Interview with Crytek - "Lessons Learned"

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    Interview with Crytek - "Lessons Learned"

    Crysis Warhead producer, Bernd Diemer, sat down with Shacknews to discuss just what was learned from the production of the original Crysis. How has the team grown and what have they learned, if anything, since creating the game that makes hardware everywhere whimper like a child.
    How have you improved the aliens in Crysis Warhead?



    Bernd Diemer:
    We created the best child of alien and human AI, basically. We took the stuff that worked really well for the humans, which is basically flanking, cover, reinforcement and group tactics, and stacked them onto the aliens.



    In the original game we conceptualized the troopers as sort of like the bugs in Starship Troopers, where they run straight at you. And that was kind of the feeling we wanted the player to have, where you're constantly under pressure. But we realized that it was becoming a twitch shooter. "See alien, shoot alien before alien comes close enough to kill you."



    And what we wanted was that we would have more of the gameplay you had with the humans, so you could actually play with them. You could go into cover, throw a grenade, duck back in, relocate.
    The interview is two pages of interesting words from producer Bernd Diemer. You really don't want to miss it if you're at all interested in Crysis.



    Let's not forget that both Crysis and Crysis Warhead are both headed to Steam.
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