 3 by more than 30 percent. Modern Warfare 3 currently holds the record for the most pre-ordered game of all time and was amongst the top 20 pre-orders ever on Amazon.com, including books and movies."
Call of Duty: Modern Warfare 3 went on to gross over $775 million globally in five days, flying past Call of Duty: Black Ops' $650 million record and the $550 million record before it, set by Modern Warfare 2.
Garnering legions of fans tends to wedge a franchise right between those that crave more of the same content, and those that loathe its existence. Call of Duty: Black Ops 2 is in the same spot, but developer Treyarch is looking to create some wiggle room between the two camps in its next contribution to Activision's billion dollar franchise.
At Treyarch's office in Los Angeles, company boss Mark Lamia steps into a darkened theater filled with journalists. He's chipper, excited to finally talk about the game his team has been slaving over for more than a year. Despite a tightly constructed marketing schedule, the secret of Black Ops 2 was hard to contain; its existence began to leak in January.
"Let me introduce you to the worst kept secret in the game industry," Lamia says as he walks in front of a giant screen embellished with the sleek Black Ops 2 logo. The walls around the screen are lined with concept art, some of it modeled after surveillance photos from in-orbit satellites, but all with a futuristic tint to them. "Saying that," Lamia continues, "we think what Black Ops 2 is about is one of the best kept secrets in the industry."
Call of Duty: Black Ops 2 (5/1/2012)
As implied by the early marketing, Call of Duty: Black Ops 2 thrusts the franchise into the near future. But this isn't Halo or Battlefield 2142 – this is a future that isn't as far off as we may think, and it's not the period of time gamers will be visiting when the game launches this November.
"This is a direct sequel to Black Ops," Lamia says, adding that one of the central characters from the previous installment, Sgt. Frank Woods, is alive and well in the sequel. Rather than lead off from the previous game, Black Ops 2 will feature two distinct time periods: the 1980s vintage Cold War, and a grounded future in which the United States and China are embroiled in a new Cold War. The idea, Lamia admits, is to show some parity between both periods and allow players to get a better glimpse into the characters involved. Technology and the reasons for battle change, but the objective remains the same: win at all costs.
In Black Ops 2 players will play as former protagonist Alex Mason in the 1980s, and as his son, David Mason, in 2025. The two periods are entwined with the return of Woods and a new villain, Raul Menendez. The story arc spans the Mason family and Woods, and plot out the rise and fall of Menendez. Working with David S. Goyer, who helped co-develop the story for The Dark Knight, Treyarch has decided to shine a more detailed light on its villain. Players will see the breaking point for Menendez in the 1980s to better understand his motivations for terror in the future. We see a man go from good soldier to bitter terrorist, and his story is as important to the entire plot of Black Ops 2 as any other character we meet. "It's a character study. It's a story about these characters," Lamia explains to me later.
It's Menendez's actions that throw the United States and China into a chaotic war. A cyber attack cripples the China Stock Exchange, which leads the country to horde a precious material that is making headlines in real life today.
Though control of the world's oil reserves continues to be the source of tension today, the future battle for resources in Black Ops 2 revolves around Rare Earth Materials. Rare Earths are a combination of minerals used to create everything from smart phones, laptops, and earth-conscious, wind-powered generators. It's also a central component in the creation of weapons: guided missiles, drones, and more rely on these rare earths.
President Barack Obama was recently in the news stating that the U.S., European Union, and Japan will bring a case against China to the World Trade Organization because of the nation's export restrictions on the material. China, according to multiple reports, produces over 95 percent of all rare earths. In Black Ops 2, the stock exchange incident, which traces back to the United States, offers the perfect excuse for China to keep the materials to itself.
Remember those 'Choose Your Own Adventure' books? That's sort of the idea we have here.- Dave Anthony, Game Director
According to Lamia, Black Ops 2 comes from a team that has worked together for an extended period of time, where comfort levels and success allow them to challenge assumptions and deliver something they believe can push the franchise forward. This leads to one of the most interesting changes since Infinity Ward took the franchise to the modern era: branching stories.
Throughout the campaign, players will be given the choice to take part in 'Strike Force' missions, with a key objective that can shift the landscape of the greater battle between China and the United States. Sometimes multiple missions will be available, but only one can be selected. Based on the success or failure of these missions -- and you can actually fail to accomplish your objective -- the campaign story will change. There are also choices within levels. In a mission shown at the event, players were given the choice between covering their team with a sniper rifle from a perch, or hitting the ground alongside their squad. According to Lamia, player choice can also lead to the death of key characters during the campaign.
"Remember those 'Choose Your Own Adventure' books?" game director Dave Anthony asks the room, "that's sort of the idea we have here." It seems crazy Treyarch would spend time and resources to create levels players may never see during a single playthrough, but it's extraordinarily ambitious and an idea that intrigues me.
Setting the majority of the game in 2025 doesn't mean Treyarch will showcase a war of laser guns and giant mech suits. The conceit in Black Ops 2 is that technology has continued to grow and the military has better embraced the use of drones on the battlefield. Many of the concepts featured in Black Ops 2 are taking existing technology and increasing its ferociousness, or shrinking it down to size.
In another mission, Los Angeles has been ravaged by unmanned attack drones. David Mason and his partner, Harper, are tasked with escorting the President of the United States when their convoy is attacked by a fleet of these drones. Here we're introduced to a new piece of gear: a scope with the same ability as the full-body scanner found in modern airports.
"The military has something like this now, except it's this huge rig on a truck," Lamia tells me, describing an area scanner that takes a three-hundred-and-sixty degree image, revealing everything within nearby structures and underground. It's this giant prototype that has been shrunk down into the scope in Black Ops 2, allowing players to see through structures and spot hiding enemies. It's certainly future technology, but it could be within the realm of possibility in the next decade.
