Crysis 3

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LEONID

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Благодаря Ориджину случилась утечка о 3 части серии. Разрабы расстроились и пообещали подробности 16 апреля.
 

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Грядет 3 порция ГРАФОНА™. И надеюсь, что на ПеКа на этот раз запилят нормальный мульт, а не эту забагованную муть, которую прилепили во второй части.
 
Надеюсь, ПК-онли. Иначе графон ждать не приходится. Хотя чего это я тут размечтался? И так понятно, что будет улучшенный движок второй части. Хоть бы джунгли вернули с тамошней физикой. Ниче, первую часть же перенесли на косноли.
 
Тоже жду :) Джунгли очень хочется на новом двигле :)
 
11 эйприла еще писал об этом в Новостях одной строкой) PS3 версии как я понял не планируется
 
cactuar, скорее всего будет снова Нью-Йорк, но уже полностью разрушенный.
 
Это уже не так интересно :) Первый завораживает видами, второй воспринимаю как какой то стандарт :)
 
Прям интеерсно, что во новой части будет)
 
Судя по тому, что Крайтек выпустил крупное обновление CryEngine 3 SDK 3.4.0, что-то они там действительно готовят:
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Crytek Places More Power at Developers' Fingertips with the Arrival of the next free CryENGINE 3 SDK Update

Further increasing the creative power at developers' fingertips, Crytek today announced the arrival of a feature-filled update to its award-winning game development solution, CryENGINE 3. The CryENGINE 3 SDK now presents users with brand new tools to tap into, including revamped DirectX 11 tessellation, advanced character rendering options, improved AI system and much more.

Among the key enhancements free CryENGINE 3 SDK users can look forward to in version 3.4 are:

Revamped DirectX 11 Tessellation
DX11 support and tessellation has come a long way since Crysis 2. Phong, PN triangles and displacement maps, along with no need for pre-tessellated assets, makes CryENGINE's DX11 support among the best in the industry.

Multi-layer Navigation Mesh
The multi-layer navigation is a powerful new and easy-to-use navigation system that AI agents utilize to path-find through game maps.

Improved Skin Rendering and Eye Shader
New scattering approach gives more realistic rendering with fewer artifacts. New settings, checkboxes and sliders for things like oiliness, iris control, colors, pupil dilatation, tessellation and parallax support make CryENGINE character rendering more advanced and customizable than ever before.

Advanced/Improved/Extended Glass Shader
The glass shader is a specialized tool for rendering glass-based surfaces. It can represent a wide range of glass types, including regular windows, stained glass, leaded glass, beveled glass, some crystal types and some types of transparent plastics as well. The improved glass shader now also boasts features such as a dirt layer designed to produce extremely realistic-looking glass surfaces complete with dust and dirt, differential fog and refraction blur.

On top of these key updates, version 3.4 of the free CryENGINE 3 SDK addresses a number of bugs from previous releases and gives developers access to further improvements that include:

