Crytek's CEO Cevat Yerli and lead game designer Bernd Diemar on the PC FPS phenomenon

If there's one thing that came out of GDC that really set our tongues wagging, it was the awesome movie debut of Crysis, Crytek's spiritual successor to the admirable Far Cry, which is set to erupt all over your PC before the end of this very year.

Although Crysis is a spiritual successor to Far Cry, it certainly seems set to move in an entirely different but still entirely fantabulous way, dispensing with lead hero Jack Carver and casting you as a normal US grunt caught up in the midst of a war against a vast and implacable alien horde, which threaten the future of life on planet Earth as we know it.

Okay, no prizes for original plotting, but having now seen the game in action (more on that in the very near future - our lips have to remain sealed at the moment), we can confirm that, in graphical terms, Crysis is as revolutionary and gob-smackingly beautiful as Far Cry originally was. But it's the ambition to really push the FPS genre forward and Crytek's obvious determination to lovingly craft a PC FPS monster which will probably rival the best of breed, which impressed us most.

Still, we also had a chance to sit down with Crytek's CEO Cevat Yerli and lead game designer Bernd Diemar to shoot some Crytek breeze, and during the course of a fascinating interview they revealed world-first information and never-heard-before details on how the game's been forged in a white heat of innovation.

From exclusively revealing some of the first details on Crysis multiplayer modes to detailing some of the advanced AI techniques used, the weapons you'll get to employ and even offering first word on some of the Zero-G levels you'll get to encounter in the endgame, this is the first big definitive interview on Crysis and we're proud to present it to you first and exclusively on CVG.

Now read on...

Could you tell us a little about Crysis multiplayer modes? It's not something we've heard much about so far...

Cevat Yerli: Yeah, we've got four main modes, including Tactical Deathmatch, Tactical Team Deathmatch and Tactical Capture The Flag. The reason we have 'tactical' in front of the name is, with the additions of the player's suit and the different weapons and ammunition, it means each of the modes has a new kind of play. It's changed inherently because it gives each of the modes a new kind of dynamic. For example, during a Team Deathmatch game you could simply shoot down an opposing helicopter, or you could choose to put the pilot to sleep - it completely changes the nature of the gameplay.

Then we have a mode called Power Struggle, which features economics and that's like an unlockable shopping tree or list if you like, for certain equipment like weapons and vehicles. It's based around a US force and revolves around alien artefacts and technology. Depending on what you find and what you capture, it unlocks new possibilities in the gameplay.

By design, it's as hardcore a mode as you can get in a multiplayer game and it's very evolutionary and deep for the hardcore gamers, to offer the most tactical possibilities for them. We want to see the battles going on forever and there's always a hot spot evolving for them with new things to unlock to change the balance. That's the reason we call it the Power Struggle, because you can change the balance with new researches.

The amount of players in a game? Well, we're shooting for 32, we want to focus and make the best experience for this amount of players and we think this is going to make Crysis one of the best multiplayer games around. We've really brought multiplayer code up to scratch right now, because in Far Cry the technology didn't really allow for reactive gaming.

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