Former Pentagon employee and author Peter W. Singer, whose book Wired For War: The Robotics Revolution and Conflict in the 21st Century outlines the military's change in attitude toward unmanned technology in recent history, is helping Treyarch keep the future setting grounded in reality. "In some cases he told us we didn't go far enough," Lamia explains after I ask him about concepts that seemed too futuristic to be included in the game. But will war ever escalate to call for the amount of drones and machines seen in the Black Ops 2 trailer? "When U.S. forces went into Iraq, the original invasion had zero robotic systems on the ground," Singer wrote in 2009's Wired For War. "By the end of 2006, it had reached the 5,000 mark and growing. It was projected to reach as high as 12,000 by the end of 2008."
To keep things even, and to show off the near-future technology Treyarch has added to Call of Duty, Black Ops 2 multiplayer will take place exclusively in 2025. Though the developer wouldn't go into detail on the franchise's most important component, game design director David Vonderhaar noted it was important for the team to strip the entire multiplayer down to the most important pieces, to ensure Black Ops 2 would have the "best gameplay system that you can have, period." Two multiplayer maps were shown: a destroyed downtown Los Angeles map called 'Aftermath' and a map called 'Yemen,' set in a deserted island town. A more detailed multiplayer reveal is expected later this year.
Zombies, of course, will also return, but those are timeless creatures. The only shred of info revealed for the returning mode is that Treyarch will now present it within the multiplayer engine, making it easier to take advantage of certain elements found in that mode.
Call of Duty detractors may complain the series hasn't evolved enough over time, but Black Ops 2 may change things. The developers at Treyarch, from what I've seen, are doing what they can to make this a unique experience for fans – and perhaps garner the interest of people outside that huge group. The studio certainly has the ability to rise to the challenge, so we'll be keeping a close eye on Black Ops 2 as the game's November 13 release date inches closer.
Call of Duty: Black Ops 2 has officially existed for barely over a day, and as the internet hype machine slowly begins to whirl up to speed, so too does the uproarious clamor from our nation's retailers, hell-bent on claiming custody over your Call of Duty consumer commitment.
Predictably, Gamestop is the first out of the gate with enticements to earn your dollars, with pre-order bonuses that come in waves – four to be precise – the first of which is active now. Securing your future purchase of Black Ops 2 during the first wave will net you an "exclusive, limited edition two-sided poster," as well as a Prestige token for Modern Warfare 3 and all of the subsequent pre-order bonuses offered during waves two, three and four.
Set in 2047, Prophet is on a revenge mission after uncovering the truth behind Cell Corporation’s motives for building the quarantined Nanodomes. The citizens were told that the giant citywide structures were resurrected to protect the population and to cleanse these metropolises of the remnants of Ceph forces. In reality, the Nanodomes are CELL’s covert attempt at a land and technology grab in their quest for global domination. With Alien Ceph lurking around every corner and human enemies on the attack, nobody is safe in the path of vengeance. Everyone is a target in Prophet’s quest for retribution.
Crytek's next flex of graphical muscle, Crysis 3, will be launching in February of 2013, which is just the tiniest bit more specific than the "Spring 2013" window known previously.
Saying that anything related to a Crysis game "looks good" is a bit like saying the Sun is somewhat hot, or that the Joystiq staff is somewhat attractive – true, obviously, but a bit of an understatement.
This latest batch of concept artwork for Crysis 3 proves once again that, even without a trillion dollar gaming rig and DirectX 30, the artistic vision behind the Crisis franchise is just as beautiful and intense as the finished products are. The swampy, aged, almost Venetian feel Crysis 3's dystopian New York City exudes is so damn pretty, we almost wish the apocalypse would hurry up and get here.
Crytek continues its multiplatform approach to development with Crysis 3, aiming to satisfy everyone from console owners to the PC gamers that are so hardcore, they cosplay as "parallax occlusion mapping." The developer hopes to have Direct X 11 support for PC at launch this time -- one of several advantages, it says, of having spent 14 months creating content and enhancing CryEngine 3, as opposed to building it and an accompanying game for three major systems.
"Yeah, I'm pretty sure we're going to have that," said Rasmus Hojengaard, Director of Creative Development. "I don't know if we've announced that yet, but obviously we're going to have DirectX 11 support since we already did it [for Crysis 2]. We basically started from a Crysis 2 DX11 patch, as starting point, and then we developed our technology from there on. We'd be pretty stupid not to capitalize on the technology we did for that and utilizing that from the get-go."
Crysis 3 was running on PC during a recent unveiling in San Francisco, where Crytek showed off its vision of New York City as a devastated, metropolitan mire being swallowed by nature. While the Xbox 360 and PlayStation 3 versions aren't ready to be shown yet, Hojengaard says they will benefit from the studio's philosophy in art design, with the game being "actually less reliant on shader technology than, you know, just really good moods, good light setups, and good asset creation."
That approach, in turn, also supports the PC version, which still lives beneath the franchise's reputation for crippling even the most exorbitant hardware. "We also want to make sure, even if you're on the PC, even if you don't have the super powerhouse, nuclear power plant at home, you can still run the game and get a beautiful experience from it."
Crysis 3's naturalization of New York City's concrete jungle takes full shape in the first gameplay trailer, released this morning by EA. That compound bow makes plenty of appearances, but don't think Crytek has forgotten about all those other toys Crysis fans have come to expect.
Guys! Guys! Can you imagine if that Crysis 3 nanosuit dude is actually just Ted Nugent on a wild bow hunting spree after civilization collapses? That's the Crysis 3 we want to play. Don't you? Take a peek at the gallery below and get all up in this crazy headspace we've got going this morning.