Improved glass rendering.
Geometric light beams.
Point light shafts.
Time of day based filmic HDR tone mapping.
Curves and key tangents for time of day.
User controlled per cascade shadow bias through time of day.
Improved transitions between levels of detail.
Volumetric fog features extended and improved.
Improved distance cloud shading.
Refactored UI game events
Added new UIGameEvent class (moved functions from UIActionEvents to this class)
New interface for auto registering to UIManager
Continuous update is not automatically paused/restored when filtering/restoring the visible objects inside sandbox. Pausing the continuous update also when jumping into game in Sandbox.
Include node indices in navigation graph debug draw
DX11 CBuffer Downscale Improvements + fixes
Make sure vehicles can use the Multi-layer Navigation
Added Overwrite All button to checkout dialog
Added FG node to catch and trigger upon animation events set up in character editor
Changed UIEventSystems of old game dll to use new event dispatchers
HUD3D use correct offsets for different resolutions
Now correctly set the alpha for glass phys fragments.
Added variable stable fragment size to glass, meaning smaller pieces can stick nearer edges.
Coloured glass particle effects to match glass material (Off by default).
Enabled glass cvars in release builds.
Fixing EngineAssets location
Add icon and version number to remote shader compiler
Remove some obsolete shaders from the shader list
Gamma changes now respect window focus in Dx10/11 (As per Dx9 in DeviceLost state).
Support for non-uniform phys scaling (clone-based)
Set the web server port for the Remote Shader Compiler
Re-added EF_Query( EFQ_D3DDevic )
FrameProfileSystem now displays frame time, lost time, and overhead with same averaging method as profile entries.
Time of Day: added serialization of key flags for splines
Sandbox, Time of Day: added toolbar for Spline editor, dockable frames.
Added "Reverse" to MaterialEffect particle hit direction options.
Add GeometryBeam inside the Sandbox shader list
Remote Shader Compiler to VS2010
Set ai_MNMEditorBackgroundUpdate to 1 by default
Shadowpool caching support, blockpacker usage fixed
Being able to choose an entity class category from within Lua scripts and external entity class handlers used inside the Editor, instead of always putting them into "Default"
Added callback to handle glass system cvar changes. Tidies up the temp crash fix.
Enabled the new glass system by default when in multiplayer.
Implements the light animation by (ab)using the light node in the movie system.
Adds position/rotation animation support to the light animation system.
Makes it possible to scrub a light animation through the regular TrackView interface.
Move more textures to Engine\EngineAssets
Lua debugger GUI improvements
Added GameScript projects to GameCodeOnly solutions
Implements the film curve preview in the Time Of Day dialog.
New UIEvent receiver and sender helpers for variable args and arg count
Some helper functions for easier UIEventDesc creation
Allow to use Vec3 as type for UIEvent FlowNode ports
Rework TemplBeamProc 1. Dust 2. Air Turbulence 3. Volumetric Shadows
Re-add start and end colors
Simple tool to check flags
New glass shader featuring: Improved lighting consistency. Support for opaque layer, tint color map, alphatest shadows using opaque map, blurred refraction (High end only). Removed support for alphablended non-refractive glass. Tidied up legacy code.
Glass Shader: Added diffuse multiplier to vertex alpha.
Glass Shader: Added global opacity multiplier.
Enable geometry instancing by default
Changed UIEventSystems to use new easier style (new game dll first)
Improve default values for film curve tod settings
Add MotionBuilder 2012 exporter to be built in the tools solution file
Updated UpdateCryGameScriptsProject
HUD3d position C2 calculation
Database Save button now enabled/disabled depending on count of modified libraries.
Added cvar to define if _mp should be auto added to sound files on mp
Enhanced particle MaterialEffects, allowing direction type to be specified per-effect, same as other effect modifiers. Compatible with ealier XML that specifies it per group.
Allow lazy updates for flash elements
Allow to override dyn tex with from uielement
Only render uielelemnt to dyn tex if needed (with lazy render flag)
Optimizations:
Removed useless GUID info from ParticleEffects.
Resizing and "Look & Feel" of the solid panel
Perf improvements to glass triangle hashing loop.
Saving of ~300 bytes per glass RN by removal of temp vars and class restructuring.
Swapped a large continuous glass array for a smaller cyclic one. Up to 40kb PC and 10kb consoles saved.
Glass impact decal params are now only calculated once instead of every frame.
Using CTRL + Middle Mouse to add/remove a flowgraph breakpoint
ITimer and FrameProfile systems now consistently use CryGetTicks(), replacing runtime tests and function pointers.
Removed unused members in ProfilerInfo.
Added state to SParticleUpdateContext to reduce repeated computations.
Integration of multi-particle ParticleEmitter.EmitParticles() change.
Sped up emit rate/count computation in SubEmitter.EmitParticles(). Cache EmitCountScale, avoid calling GetExtent() during particle emission.
Removed SAnimationDesc struct from code and new AnimGraph files, following C2 behavior. Replaced with runtime functions to compute SAnimationMovement and get SAnimationSelectionProperties*.
Removed unused GetAnimationLength functions.
Adjusting view distance ratio on a few object for consistency
Sandbox Rollupbar resizing and "look & feel"
Cleaned up gamma ramp calculations, now round results correctly.
Prevent execution of sound creation code with an empty sound name string and display of an unnecessary error message to the log
Refactoring:
Little simplification to tod sun shadow cascades control/removed hdr contrast control
Tweakable per-cascade shadow bias
Significantly improve shader compilation speed by replacing fxc with cryfxc
Move cryfxc into PCD3D11/v005
Adding d3d compiler dll to be complete
Rename %DETAIL_MAPPING back to %DETAIL_BUMP_MAPPING to maintain backward compatibility
Added inline tick functions to ITimer: GetTicks(), GetTicksPerSecond(), TicksToSeconds(). Removed silly virtual TicksToMillis/Nanos(). Also added GetNonFiberTicks(), which subtracts FiberYieldTime(), simplifying a lot of code. Removed redundant tick functions and members from FrameProfileSystem.
Movd OPT_STRUCT facilities from TypeInfo.h to platform.h. Made member and acccessor names more consistent: _Member, Accessor(), Setter(val)
Remove not needed ifdef GAME_IS_CRYSIS2
Branch refactoring
Update the ToolkitPro .dll inside the Tools directory
Removed support for deprecated fog mode. Prerequisite for coming volumetric fog enhancements.
Add parser support for shader interpolator arrays
Terrain non linear alpha blending factor support ("blend layer")
Updates for per-light shadow bias / lights specular was mismatching sun specular / tone mapper curve tod control / brute force dof quality mode+ resolution scale fix
Separates the HDR parameters and packs together with the film curve preview in the TimeOfDay dialog.
Increase the range of volumetric scale
Move light beam update to a new shader
Adapting 3dMouse default values
Validate shaders for fog and water volumes
Removing geom_instancing=0
Small tweak to vignetting texture (was a bit overkill)
Remove grass material pre-multiply on diffuse colour
Removing per art request cvdetailscale (and old cvnumlayers)
Moved CryCG to mingw-gcc based builds
Move two more textures to Engine\EngineAssets
Added:
Added missing file that's being referenced for grenades
Adding scripts only RC Job
Deleted:
Deleted StaticSymbols.cpp (obsolete)
Delete no longer needed test file
Delete depreciated Tool Box config file
Delete depreciated Modelling Panel file
Delete unused/unavailable item from equipment pack
Delete depreciated file (Tools -> User Commands)
Tweaks:
Updated AsianCoaxialWeapon to use HMG weapon sounds. Lowered rate of fire for visuals to match audio.
Removed GAME_IS_CRYSIS2 from AI system, replaced with local define in AI system if new flight navigation should be used
Better facing for dynamic flash tags
Adjusting new script separation RC Job processing
Adding R_HDRBlueShift = 0.
Adding new glass decal controls, default values.
Fixed issue with unused grenade types (flash, emp, smoke) spamming console. Fixed spacing. Fixed issue with incorrectly pointing helper.
Removed vehicleCollisionDestructionSpeed="4" param from MH60. Was blowing up far too easily when nudging other vehicles.
Removed commented out CVars. Changed r_HDRRendering default to '3'.
Lowered grenade damage (250 -> 150). Lowered min/max radius 5/15 -> 2/10. More realistic behaviour for a frag grenade, less chance of killing yourself.
Keeping the joint velocities when "ragdollizing" the actor. Better for the Hit/Death Reactionsystem (death reactions).
Sandbox, Time of Day: More sensible default zoom settings, cleanup.
Added isPassengerShielded="1" to gunner seat for protection against rockets.
Tweaked damage and radius on vehicle explosions. Fixed issue with Abrams explosion not causing reaction (delay set to 0.2).
Updated path to new cloth asset
Updating size of glass texture atlas.
Changed the default TOD to suit new filmic tone mapper (r_HDRRendering 3)
Ensured lock pointer is NULL before attempting to lock to help track down a possible failed LockVB crash
Renamed CryEngine_GameCodeOnly to CryEngine_GameCodeOnly_LEGACY
Small code cleanup
Adjusting RC Job for new script processing
Tweak default TOD - decreased DOF settings
Adding ai_MNMEditorBackgroundUpdate to system.cfg to generate nav mesh in editor whilst not the primary focus
Removed upper limit for maximum players in multiplayer
R_shadowsstencilprepass const cvar set to 2
Removed hardcoded weapon attachment definitions, instead loaded in a data driven way.
Made some glass index types more explicit to help avoid errors.
Updated glass decal atlas - Slightly increased white-levels on larger break pattern.
Removed glass system cvar from multiplayer.cfg as now globally enabled.
Renamed CryEngine_VS10.mk to new name as well
Changed 0xCE 0x94 to delta
Added canary for CRenderObject id overflow
Tweak HMMWV - added dynamic light for headlights
Disabled the game side stealth-o-meter code in the Target Track Threat Modifier. CL676413 - !B Fixed issue where the visual stimulus would be pushed down because the outThreat wouldn't be set by the threat modifier.
Removed unnecessary file copy and linker flag
Minor cleanup of make variables
Reduced smart path follower look ahead distance to 0.33 meters instead of 10
Updated system.cfg to clarify sys_spec is only for Launcher and not for Editor
Cleaned GameCodeOnly solutions
Character shader refactoring/cleanup.
Update multiplayer.cfg - Removed several duplicate CVars. Removed graphics related CVars that shouldn't be MP specific and are defined in main CVarGroups (viewdistratios, etc). Removed obsolete CVars.
Removed unnecessary UI warnings
Fixes:
Sandbox will now notify the designer if they are trying to "Export to Engine" while the navigation data didn't finish the processing operation. Also Launcher will load the navigation data even if there is a version inconsistency between the MNM configuration file and the exported data
Fix the result value returned by the RayCast in case the ending triangle is not acceptable.
Small fix due to renamed GetUserName
DX11 CBuffer Downscale Improvements
Disabled warning "Could not read AI Cover Surfaces" when there are no Cover Surfaces on the map
Crash when drawing debug information for formations
Fixed Entity Pool
Fixed GetOutputXMLFileName if empty string is passed
Time Of Day: Fixed creation of property nodes after re-opening the dialog box
Fixed: HitDeath Reactions didn't consider caused damage for explosions
Fixed: HitDeathReactions never checked if ragdollizing the actor is allowed
Fix global initialisers in x64 release builds
Fixed: Possible infinite loop while loading malformed Lua breakpoint information from breakpoints.lst
Improved Scoped Time Logger
Fixed potential crash in CStructInfo.FindSubVar
Fixed: Readded Game Token type not set correctly (always used type string, bad for network serialization)
Move into Compiler from typo'd directory.
Removed double-triangle hash on glass node initialisation.
Fixed a case where glass phys frags with id 0 were using garbage geometry.
Fixed: No Bird boids animations
Blend layer color input fix for vegetation
Crash fix for MP if no game mode is set
Fixed CSaltBufferArray::IsValid
Fixed: Missing caused damage parameter when notifying the HDR system (Collision)
Final fix for x64 static linking
Fixed: Weird living entity behavior on non terrain ground.
Fixed health not updated on hud
Fixes the issue of 'r_measureoverdraw' not working in DX11.
Fixed: Crash in BreakableManager
Fixed: Wrong path to default CGF
Shadow tweaks
Finally fixed crash in profile system when changing profile_allthreads from 0 to 1.
!I potential multithreading problem with rigidbody mass recomputation
Enable flowgraph nodes Input:Key and Input:Action in multiplayer
AnimationGraph: Fix for animation randomizer not being properly called, resulting in unrandomized repetition when multiple characters enter the same state
Tick timing fixes and cleanup:
Fixed inconsistencies in CryGetTicks, QueryPerformanceCounter, and QueryPerformanceFrequency. CryGetTicks is now equivalent to QPC on all platforms, fixing some profiling results. Win32/64 use Windows QPC rather than RDTSC, as it's guaranteed thread-safe, and has acceptable performance on Profile builds.
Sandbox: "Inside the Time of Day window, groups of keyframes cannot be deleted." -
Sandbox: "Time of Day: When first opening the Time of Day, the timeline scrubber does not render/refresh"
Fixed: Material Picker doesn't pick correct submaterial
Fixed: Don't receive update item callbacks when setting the initial values in the TimeOfDayDialog
Fixed wrong vcproj file settings in Project.mk
Fix dissolving issues on sprites causing flickering
Sprite-model dissolving quality improvements
Fix up lod dissolving issues on view change
Dissolve improvements - distance based, cross over LODs to minimise volume differences and screen-space noise
Implement dissolve to-from nothing/bottom LOD/sprite
Fixed D3D11 staging texture leak - introduced pool of staging textures
Ensured that staging textures only get freed on Unlock, if they were allocated as a result of a Lock
Fixed log(0) FPE
Fixed: Footstep sounds and player water interaction not working
AnimationGraph: Additives Modifier will now correctly end looping animations even if multiple characters are in the same state
Duplicated cvar registrations
Compile fixes for VS2010, plus fix for long running shader servers
Fix shader lists being left as .tmp files if rename fails (adds same 5s retry as with delete of old .txt files)
Removed non-ansi characters that makes errors when building with asian locale
Correctly adding the mnm data file (.bai) to the level.pak
Renamed IUIElement to IUIObject since it conflicts with IFlashUI
Crashfix if shader error message occur while platform os is not initialized yet
Fixed DebugCallStack::FillStackTrace in 64-bit mode
Fixed: Expended ammo was never reset correctly when dropping/picking up the weapon.
Various fixes for pointer checks, missing initialisation, incorrect asserts, unhelpful log messages, bad indentation.
Fixed: Puppet range container was never reset. Was constantly growing inside Sandbox.
Alpha value now used for refractive particles on blending as well as bump scaling, for proper results with overlapping particles.
Fixed FPE in ParticleContainer.ComputeUpdateContext when TurbulenceSize was small.
Fixed correct editor set level
Fixed function BasicActor:InitialSetup
Fixed compile error in debug win32
Refactor instancing RT flags to reduce shader combinations
Fixed "ai_DebugDrawVolumeVoxels" and removed (unused) volume hidespots-related code
Fixed basic event hanlder
Fixed correct windows event handlint
Temporary crash fix for new glass system
Static analyzer warnings fix
Fix crash when a texture is used for rendering which was created during the precache phase
Fixed assert in Debug-Renderer
Compile fix + fix for gs tweakables not being properly set/declared
Ensure right view projection matrix used for waterfoginto
Fix Color shift bug. Renamed the generation params
Couple more shader compilation fixes/cleanups
Register class otherwise renderer will not be able to create render window
Don't add bullet impulse if there was no rendermesh hit
AI: CGoalPipeXMLReader::ParseGoalOp (COPWait does not work for XML goal pipes)
Fixed: Full recursive clone for archetype entities properties table
AI: CETHR-1075: SIGNALFILTER_SUPERFACTION always sends signal to Player (regardless of faction)
An issue with multiple phys areas affecting an entity
Fixed: Boolean properties didn't work when using external entity property handler
Some fixes to linked scaled physics objects
Fixed: Typing in new helper directions didn't update correctly the actual helper rotation in the Vehicle Editor. Only worked when rotating it in the viewport.
Fixed static linking of dedicated server without staticsymbols.cpp
Fixed mem overwrite crash in WriteVerticesIndirect, and removed implicit container count limit
Fix AnimGraph file compatibility with new cvar which indicates AnimDesc objects in ver 63 files.
Re-enabled USE_SELECTION_PROPERTIES define, as AnimationSelectionProperties required for pre-Crysis2 AnimGraph code.
Lightbeam Hot Fix
Fix shader compilation bug
Fixed: HitDeath Reactionsystem health thresholds were never used
Fixed: TacticalPointSystem AvoidCircle not working correctly
Fixed: Display name sometimes not set to an empty string for the Material Picker Tool
Removed missing files from Editor project
Added free_container of s_pWaterHitsMGPU to avoid level leak
Fixed aux geom level leak
Fixed memory overwrite in terrain serialisation
Glass depth fog correctly uses refracted depth.
Instancing-related shader compiler error fixes
Preset wasn't specified (from now on it uses "Gradient" preset)
Had no crytif settings: now uses preset=DiffuseLowQ
Had no crytif settings specified, now it's HDRReflectionsRGBK_high
Fixing wrong preset used, now it's HDRCubemapRGBK_highQ
Adds mips to noise texture
SetMaxWaterDepth and SetMinWaterDepth use the wrong depth value in cm. They multiply the value in meter twice.
Fixed invalid index buffer sizing on glass fragments.
Removed redundant draw attempt on glass fragments.
Removed double offset in DX11 DevBuffer updates.
Sprites popping in and out.
Fix juddering sprite quads
Initialise LOD transition state on vegetation to prevent lots of dissolves when turning
Cut down on sprite updates due to light info changing
Sprite/model lighting differences - write more upward normal for sprites to receive more ambient light.
LOD/dissolving issues - account for instance scale in sprite switch distance
LOD popping/sprite accuracy - fix editor tool to allow artists to clear rotations on vegetation
Fixed missing sprites if vegetation lod0 mesh is not streamed in yet
Default to least detailed LOD for sprite generation - Grass sprite fix with new sprite system.
Fixing the debug draw of the path with the MNMPathStart and MNMPathEnd tag point. It now correctly checks if the path was found to add the start and end position to the path point.
Allow path and raycast debug also without MNMDebugLocator and minor code adjustments for the RayCast over the MeshGrid
Add AlphaBlendShadows in the shader parser for the new beam shader
Fixed Multi-layer Navigation menu items
Time Of Day: Time and Speed settings are always saved - after editing and dialog closure
Some fixes to articulated kinematic objects
Fixed: ZeroG update ignores global gravity
Fixes path to new engine assets dir
X64 relese fixes
Fixed CullRenderer crash due to uninitialized values
Fixed error in devirt when providing a path with ends with a path seperator
Abbreviated SpecFromDiffuse shader param names so that they fit in the material editor without resizing the labels
Fixed inverted zoom adjustment for particle Max Distances.
Some fixes to player-player collisions
Fixed: AI Actors not triggering Area triggers
MD: Fixed compile issue for MotionBuider plug-ins.
Fixed UIInput to be usable with controller analog stick as well
Fixed: Invalid point access in curved editor control
Safety guard for potential tone mapper updates with incorrect 0..1 mapping
Shader compilation fixes
Fix shader compile error
Couple more compile fixes
Fixed: Music Graph doesn't invalidate correctly the panels after loading a new graph
Fix for shadows batching into scene normals alpha channel (when shadows disabled, shadows term was glossiness)
Don't create shaders which are requested from compressed shaders only
Fixed documentation of console variable "ai_DebugDrawNavigation"
Fixed: Possible Crash when removing material effects FG content
Fixed typo in rope node that was using position as U texture coordinate.
Removing unexisting old file from DedicatedLauncher and Launcher
Fixed: Crash on chainloading a level on a Dedicated Server due to not unloading the previous level before changing the game context
Particle Effect Enable/Disable menu commands now modify library.
Fixed: Opening/Closing prefab or group didn't update the prefab flowgraph list correctly
The following shaders/features are removed: metal, custom, rain layer
__________________________________________________________________________________________​

Появилась cтраничка игры в фэйсбуке: http://www.facebook.com/Crysis.EA
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Похоже опять городские джунгли :moody:
 
Такой движок бесплатно отдавать... Снимаю шляпу перед ними.

Предлагаю сделать игру, эксклюзивную для Некста. Пусть будет шутер с магами и драконами. =)
 
Рэмбо-стайл, лук с боеголовками мне нравится :)
crysis3_bow_and_arrow.png


На PS3 тоже будет:
crysis3_origin_leak_ps3_x360.png
 
Пишут, что SDK можно использовать в некоммерческих проектах абсолютно бесплатно. Тем, кто захотят зарабатывать деньги, придется отдать CryTek 20% прибыли от игры, созданной на базе CryEngine 3. Хм, на Википедии http://ru.wikipedia.org/wiki/CryEngine_3 еще написан список поддерживаемых платформ, в них уже заявлена поддержка нового поколения консолей: IBM PC-совместимый компьютер, Xbox 360, PlayStation 3, будущие консоли восьмого поколения
 
Выйдет уже в 2013 + "скриншотики"
Crytek Takes Aim with Crysis 3 – The First Blockbuster Shooter of 2013
Fight in the New York ‘Liberty Dome’, Exploit Seven Natural Wonders and Wield Advanced Alien Weaponry in the Ultimate Sandbox Shooter

Pre-order the Crysis 3 Hunter Edition for Early Access to the New Crysis 3 Signature Bow and XP Boost in Multiplayer*

REDWOOD CITY, Calif.--(BUSINESS WIRE)--The hunted becomes the hunter! Electronic Arts Inc. (NASDAQ:EA) and award-winning developer Crytek GmbH, today announced Crysis® 3, the premier sandbox shooter experience of 2013. Powered by Crytek’s proprietary CryENGINE®, Crysis 3 advances the state of the art with unparalleled visuals and dynamic shooter gameplay. Players take on the role of ‘Prophet’ as he returns to New York, only to discover that the city has been encased in a Nanodome created by the corrupt Cell Corporation. The New York City Liberty Dome is a veritable urban rainforest teeming with overgrown trees, dense swamplands and raging rivers. Within the Liberty Dome, seven distinct and treacherous environments become known as the Seven Wonders. This dangerous new world demands advanced weapons and tactics. Prophet will utilize a lethal composite bow, an enhanced Nanosuit and devastating alien tech to become the deadliest hunter on the planet.
“Leveraging the latest CryENGINE technology, we’re able to deliver seven unique themes that offer stunning and visually loaded gameplay experiences. We cannot wait until people get their hands on the game.”

.“Crysis 3 is a thrilling mix of sandbox gameplay, advanced combat and hi-tech human and alien weaponry that shooter fans will love,” said Cevat Yerli, Chief Executive Officer of Crytek. “Leveraging the latest CryENGINE technology, we’re able to deliver seven unique themes that offer stunning and visually loaded gameplay experiences. We cannot wait until people get their hands on the game.”

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 also announced that players who are ready to start the hunt can pre-order the Crysis® 3 Hunter Edition* today. The Crysis 3 Hunter Edition gives players the tools to become the ultimate hunter in multiplayer with early access to the new signature bow and its attachments, plus the Hunter Nanosuit module which adds additional power and functionality to the super-suit. Gamers who pre-order now will also have a head start when playing online with a bonus XP boost up to level 5, a unique bow skin and three exclusive dog tags to hunt in style**. The Crysis 3 Hunter Edition is available on Origin.com and other participating retailers for $59.99.

In addition to receiving the Crysis 3 Hunter Edition, select retailers are offering gamers that pre-order Crysis 3 the following early multiplayer unlocks:

•Stalker Pack – Includes the base game, all Hunter Edition content and the following early multiplayer unlocks: for players who like to stalk their prey from the shadows the Stalker Pack provides early multiplayer access to the deadly semi-auto Jackal shotgun. This powerful, close-range shotgun comes with a unique silencer attachment, custom weapon skin and two exclusive themed in-game dog tags.

•Overkill Pack – Includes the base game, all Hunter Edition content and the following early multiplayer unlocks: the Overkill Pack features early multiplayer access to the Typhoon assault weapon and skin. Spewing 500 rounds a second, the Typhoon gives players the ability to go guns blazing to take back the Liberty Dome. Also included are two exclusive Overkill themed in-game dog tags.

•Predator Pack – Includes the base game, all the Hunter Edition content and the following early multiplayer unlocks: the Predator Pack delivers early multiplayer access to the Feline submachine gun and exclusive camo. With an extremely fast rate of fire and a 60 round magazine the Feline is highly effective and deadly, at short range.

Developed by Crytek and powered by the proprietary cutting edge CryENGINE technology, Crysis 3 will be available spring 2013 for the Xbox 360® video game and entertainment system, PlayStation®3 computer entertainment system and PC. For more information on Crysis 3, please visit www.crysis.ea.com, and for the latest news visit www.facebook.com/crysis or follow us on Twitter® at www.twitter.com/crysis. Press assets for Crysis 3 are available at www.info.ea.com.

*Offer available while stocks last.

**Conditions and restrictions apply. See www.crysis.ea.com/preorder for details.
c3-box.jpg
 
Хых джунгли в городе, не то что хотелось, но хоть что то :)
 
Выйдет уже в 2013 + "скриншотики"
Кстати, инфа о том что выйдет третья часть уже проскакивала в прошлом году (даже может здесь она есть в Новостях одной строкой). Но не думал, что это так будет скоро. Крайтек игру на конвейер поставил :) Зато для боксеров будет Last of Us, по крайней мере по сеттингу :) Уже и бокс-арт для игры готов :)
 
Last of US у них был еще во второй части =).
 
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